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display_modpack/API.md
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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

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 text: Text to be rendered Returns: rendered text width, height

make_line_texture

font_lib.make_line_texture(font_name, text, width, x, y)

Builds texture part for a text line

font_name: Font name of registered font to use 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

font_lib.make_multiline_texture(font_name, text, width, height, maxlines, halign, valign, color)

Builds texture for a multiline colored text

font_name: Font name of registered font to use 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", "right" or "center") (optional) valign: Vertical text align ("top", "bottom" or "center") (optional) color: Color of the text (optional) Returns: Texture string

register_font

font_lib.register_font(font_name, height, widths)

Registers a new font in font_api.

font_name: Name of the font to register (this name will be used to address the font later) 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

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

To ease that declaration, 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

: A TTF font file to use to create textures. : The font name to be used in font_api (should be simple, with no spaces). : 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

: 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
/<path_to_font_api>/tools/make_font_texture.sh myfont.ttf myfont 12
/<path_to_font_api>/tools/make_font_lua.sh myfont
mv font_myfont.lua init.lua