//!****************************************************************************************** //! //! raylib-zig port of the [text] example - Sprite font loading //! https://github.com/raysan5/raylib/blob/master/examples/text/text_font_spritefont.c //! //! Example complexity rating: [★☆☆☆] 1/4 //! //! NOTE: Sprite fonts should be generated following this conventions: //! //! - Characters must be ordered starting with character 32 (Space) //! - Every character must be contained within the same Rectangle height //! - Every character and every line must be separated by the same distance (margin/padding) //! - Rectangles must be defined by a MAGENTA color background //! //! Following those constraints, a font can be provided just by an image, //! this is quite handy to avoid additional font descriptor files (like BMFonts use). //! //! Example originally created with raylib 1.0, last time updated with raylib 1.0 //! //! 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) 2014-2025 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 - sprite font loading"); defer rl.closeWindow(); const msg1 = "THIS IS A custom SPRITE FONT..."; const msg2 = "...and this is ANOTHER CUSTOM font..."; const msg3 = "...and a THIRD one! GREAT! :D"; // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) const font1 = try rl.loadFont("examples/text/resources/custom_mecha.png"); // Font loading defer rl.unloadFont(font1); const font2 = try rl.loadFont("examples/text/resources/custom_alagard.png"); // Font loading defer rl.unloadFont(font2); const font3 = try rl.loadFont("examples/text/resources/custom_jupiter_crash.png"); // Font loading defer rl.unloadFont(font3); const font_position1 = rl.Vector2{ .x = @as(f32, @floatFromInt(screen_width)) / 2.0 - rl.measureTextEx(font1, msg1, @floatFromInt(font1.baseSize), -3).x / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 - 80.0, }; const font_position2 = rl.Vector2{ .x = @as(f32, @floatFromInt(screen_width)) / 2.0 - rl.measureTextEx(font2, msg2, @floatFromInt(font2.baseSize), -2).x / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 - 10.0, }; const font_position3 = rl.Vector2{ .x = @as(f32, @floatFromInt(screen_width)) / 2.0 - rl.measureTextEx(font3, msg3, @floatFromInt(font3.baseSize), 2).x / 2, .y = @as(f32, @floatFromInt(screen_height)) / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 + 50.0, }; 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 //---------------------------------------------------------------------------------- // TODO: Update variables here... //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- rl.beginDrawing(); defer rl.endDrawing(); rl.clearBackground(.ray_white); rl.drawTextEx(font1, msg1, font_position1, @floatFromInt(font1.baseSize), -3, .white); rl.drawTextEx(font2, msg2, font_position2, @floatFromInt(font2.baseSize), -2, .white); rl.drawTextEx(font3, msg3, font_position3, @floatFromInt(font3.baseSize), 2, .white); //---------------------------------------------------------------------------------- } }