# Font Lib API This document describes Font Lib API. Font Lib creates textures for font display on entities. ## Settings ### default_font Name of the font to be used when no font is given. The font should be registered. If no default\_font given or if default\_font given but not registered, the first registered font will be used as default. ## Provided methods ### font_api.get_default_font_name() Returns de default font name. ### font_api.register_font(font_name, font_def) Register a new font. **font_name**: Name of the font to register. If registering different sizes of the same font, add size in the font name (e.g. times_10, times_12...). **font_def**: Font definition table (see **Font definition table** below). ### font_api.on_display_update(pos, objref) Standard on_display_update entity callback. **pos**: Node position **objref**: Object reference of entity Node should have a corresponding display_entity with size, resolution and maxlines fields and optionally halign, valign and color fields. ### Font definition table Font definition table used by **font_api.register_font** and **font\_api.Font:new** may/can contain following elements: * **height** (required): Font height in pixels (all font textures should have the same height) . * **widths** (required): Array of character widths in pixels, indexed by UTF codepoints. * **margintop** (optional): Margin (in texture pixels) added on top of each char texture. * **marginbottom** (optional): Margin (in texture pixels) added at bottom of each char texture. * **linespacing** (optional): Spacing (in texture pixels) between each lines. **margintop**, **marginbottom** and **linespacing** can be negative numbers (default 0) and are to be used to adjust various font styles to each other. Font must have a char 0 which will be used to display any unknown char. All textures corresponding to the indexes in widths array should be present in textures directory with a name matching the pattern : > font\_**{font_name}**_**{utf_code}**.png **{font\_name}**: Name of the font as given in the first argument **{utf\_code}**: UTF code of the char in 4 hexadecimal digits Example : font_courrier_0041.png is for the "A" char in the "courrier" font. To ease that declaration (specially to build the **widths** array), a shell is provided to build a {font\_name}.lua file from the texture files (see provided tools). ## Provided tools Still in early stage of development, these tools are helpers to create font mods. ### make_font_texture.sh This scripts takes a .ttf file as input and create one .png file per char, that can be used as font texture. Launch it from your future font mod directory. __Advice__ This script works much better with pixels font, providing the correct height. There is no antialiasing at all, vector fonts and bad heights gives very ugly results. __Syntax__ **make\_font\_texture.sh {fontfile} {fontname} {fontsize}** **{fontfile}**: A TTF font file to use to create textures. **{fontname}**: The font name to be used in font_api (should be simple, with no spaces). **{fontsize}**: Font height to be rendered. ### make_font_lua.sh This script analyses textures in textures directory and creates a font\_{font\_name}.lua files with a call to register_font with images information. Launch it from your future font mod directory. Once the font\_{font\_name}.lua created, it can be included by a init.lua file or directly renamed to init.lua if you are creating a simple font mod. __Syntax__ **make\_font_lua.sh {fontname}** **{fontname}**: The font name to be used in font_api (same as given to make\_font\_texture.sh) ### An exemple generating a font mod mkdir font_myfont cd font_myfont //tools/make_font_texture.sh myfont.ttf myfont 12 //tools/make_font_lua.sh myfont mv font_myfont.lua init.lua ## Font class A font usable with font API. This class is supposed to be for internal use but who knows. ### font\_api.Font:new(def) Create a new font object. **def** is a table containing font definition. See **Font definition table** above. ### font:get_char_width(char) Returns the width of char **char** in texture pixels. **char**: Unicode codepoint of char. ### font:get_height(nb_of_lines) Returns line(s) height. Takes care of top and bottom margins and line spacing. **nb_of_lines**: Number of lines in the text. ### font:get_width(line) Returns the width of a text line. Beware, if line contains any new line char, they are ignored. **line**: Line of text which the width will be computed. ### font:make_line_texture(line, texturew, x, y) Create a texture for a text line. **line**: Line of text to be rendered in texture. **texturew**: Width of the texture (extra text is not rendered). **x**: Starting x position in texture. **y**: Vertical position of the line in texture. ### font:make_text_texture(text, texturew, textureh, maxlines, halign, valign, color) Builds texture for a multiline colored text. **text**: Text to be rendered. **texturew**: Width of the texture (extra text will be truncated). **textureh**: Height of the texture. **maxlines**: Maximum number of lines. **halign**: Horizontal text align ("left"/"center"/"right") (optional). **valign**: Vertical text align ("top"/"center"/"bottom") (optional). **color**: Color of the text (optional).