package main import ( "fmt" rl "github.com/gen2brain/raylib-go/raylib" ) func main() { screenWidth := int32(800) screenHeight := int32(450) rl.InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading") msg := "TTF Font" // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) // TTF Font loading with custom generation parameters font := rl.LoadFontEx("fonts/KAISG.ttf", 96, nil) // Generate mipmap levels to use trilinear filtering // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR rl.GenTextureMipmaps(&font.Texture) fontSize := font.BaseSize fontPosition := rl.NewVector2(40, float32(screenHeight)/2+50) textSize := rl.Vector2{} rl.SetTextureFilter(font.Texture, rl.FilterPoint) currentFontFilter := 0 // FilterPoint count := 0 droppedFiles := make([]string, 0) rl.SetTargetFPS(60) for !rl.WindowShouldClose() { // Update //---------------------------------------------------------------------------------- fontSize += int32(rl.GetMouseWheelMove() * 4.0) // Choose font texture filter method if rl.IsKeyPressed(rl.KeyOne) { rl.SetTextureFilter(font.Texture, rl.FilterPoint) currentFontFilter = 0 } else if rl.IsKeyPressed(rl.KeyTwo) { rl.SetTextureFilter(font.Texture, rl.FilterBilinear) currentFontFilter = 1 } else if rl.IsKeyPressed(rl.KeyThree) { // NOTE: Trilinear filter won't be noticed on 2D drawing rl.SetTextureFilter(font.Texture, rl.FilterTrilinear) currentFontFilter = 2 } textSize = rl.MeasureTextEx(font, msg, float32(fontSize), 0) if rl.IsKeyDown(rl.KeyLeft) { fontPosition.X -= 10 } else if rl.IsKeyDown(rl.KeyRight) { fontPosition.X += 10 } // Load a dropped TTF file dynamically (at current fontSize) if rl.IsFileDropped() { droppedFiles = rl.LoadDroppedFiles() count = len(droppedFiles) if count == 1 { // Only support one ttf file dropped rl.UnloadFont(font) font = rl.LoadFontEx(droppedFiles[0], fontSize, nil) rl.UnloadDroppedFiles() } } rl.BeginDrawing() rl.ClearBackground(rl.RayWhite) rl.DrawText("Use mouse wheel to change font size", 20, 20, 10, rl.Gray) rl.DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, rl.Gray) rl.DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, rl.Gray) rl.DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, rl.DarkGray) rl.DrawTextEx(font, msg, fontPosition, float32(fontSize), 0, rl.Black) // TODO: It seems texSize measurement is not accurate due to chars offsets... //rl.DrawRectangleLines(int32(fontPosition.X), int32(fontPosition.Y), int32(textSize.X), int32(textSize.Y), rl.Red) rl.DrawRectangle(0, screenHeight-80, screenWidth, 80, rl.LightGray) rl.DrawText(fmt.Sprintf("Font size: %02.02f", float32(fontSize)), 20, screenHeight-50, 10, rl.DarkGray) rl.DrawText(fmt.Sprintf("Text size: [%02.02f, %02.02f]", textSize.X, textSize.Y), 20, screenHeight-30, 10, rl.DarkGray) rl.DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, rl.Gray) if currentFontFilter == 0 { rl.DrawText("POINT", 570, 400, 20, rl.Black) } else if currentFontFilter == 1 { rl.DrawText("BILINEAR", 570, 400, 20, rl.Black) } else if currentFontFilter == 2 { rl.DrawText("TRILINEAR", 570, 400, 20, rl.Black) } rl.EndDrawing() } rl.UnloadFont(font) // Font unloading rl.UnloadDroppedFiles() // Clear internal buffers rl.CloseWindow() }