Difference between revisions of "Modules/print/Usage"
From MSX Game Library
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Print_SetVRAMFont(g_Font_MGL_Sample6, 212, COLOR_WHITE); | Print_SetVRAMFont(g_Font_MGL_Sample6, 212, COLOR_WHITE); | ||
| − | Print_SetPosition(100, | + | Print_SetPosition(100, 150); // Position in pixel unit |
Print_DrawText("VRAM mode"); | Print_DrawText("VRAM mode"); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode) | VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode) | ||
Print_SetSpriteFont(g_Font_MGL_Sample8, 0, 0); | Print_SetSpriteFont(g_Font_MGL_Sample8, 0, 0); | ||
| − | Print_SetPosition(100, | + | Print_SetPosition(100, 50); // Position in pixel unit |
Print_DrawText("Sprite mode"); | Print_DrawText("Sprite mode"); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 21:41, 7 January 2024
Use of this module begins with the initialization of a font. Then you can use all the functions to display text.
You have several render mode:
- Text (using tiles/characters set for tiled-based screen modes),
- Bitmap (draw text from RAM to VRAM for bitmap screen modes),
- Bitmap with transparency.
- VRAM (put font on VRAM and draw from there; slower to initialize, quicker to draw),
- Sprite (draw text using sprites).
Example using tile-based render mode:
#include "font/font_mgl_sample8.h"
VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode)
Print_SetTextFont(g_Font_MGL_Sample8, 1); // Upload font tile-set from index 1
Print_SetPosition(10, 10); // Position in tile grid unit
Print_DrawText("Text mode");
Example using bitmap render mode for MSX2:
#include "font/font_mgl_sample6.h"
VDP_SetMode(VDP_MODE_SCREEN5); // Initialize screen mode 5 (bitmap mode)
Print_SetBitmapFont(g_Font_MGL_Sample6); // Initialize bitmap font
Print_SetOutline(TRUE, COLOR_GRAY); // Set outline effect
Print_SetPosition(100, 100); // Position in pixel unit
Print_DrawText("Bitmap mode");
Print_SetVRAMFont(g_Font_MGL_Sample6, 212, COLOR_WHITE);
Print_SetPosition(100, 150); // Position in pixel unit
Print_DrawText("VRAM mode");
Example using sprite render mode:
#include "font/font_mgl_sample8.h"
VDP_SetMode(VDP_MODE_SCREEN1); // Initialize screen mode 1 (tiled-base mode)
Print_SetSpriteFont(g_Font_MGL_Sample8, 0, 0);
Print_SetPosition(100, 50); // Position in pixel unit
Print_DrawText("Sprite mode");