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example_no_antialiasing_font.c
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/*******************************************************************************************
* modified to remove antialiasing from font textures:
* raylib [text] example - Font loading
*
* 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
*
* 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) 2016-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
// Define characters to draw
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// 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
Font fontTtf = LoadFontEx("build/external/raylib-master/examples/text/resources/pixantiqua.ttf", 32, 0, 250);
SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n')
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
char we_dont_want_aliasing=1; // change this to zero to use aliasing
if (we_dont_want_aliasing)
{
// remove antialiasing from font texture
Image tmp1=LoadImageFromTexture(fontTtf.texture);
ImageAlphaClear(&tmp1,(Color){0,0,0,0},0.95);
UnloadTexture(fontTtf.texture);
fontTtf.texture=LoadTextureFromImage(tmp1);
UnloadImage(tmp1);
SetTextureFilter(fontTtf.texture,TEXTURE_FILTER_POINT);
}
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize*4, 2, LIME);
DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
DrawTexturePro(fontTtf.texture,(Rectangle){0,0,100,100},
(Rectangle){0,0,600,600},(Vector2){0,0},0,WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontTtf); // TTF Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}