Game Development Reference
In-Depth Information
Note
To quickly open the command prompt in your current folder, hold Shift while you
right-click and select Open Command Prompt Here .
This will output a file named GameFont.font , which we can include in our game as
we did with the images previously. Don't forget to set the Content property to true .
Drawing the font
Now let's get this text onto the screen. The steps here are pretty simple, just like our
sprite rendering before.
Inside the game we need to define a SpriteFont that will hold our font data and
work with SpriteBatch to render the text. Add this underneath the SpriteBatch
definition:
std::shared_ptr<DirectX::SpriteFont>
_spriteFont;
Now we need to load this up using the constructor of SpriteFont . The best place
to do this would be after loading the sprites inside the Game->Load() function.
Microsoft::WRL::ComPtr<ID3D11Device>
d3d11Device;
m_d3dDevice.As(&d3d11Device);
_spriteFont =
std::make_shared<DirectX::SpriteFont>(
d3d11Device.Get(),
L"GameFont.font"
);
Here we need to get the ID3D11Device version of our graphics device, and we
only have the ID3D11Device1 version. So, just as with our earlier conversion of the
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