//!****************************************************************************************** //! //! raylib-zig port of the [text] example - Font loading //! https://github.com/raysan5/raylib/blob/master/examples/text/text_font_loading.c //! //! Example complexity rating: [★☆☆☆] 1/4 //! //! 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 //! //! Translated to raylib-zig by Timothy Fiss (@TheFissk) //! //! 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) 2016-2025 Ramon Santamaria (@raysan5) //! //!******************************************************************************************* const rl = @import("raylib"); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ pub fn main() anyerror!void { // Initialization //-------------------------------------------------------------------------------------- const screen_width = 800; const screen_height = 450; rl.initWindow(screen_width, screen_height, "raylib [text] example - font loading"); defer rl.closeWindow(); // Define characters to draw // NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally const 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 const font_bm = try rl.loadFont("examples/text/resources/pixantiqua.fnt"); defer rl.unloadFont(font_bm); // 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 const font_ttf = try rl.loadFontEx("examples/text/resources/pixantiqua.ttf", 32, null); defer rl.unloadFont(font_ttf); rl.setTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n') var use_ttf = false; rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!rl.windowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (rl.isKeyDown(.space)) { use_ttf = true; } else { use_ttf = false; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- rl.beginDrawing(); defer rl.endDrawing(); rl.clearBackground(.ray_white); rl.drawText("Hold SPACE to use TTF generated font", 20, 20, 20, .light_gray); if (!use_ttf) { rl.drawTextEx(font_bm, msg, .{ .x = 20.0, .y = 100.0 }, @floatFromInt(font_bm.baseSize), 2, .maroon); rl.drawText("Using BMFont (Angelcode) imported", 20, rl.getScreenHeight() - 30, 20, .gray); } else { rl.drawTextEx(font_ttf, msg, .{ .x = 20.0, .y = 100.0 }, @floatFromInt(font_ttf.baseSize), 2, .lime); rl.drawText("Using TTF font generated", 20, rl.getScreenHeight() - 30, 20, .gray); } //---------------------------------------------------------------------------------- } }