/******************************************************************************************* * * 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 "git.terah.dev/UnrealXR/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\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\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 }