79 lines
3.1 KiB
Go
79 lines
3.1 KiB
Go
/*******************************************************************************************
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*
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* raylib [text] example - Font loading
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*
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* NOTE: raylib can load fonts from multiple input file formats:
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*
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* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
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* some of the generation parameters (size, characters to include)
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* - BMFonts > Angel code font fileformat, sprite font image must be provided
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* together with the .fnt file, font generation cna not be configured
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* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
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* Characters in image must follow some spacing and order rules
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*
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* Example originally created with raylib 1.4, last time updated with raylib 3.0
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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) 2016-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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package main
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import rl "git.terah.dev/UnrealXR/raylib-go/raylib"
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const (
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screenWidth = 800
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screenHeight = 450
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)
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func main() {
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rl.InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading")
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// Define characters to draw
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// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
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msg := "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz" +
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"{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ"
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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// BMFont (AngelCode) : Font data and image atlas have been generated using external program
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fontBm := rl.LoadFont("pixantiqua.fnt")
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// TTF font : Font data and atlas are generated directly from TTF
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// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
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fontTtf := rl.LoadFontEx("pixantiqua.ttf", 32, nil, 250)
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rl.SetTextLineSpacing(16) // Set line spacing for multiline text (when line breaks are included '\n')
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useTtf := false
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rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
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for !rl.WindowShouldClose() { // Detect window close button or ESC key
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// Update
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useTtf = rl.IsKeyDown(rl.KeySpace)
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// Draw
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, rl.LightGray)
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if !useTtf {
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rl.DrawTextEx(fontBm, msg, rl.Vector2{X: 20.0, Y: 100.0}, float32(fontBm.BaseSize), 2, rl.Maroon)
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rl.DrawText("Using BMFont (Angelcode) imported", 20, int32(rl.GetScreenHeight())-30, 20, rl.Gray)
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} else {
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rl.DrawTextEx(fontTtf, msg, rl.Vector2{X: 20.0, Y: 100.0}, float32(fontTtf.BaseSize), 2, rl.Lime)
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rl.DrawText("Using TTF font generated", 20, int32(rl.GetScreenHeight())-30, 20, rl.Gray)
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}
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rl.EndDrawing()
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}
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// De-Initialization
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rl.UnloadFont(fontBm) // AngelCode Font unloading
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rl.UnloadFont(fontTtf) // TTF Font unloading
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rl.CloseWindow() // Close window and OpenGL context
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}
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