Displaying text
h2d.Text can be used to draw text using precomputed bitmap fonts.
Use text in Heaps
var font : h2d.Font = hxd.res.DefaultFont.get();var tf = new h2d.Text(font);tf.text = "Hello World\nHeaps is great!";tf.textAlign = Center;// add to any parent, in this case we append to roots2d.addChild(tf);
textColor.
HtmlText usage
h2d.HtmlText class that allows to use simple html markdown for rich text.
Supported HTML tags and their attributes
<font>: Alters font parameters for tag contents.face="myFontFace": Sets different font face. See remarks about font loading below.color="#880088": Sets text color. Should be in hexadecimal format.opacity="0.5": Set text opacity. Value should be between 0 and 1.<p>: Inserts line-breaks before and after paragraph and allows to control text alignment.align="center": Set text align for tag contents. Valid values are:left,right,center,multiline-center,multiline-right.<b>: Alias to<font face="bold"><i>: Alias to<font face="italic"><br/>: Creates a line-break.<img>: Inserts an image.src="myimage.png": Name of the image to load. See remarks about image loading beloew.Font and image loading
HtmlText does not use Resource Manager to load fonts or images. Loading is performed by setting the callback methods:
Lastly,// Global callbacks that work for all HtmlText instances.HtmlText.defaultLoadImage = function( url : String ) : h2d.Tile { return null; }HtmlText.defaultLoadFont = function( name : String ) : h2d.Font { return null; }HtmlText.defaultFormatText = function ( text : String ) : String { return text; }// Per-instance callbacks that allow to customize each instance// with individual scope.htmlText.loadImage = function( url : String ) : h2d.Tile { return null; }htmlText.loadFont = function( name : String ) : h2d.Font { return null; }htmlText.formatText = function ( text : String ) : String { return text; }
formatTextallows to modify and/or validate text contents when it’s changed.Font creation
.fntfile and put it into yourresdirectory. Heaps automatically converts all supported.fntfiles to its own.bfntformat to speed up font loading. Alternatively it is possible to use Signed Distance Field to generate scalable fonts. See Hiero section for details.Supported formats
- Note: Multiple images per font are not supported.
- FontBuilder: Divo (discouraged to use, as it is less advanced than BMFont)
Convert font to bitmap font using BMfont tool
http://www.angelcode.com/products/bmfont/ In the BMFont-tool, use these settings:
- File → Font settings
- (if you want smooth fonts)
- File → Export settings
- File → Save bitmap font as..
./res/fonts/myFontName.fnt- Note: Multi-texture fnt files are not supported, ensure that there is only one font texture per fnt file.
Convert font to bitmap font using Littera
here or trough standalone flash player by running swf file directly. Use following settings: - Select Font button
- Select what glyphs do you want to export. Fill: to get a non-gradient color, remove one of the markers dragging it down from the rectangle. Enable/disable stroke Background color * …
XML (.fnt)orText (.fnt)- Export start the downloading process.
./res/fonts/pagessection of.fntfile.Using libgdx Hiero
Hiero can be utilized to generate fonts with extra filters as well as SDF fonts.- Distance Field Fonts
- Hiero
Using fontgen tool
Fontgen is a command-line utility to generate fonts including SDF and MSDF formats. It was written specifically for Heaps and ShiroGames. Utility is strictly command-line with config files, please refer to readme file.Be creative with bitmapfonts
If you add some ‘padding’ (not ‘spacing’) in the export options, you can decorate the outputted .png-file in your image-editing software with some colors/effects/gradients. You can bake this inside your bitmap. Want gradients? Its not simple to add them with image-editing software if cells are uneven. Use the “equalize the cell heights” in the export options. Then all chars have the same height and is a bit easier to add the gradients. Of course, the texture will be a bit bigger in that case, since there is a bit more whitespace.Using the Font
initialize the have a.fntand the corresponding.pngfile in yourresfolder For Divo, For BMFont, Heaps will try to find texture referenced in.fntfirst, and then, if unsuccessful, fallback to same behavior as Divo. load it using create anh2d.Textusing this fontSDF / MSDF
For SDF fonts you need to load fonts slightly differently. toFont()usetoSdfFont(size, channel, alphaCutoff, smoothing)sizewill represent desired font size.channeltells which texture channel SDF shader should take the information from.alphaCutoffwill set the border of a glyph, with0.5being default value.smoothingcontrols the amount of antialiasing applied to glyph borders.Text.smoothingtotrue, otherwise SDF won’t render properly.
