font spritefont
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//! raylib [text] example - font spritefont
//!
//! 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)
//!
//! Zig-API translation of examples/text/text_font_spritefont.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [text] example - font spritefont");
defer rl.closeWindow(); // Close window and OpenGL context
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("resources/custom_mecha.png"); // Font loading
defer rl.unloadFont(font1);
const font2 = try rl.loadFont("resources/custom_alagard.png"); // Font loading
defer rl.unloadFont(font2);
const font3 = try rl.loadFont("resources/custom_jupiter_crash.png"); // Font loading
defer rl.unloadFont(font3);
const font_position1: rl.Vector2 = .{
.x = screen_width / 2.0 - rl.measureTextEx(font1, msg1, @floatFromInt(font1.baseSize), -3).x / 2,
.y = screen_height / 2.0 - @as(f32, @floatFromInt(font1.baseSize)) / 2.0 - 80.0,
};
const font_position2: rl.Vector2 = .{
.x = screen_width / 2.0 - rl.measureTextEx(font2, msg2, @floatFromInt(font2.baseSize), -2.0).x / 2.0,
.y = screen_height / 2.0 - @as(f32, @floatFromInt(font2.baseSize)) / 2.0 - 10.0,
};
const font_position3: rl.Vector2 = .{
.x = screen_width / 2.0 - rl.measureTextEx(font3, msg3, @floatFromInt(font3.baseSize), 2.0).x / 2.0,
.y = screen_height / 2.0 - @as(f32, @floatFromInt(font3.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
// 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);
}
}/*******************************************************************************************
*
* raylib [text] example - font spritefont
*
* 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
*
* 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)
*
********************************************************************************************/
#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 spritefont");
const char msg1[50] = "THIS IS A custom SPRITE FONT...";
const char msg2[50] = "...and this is ANOTHER CUSTOM font...";
const char msg3[50] = "...and a THIRD one! GREAT! :D";
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
Font font1 = LoadFont("resources/custom_mecha.png"); // Font loading
Font font2 = LoadFont("resources/custom_alagard.png"); // Font loading
Font font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
Vector2 fontPosition1 = { screenWidth/2.0f - MeasureTextEx(font1, msg1, (float)font1.baseSize, -3).x/2,
screenHeight/2.0f - font1.baseSize/2.0f - 80.0f };
Vector2 fontPosition2 = { screenWidth/2.0f - MeasureTextEx(font2, msg2, (float)font2.baseSize, -2.0f).x/2.0f,
screenHeight/2.0f - font2.baseSize/2.0f - 10.0f };
Vector2 fontPosition3 = { screenWidth/2.0f - MeasureTextEx(font3, msg3, (float)font3.baseSize, 2.0f).x/2.0f,
screenHeight/2.0f - font3.baseSize/2.0f + 50.0f };
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
//----------------------------------------------------------------------------------
// TODO: Update variables here...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextEx(font1, msg1, fontPosition1, (float)font1.baseSize, -3, WHITE);
DrawTextEx(font2, msg2, fontPosition2, (float)font2.baseSize, -2, WHITE);
DrawTextEx(font3, msg3, fontPosition3, (float)font3.baseSize, 2, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadFont(font1); // Font unloading
UnloadFont(font2); // Font unloading
UnloadFont(font3); // Font unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}From raylib 6.2. The original on GitHub.