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@tomekc
Last active January 1, 2016 15:38
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Bitmap font support in Corona SDK, compatible with Graphics 2.0
module( ..., package.seeall )
-- AngelCode bitmap font support
-- Updated for Graphics 2.0
-- Download sprite module from https://github.com/coronalabs/framework-sprite-legacy/raw/master/sprite.lua
local sprite = require( "sprite" )
-- Specify an Angelcode format bitmap font definition file (".FNT")
-- The spritesheet(s) that this file references need to be located in the resource directory.
-- Return value is a font object that can be used when calling newString
function loadFont( fntFile, path )
local function extract( s, p )
return string.match( s, p ), string.gsub( s, p, '', 1 )
end
local path = path or ""
local font = { info = {}, spritesheets = {}, sprites = {}, chars = {}, kernings = {} }
local readline = io.lines( system.pathForFile( path .. fntFile, system.ResourceDirectory ) )
for line in readline do
local t = {}; local tag;
tag, line = extract( line, '^%s*([%a_]+)%s*' )
while string.len( line ) > 0 do
local k, v
k, line = extract( line, '^([%a_]+)=' )
if not k then
break
end
v, line = extract( line, '^"([^"]*)"%s*' )
if not v then
v, line = extract( line, '^([^%s]*)%s*' )
end
if not v then
break
end
t[ k ] = v
end
if tag == 'info' or tag == 'common' then
for k, v in pairs( t ) do font.info[ k ] = v end
elseif tag == 'page' then
font.spritesheets[ 1 + t.id ] = { file = t.file, frames = {} }
elseif tag == 'char' then
t.letter = string.char( t.id )
font.chars[ t.letter ] = {}
for k, v in pairs( t ) do font.chars[ t.letter ][ k ] = v end
if 0 + font.chars[ t.letter ].width > 0 and 0 + font.chars[ t.letter ].height > 0 then
font.spritesheets[ 1 + t.page ].frames[ #font.spritesheets[ 1 + t.page ].frames + 1 ] = {
--textureRect = { x = 0 + t.x, y = 0 + t.y, width = -1 + t.width, height = -1 + t.height }, --CLF removed the -1, it was causing issues with fonts with borders
textureRect = { x = 0 + t.x, y = 0 + t.y, width = t.width, height = t.height },
spriteSourceSize = { width = 0 + t.width, height = 0 + t.height },
spriteColorRect = { x = 0, y = 0, width = -1 + t.width, height = -1 + t.height },
spriteTrimmed = true
}
font.sprites[ t.letter ] = {
spritesheet = 1 + t.page,
frame = #font.spritesheets[ 1 + t.page ].frames
}
end
elseif( tag == 'kerning' ) then
font.kernings[ string.char( t.first ) .. string.char( t.second ) ] = 0 + t.amount
end
end
for k, v in pairs( font.spritesheets ) do
font.spritesheets[ k ].sheet = sprite.newSpriteSheetFromData( path..v.file, v )
end
for k, v in pairs( font.sprites ) do
font.sprites[ k ] = sprite.newSpriteSet( font.spritesheets[ v.spritesheet ].sheet, v.frame, 1 )
end
return font
end
-- extend an object with accessor behaviors
local function accessorize( t )
local mt = getmetatable( t )
setmetatable( t, {
__index = function( t, k )
if rawget( t, 'get_'..k ) then
return rawget(t, 'get_'..k )( t, k )
elseif rawget( t, 'raw_'..k ) then
return rawget( t, 'raw_'..k )
elseif mt.__index then
return mt.__index( t, k )
else
return nil
end
end,
__newindex = function( t, k, v )
if rawget( t, 'set_'..k ) then
rawget( t, 'set_'..k )( t, k, v )
elseif rawget( t, 'raw_'..k ) then
rawset( t, 'raw_'..k, v )
elseif mt.__newindex then
mt.__newindex( t, k, v )
else
rawset( t, 'raw_'..k, v )
end
end,
} )
end
-- extend an object with cascading removeSelf
local function removerize( t )
local old = t.removeSelf
t.removeSelf = function( o )
for i = o.numChildren, 1, -1 do o[ i ]:removeSelf() end
old( o )
end
end
-- Pass a font object (obtained from loadFont) and a string to render
-- Return value is a DisplayObject of the rendered string
-- object.font can be read/modifed
-- object.text can be read/modified
-- object.align can be read/modified - left/right/center (multiline not yet fully supported for non-left)
-- object.input( function(text), { filter = function(), max = 32 } )
-- turns the object into a text input.
-- the callback is hit when the user presses "return" or the field losed focus.
