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Merge pull request #445 from Hultan/font_loading
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New example: font_loading
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gen2brain authored Oct 31, 2024
2 parents 87d0d71 + c3e8a0f commit ab0d3a3
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79 changes: 79 additions & 0 deletions examples/text/font_loading/main.go
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/*******************************************************************************************
*
* raylib [text] example - Font loading
*
* NOTE: raylib can load fonts from multiple input file formats:
*
* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
* some of the generation parameters (size, characters to include)
* - BMFonts > Angel code font fileformat, sprite font image must be provided
* together with the .fnt file, font generation cna not be configured
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
* Characters in image must follow some spacing and order rules
*
* Example originally created with raylib 1.4, last time updated with raylib 3.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2016-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
package main

import rl "github.com/gen2brain/raylib-go/raylib"

const (
screenWidth = 800
screenHeight = 450
)

func main() {
rl.InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading")

// Define characters to draw
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
msg := "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz" +
"{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ"

// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)

// BMFont (AngelCode) : Font data and image atlas have been generated using external program
fontBm := rl.LoadFont("pixantiqua.fnt")

// TTF font : Font data and atlas are generated directly from TTF
// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
fontTtf := rl.LoadFontEx("pixantiqua.ttf", 32, nil, 250)

rl.SetTextLineSpacing(16) // Set line spacing for multiline text (when line breaks are included '\n')

useTtf := false

rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second

for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Update
useTtf = rl.IsKeyDown(rl.KeySpace)

// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)

rl.DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, rl.LightGray)

if !useTtf {
rl.DrawTextEx(fontBm, msg, rl.Vector2{X: 20.0, Y: 100.0}, float32(fontBm.BaseSize), 2, rl.Maroon)
rl.DrawText("Using BMFont (Angelcode) imported", 20, int32(rl.GetScreenHeight())-30, 20, rl.Gray)
} else {
rl.DrawTextEx(fontTtf, msg, rl.Vector2{X: 20.0, Y: 100.0}, float32(fontTtf.BaseSize), 2, rl.Lime)
rl.DrawText("Using TTF font generated", 20, int32(rl.GetScreenHeight())-30, 20, rl.Gray)
}

rl.EndDrawing()
}

// De-Initialization
rl.UnloadFont(fontBm) // AngelCode Font unloading
rl.UnloadFont(fontTtf) // TTF Font unloading
rl.CloseWindow() // Close window and OpenGL context
}
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