/******************************************************************************************* * * raylib example 05a - SpriteFont loading and drawing some text with it * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib example 05a - sprite fonts"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) SpriteFont font = LoadSpriteFont("resources/custom_font.png"); // SpriteFont loading //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // TODO: Comming soon... // TIP: Use DrawTextEx() function /* void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); */ EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadSpriteFont(font); // SpriteFont unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }