mirror of
https://github.com/raylib-zig/raylib-zig.git
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95 lines
4.5 KiB
Zig
95 lines
4.5 KiB
Zig
//!******************************************************************************************
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//!
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//! raylib-zig port of the [text] example - Sprite font loading
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//! https://github.com/raysan5/raylib/blob/master/examples/text/text_font_spritefont.c
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//!
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//! Example complexity rating: [★☆☆☆] 1/4
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//!
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//! NOTE: Sprite fonts should be generated following this conventions:
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//!
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//! - Characters must be ordered starting with character 32 (Space)
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//! - Every character must be contained within the same Rectangle height
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//! - Every character and every line must be separated by the same distance (margin/padding)
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//! - Rectangles must be defined by a MAGENTA color background
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//!
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//! Following those constraints, a font can be provided just by an image,
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//! this is quite handy to avoid additional font descriptor files (like BMFonts use).
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//!
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//! Example originally created with raylib 1.0, last time updated with raylib 1.0
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//!
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//! Translated to raylib-zig by Timothy Fiss (@TheFissk)
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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) 2014-2025 Ramon Santamaria (@raysan5)
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//!
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//!*******************************************************************************************
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const rl = @import("raylib");
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screen_width = 800;
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const screen_height = 450;
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rl.initWindow(screen_width, screen_height, "raylib [text] example - sprite font loading");
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defer rl.closeWindow();
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const msg1 = "THIS IS A custom SPRITE FONT...";
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const msg2 = "...and this is ANOTHER CUSTOM font...";
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const msg3 = "...and a THIRD one! GREAT! :D";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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const font1 = try rl.loadFont("examples/text/resources/custom_mecha.png"); // Font loading
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defer rl.unloadFont(font1);
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const font2 = try rl.loadFont("examples/text/resources/custom_alagard.png"); // Font loading
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defer rl.unloadFont(font2);
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const font3 = try rl.loadFont("examples/text/resources/custom_jupiter_crash.png"); // Font loading
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defer rl.unloadFont(font3);
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const font_position1 = rl.Vector2{
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.x = @as(f32, @floatFromInt(screen_width)) / 2.0 - rl.measureTextEx(font1, msg1, @floatFromInt(font1.baseSize), -3).x / 2,
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.y = @as(f32, @floatFromInt(screen_height)) / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 - 80.0,
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};
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const font_position2 = rl.Vector2{
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.x = @as(f32, @floatFromInt(screen_width)) / 2.0 - rl.measureTextEx(font2, msg2, @floatFromInt(font2.baseSize), -2).x / 2,
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.y = @as(f32, @floatFromInt(screen_height)) / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 - 10.0,
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};
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const font_position3 = rl.Vector2{
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.x = @as(f32, @floatFromInt(screen_width)) / 2.0 - rl.measureTextEx(font3, msg3, @floatFromInt(font3.baseSize), 2).x / 2,
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.y = @as(f32, @floatFromInt(screen_height)) / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 + 50.0,
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};
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rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl.windowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update variables here...
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rl.beginDrawing();
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defer rl.endDrawing();
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rl.clearBackground(.ray_white);
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rl.drawTextEx(font1, msg1, font_position1, @floatFromInt(font1.baseSize), -3, .white);
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rl.drawTextEx(font2, msg2, font_position2, @floatFromInt(font2.baseSize), -2, .white);
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rl.drawTextEx(font3, msg3, font_position3, @floatFromInt(font3.baseSize), 2, .white);
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//----------------------------------------------------------------------------------
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}
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}
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