-- this code is under development - more documentation will be added soon...
function newString( font, text ,origsize, newsize)
local finalScale = 100/origsize *newsize/100;
local obj = display.newGroup()
accessorize( obj )
removerize( obj )
obj.set_font = function( t, k, v )
obj.raw_font = v
if t.text then
t.text = t.text
end
end
-- Set the alignment of the object
obj.set_align = function( t, k, v )
local w = t.textWidth
if t.raw_align == 'right' then
for i = 1, t.numChildren do
t[ i ].x = t[ i ].x + w
end
elseif t.raw_align == 'center' then
for i = 1, t.numChildren do
t[ i ].x = t[ i ].x + math.floor( w * 0.5 )
end
end
t.raw_align = v
if t.raw_align == 'right' then
for i = 1, t.numChildren do
t[ i ].x = t[ i ].x - w
end
elseif t.raw_align == 'center' then
for i = 1, t.numChildren do
t[ i ].x = t[ i ].x - math.floor( w * 0.5 )
end
elseif t.raw_align ~= 'left' then
t.raw_align = 'left'
end
end
-- Set the text for the object
obj.set_text = function( t, k, v )
if ( v == t.raw_text ) then
return
end
t.raw_text = v
for i = t.numChildren, 1, -1 do
t[i]:removeSelf()
end
local oldAlign = ( t.align or 'left' )
t.align = 'left'
local x = 0; local y = 0
local last = ''; local xMax = 0; local yMax = 0
if t.raw_font then
for c in string.gmatch( t.raw_text..'\n', '(.)' ) do
if c == '\n' then
x = 0; y = y + t.raw_font.info.lineHeight
if y >= yMax then
yMax = y
end
elseif t.raw_font.chars[ c ] then
local rfc = t.raw_font.chars[ c ]
if 0 + t.raw_font.chars[ c ].width > 0 and 0 + t.raw_font.chars[ c ].height > 0 then
local letter = sprite.newSprite( t.raw_font.sprites[ c ] )
if t.raw_font.kernings[ last .. c ] then
x = x + font.kernings[ last .. c ]
end
t:insert( letter )
letter.anchorX = 0
letter.anchorY = 0
letter.x = t.raw_font.chars[ c ].xoffset + x
letter.y = t.raw_font.chars[ c ].yoffset - t.raw_font.info.base + y
last = c
end
--x = x + t.raw_font.chars[ c ].xadvance
x = x + t.raw_font.chars[ c ].xadvance + (t.raw_font.info.outline or 0) --CLF added support for outlines
if x >= xMax then
xMax = x
end
end
end
obj.textWidth = xMax
local background = display.newRect( 0, -t.raw_font.info.base, xMax, yMax )
background.isBackground = true --CLF Added to support tinting of font.
obj:insert( background )
background:setFillColor( 0, 0, 0, 0 )
end
t.align = oldAlign
end
obj.input = function( f, args )
-- spawn the text field invisibly
local field
-- Handle character insertion/deletion
local function char()
-- check if any character has been added or deleted
if field.text ~= '--' then
if string.len( field.text ) < 2 then
-- backspace was pressed
if string.len( obj.text ) > 0 then
obj.text = string.sub( obj.text, 1, -2 )
end
else
-- some other key was pressed
obj.text = obj.text..string.sub( field.text, 3 )
end
field.text = '--'
if args.filter then
obj.text = string.sub( args.filter( obj.text ), 1, (args.max or 32) )
else
obj.text = string.sub( obj.text, 1, (args.max or 32) )
end
end
end
Runtime:addEventListener( 'enterFrame', char )
-- Handle the "done" phase
local function done( e )
if e.phase == 'submitted' or e.phase == 'ended' then
native.setKeyboardFocus( nil )
field:removeSelf()
Runtime:removeEventListener( 'enterFrame', char )
f( text )
end
end
field = native.newTextField( 0, 0, 240, 24, done )
field.text = '--'
field.isVisible = false
native.setKeyboardFocus( field )
end
obj.font = font
obj.align = 'left'
obj.text = (text or '')
obj.xScale = finalScale;
obj.yScale = finalScale;
return obj
end
function newParagraph(font, text, width)
local obj = display.newGroup()
accessorize( obj )
removerize( obj )
obj.set_font = function( t, k, v )
obj.raw_font = v
--if t.text then t.text = t.text end
end
obj.set_paragraphWidth = function( t, k, v )
obj.raw_paragraphWidth = v
--if t.text then t.text = t.text end
end
obj.set_tint = function( t, k, v )
obj.raw_tint = v
for i = t.numChildren, 1, -1 do
for j = t[i].numChildren, 1, -1 do
if(not t[i][j].isBackground) then
if v[4] then
t[i][j]:setFillColor(v[1],v[2],v[3],v[4])
else
t[i][j]:setFillColor(v[1],v[2],v[3])
end
end
end
end
--if t.text then t.text = t.text end
end
obj.set_text = function(t, k, v)
--save the new raw text
t.raw_text = v
--remove all children
for i = t.numChildren, 1, -1 do
t[i]:removeSelf()
end
--determine the width of a space
local space = bmf.newString(font, " ")
local spaceWidth = space.raw_font.info.outline*-1 or 0
space:removeSelf()
space = nil
--Create our word-wrapped paragraph.
local spaceLeft = t.raw_paragraphWidth
local x, y = obj.x, obj.y
for word, spacer in string.gmatch(v, "([^%s%-]+)([%s%-]*)") do
local w = bmf.newString(font, word..spacer)
if(w.width + spaceWidth) > spaceLeft then
spaceLeft = t.raw_paragraphWidth - w.width - spaceWidth
y = y + w.raw_font.info.lineHeight
x = obj.x
w.x = x
else
w.x = x + t.raw_paragraphWidth - spaceLeft
spaceLeft = spaceLeft - w.width - spaceWidth
end
w.y = y
obj:insert(w)
end
end
obj.paragraphWidth = width or display.viewableContentWidth
obj.text = text
obj.font = font
obj.tint = {255,255,255}
return obj
end
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