raylib-zig/examples/text/font_spritefont.zig
2025-08-25 18:22:36 +02:00

95 lines
4.5 KiB
Zig

//!******************************************************************************************
//!
//! 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);
//----------------------------------------------------------------------------------
}
}