font loading
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//! 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 can not be configured
//! - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
//! Characters in image must follow some spacing and order rules
//!
//! Zig-API translation of examples/text/text_font_loading.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2016-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
/// The first 250 codepoints from 32 (Space): what C's LoadFontEx(path, size, NULL, 250) loads.
const codepoints = blk: {
var result: [250]i32 = undefined;
for (&result, 32..) |*codepoint, value| codepoint.* = value;
break :blk result;
};
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [text] example - font loading");
defer rl.closeWindow(); // Close window and OpenGL context
// Define characters to draw
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
const msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklm\nnopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒ\nÓÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö\n÷øùúûüýþÿ";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// BMFont (AngelCode) : Font data and image atlas have been generated using external program
const font_bm = try rl.loadFont("resources/pixantiqua.fnt"); // Requires "resources/pixantiqua.png"
defer rl.unloadFont(font_bm); // AngelCode Font unloading
// 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
const font_ttf = try rl.loadFontEx("resources/pixantiqua.ttf", 32, &codepoints);
defer rl.unloadFont(font_ttf); // TTF Font unloading
rl.setTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n')
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
const use_ttf = rl.isKeyDown(.space);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
rl.drawText("Hold SPACE to use TTF generated font", 20, 20, 20, .light_gray);
if (!use_ttf) {
rl.drawTextEx(font_bm, msg, .{ .x = 20.0, .y = 100.0 }, @floatFromInt(font_bm.baseSize), 2, .maroon);
rl.drawText("Using BMFont (Angelcode) imported", 20, rl.getScreenHeight() - 30, 20, .gray);
} else {
rl.drawTextEx(font_ttf, msg, .{ .x = 20.0, .y = 100.0 }, @floatFromInt(font_ttf.baseSize), 2, .lime);
rl.drawText("Using TTF font generated", 20, rl.getScreenHeight() - 30, 20, .gray);
}
}
}/*******************************************************************************************
*
* raylib [text] example - font loading
*
* Example complexity rating: [★☆☆☆] 1/4
*
* 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 can 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) 2016-2025 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 = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklm\nnopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒ\nÓÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö\n÷øùúûüýþÿ";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
// BMFont (AngelCode) : Font data and image atlas have been generated using external program
Font fontBm = LoadFont("resources/pixantiqua.fnt"); // Requires "resources/pixantiqua.png"
// 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("resources/pixantiqua.ttf", 32, 0, 250);
SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n')
bool useTtf = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_SPACE)) useTtf = true;
else useTtf = false;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, LIGHTGRAY);
if (!useTtf)
{
DrawTextEx(fontBm, msg, (Vector2){ 20.0f, 100.0f }, (float)fontBm.baseSize, 2, MAROON);
DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, GRAY);
}
else
{
DrawTextEx(fontTtf, msg, (Vector2){ 20.0f, 100.0f }, (float)fontTtf.baseSize, 2, LIME);
DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, GRAY);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(fontBm); // AngelCode Font unloading
UnloadFont(fontTtf); // TTF Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.