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			85 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [text] example - Sprite font loading
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*
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*   Loaded sprite fonts have been generated following XNA SpriteFont conventions:
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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 the same distance
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*     - Rectangles must be defined by a MAGENTA color background
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*
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*   If following this constraints, a font can be provided just by an image,
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*   this is quite handy to avoid additional information files (like BMFonts use).
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*
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*   This example has been created using raylib 1.0 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite font loading");
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    const char msg1[50] = "THIS IS A custom SPRITE FONT...";
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    const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
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    const char msg3[50] = "...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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    Font font1 = LoadFont("resources/custom_mecha.png");          // Font loading
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    Font font2 = LoadFont("resources/custom_alagard.png");        // Font loading
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    Font font3 = LoadFont("resources/custom_jupiter_crash.png");  // Font loading
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    Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
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                              screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
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    Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
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                              screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
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    Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
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                              screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
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    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 (!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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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            DrawTextEx(font1, msg1, fontPosition1, (float)font1.baseSize, -3, WHITE);
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            DrawTextEx(font2, msg2, fontPosition2, (float)font2.baseSize, -2, WHITE);
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            DrawTextEx(font3, msg3, fontPosition3, (float)font3.baseSize, 2, WHITE);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadFont(font1);      // Font unloading
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    UnloadFont(font2);      // Font unloading
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    UnloadFont(font3);      // Font unloading
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    CloseWindow();          // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |