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# Font Lib API
This document describes Font Lib API. Font Lib creates textures for font display on entities.
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## 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.
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## Provided methods
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### get\_text\_size
**font\_lib.get\_text\_size(font\_name, text)**
Computes size for a given font and text
**font\_name**: Font name of registered font to use
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**text**: Text to be rendered
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**Returns**: rendered text width, height
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### make\_line\_texture
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**font\_lib.make\_line\_texture(font\_name, text, width, x, y)**
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Builds texture part for a text line
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**font\_name**: Font name of registered font to use
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**text**: Text to be rendered
**texturew**: Width of the texture (extra text is not rendered)
**x**: Starting x position in texture
**y**: Vertical position of the line in texture
**Returns**: Texture string
### make\_multiline\_texture
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**font\_lib.make\_multiline\_texture(font\_name, text, width, height, maxlines, halign, valign, color)**
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Builds texture for a multiline colored text
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**font\_name**: Font name of registered font to use
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**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
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**halign**: Horizontal text align ("left", "right" or "center") (optional)
**valign**: Vertical text align ("top", "bottom" or "center") (optional)
**color**: Color of the text (optional)
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**Returns**: Texture string
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### register\_font
**font\_lib.register_font(font\_name, height, widths)**
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Registers a new font in font_api.
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**font\_name**: Name of the font to register (this name will be used to address the font later)
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If registering different sizes of the same font, add size in the font name (e.g. times\_10, times\_12...).
**height**: Font height in pixels (all font textures should have the same height)
**widths** : Array of character widths in pixels, indexed by UTF codepoints
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Font must have a char 0 which will be used to display any unknown char.
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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**
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**< font \_name > **: Name of the font as given in the first argument
**< utf \_code > **: UTF code of the char in 4 hexadecimal digits
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To ease that declaration, a shell is provided to build a < font \_name > .lua file from the texture files (see provided tools).
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## Provided tools
Still in early stage of development, these tools are helpers to create font mods.
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### make_font_texture.sh
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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.
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__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.
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**< fontname > **: The font name to be used in font_api (should be simple, with no spaces).
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**< fontsize > **: Font height to be rendered.
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### make_font_lua.sh
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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 > **
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**< fontname > **: The font name to be used in font_api (same as given to make\_font\_texture.sh)
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### An exemple generating a font mod
mkdir font_myfont
cd font_myfont
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/< path_to_font_api > /tools/make_font_texture.sh myfont.ttf myfont 12
/< path_to_font_api > /tools/make_font_lua.sh myfont
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mv font_myfont.lua init.lua
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