convert submodules to normal folders for now
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raylib/examples/text/text_font_spritefont.c
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raylib/examples/text/text_font_spritefont.c
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/*******************************************************************************************
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*
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* raylib [text] example - Sprite font loading
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*
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* NOTE: Sprite fonts should be generated following this conventions:
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*
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* - Characters must be ordered starting with character 32 (Space)
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* - Every character must be contained within the same Rectangle height
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* - Every character and every line must be separated by the same distance (margin/padding)
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* - Rectangles must be defined by a MAGENTA color background
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*
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* Following those constraints, a font can be provided just by an image,
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* this is quite handy to avoid additional font descriptor files (like BMFonts use).
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*
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* Example originally created with raylib 1.0, last time updated with raylib 1.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite font loading");
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const char msg1[50] = "THIS IS A custom SPRITE FONT...";
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const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
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const char msg3[50] = "...and a THIRD one! GREAT! :D";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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Font font1 = LoadFont("resources/custom_mecha.png"); // Font loading
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Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
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Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
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Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
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screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
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Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
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screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
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Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
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screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update variables here...
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextEx(font1, msg1, fontPosition1, (float)font1.baseSize, -3, WHITE);
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DrawTextEx(font2, msg2, fontPosition2, (float)font2.baseSize, -2, WHITE);
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DrawTextEx(font3, msg3, fontPosition3, (float)font3.baseSize, 2, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadFont(font1); // Font unloading
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UnloadFont(font2); // Font unloading
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UnloadFont(font3); // Font unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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