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+# Font API
+This document describes Font API. Font API 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.
+
+## Use font_api with display_api (to display text on nodes)
+### Base setup
+Font_api offers a direct integration with display_api to display text on nodes.
+
+First of all, create a display node with an entity.
+To do this, refer to API.md in display_api mod, in particular "Howto register a display node".
+
+The only requirement then is to connect the `on_display_update` callback of the display entity to `font_api.on_display_update`:
+
+```
+minetest.register_node("mymod:test_text_node", {
+ ...
+ paramtype2 = "facedir",
+ ...
+ groups = { display_api = 1, ... },
+ ...
+ display_entities = {
+ ["mymod:text"] = {
+ depth = -0.5 - display_api.entity_spacing,
+ on_display_update = font_api.on_display_update },
+ }
+ ...
+ on_place = display_api.on_place,
+ on_construct = display_api.on_construct,
+ on_destruct = display_api.on_destruct,
+ on_rotate = display_api.on_rotate,
+ ...
+})
+```
+
+At this step, your node already displays text form "display_text" (by default) node meta. If you want to store your text into another meta data field, add a `meta_text` field to display entity definition.
+
+But it uses defaults (default font, default size, default color). Likely you need something more.
+
+### Style your text
+Font style and size can be chosen by adding some more entries to the display_entities definition table.
+
+#### Font size
+Font size can be defined in various ways (maybe more in the future).
+Start with a number of lines, and font_api will make it fit to the entity size.
+ * `maxlines` or `lines`: Number of maximum lines of text to be displayed. The font height will be adjusted accordingly.
+
+Then specify the char width. Two methods available:
+ * `aspect_ratio`: Defines the aspect ratio of chars. Works with all fonts. Should not be used if `columns` is specified.
+ * `columns`: Only if using a fixed width font, specifies the number of columns to display.
+
+#### Font style
+ * `font_name`: name of the font to use. Should correspond to a registered font (from a font mod). If not specified or font not found, default font is used.
+ * `color`: color to be used (default black).
+ * `halign`: Horizontal alignment: "left", "center" or "right" (default "center").
+ * `valign`: Vertical alignement: "top", "middle" or "bottom" (default "middle").
+
+### Example
+Using blue //botic// font, three lines height, aligned top left. Text stored in "text" node meta.
+```
+minetest.register_node("mymod:test_text_node", {
+ ...
+ ...
+ display_entities = {
+ ["mymod:text"] = {
+ depth = -0.5 - display_api.entity_spacing,
+ on_display_update = font_api.on_display_update
+ meta_text = "text",
+ font_name = "botic",
+ color = "#0000FF",
+ maxlines = 3,
+ aspect_ratio = 0.5,
+ halign = "left",
+ valign = "top",
+ },
+ }
+ ...
+})
+```
+## 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 attributes around a single char:\
+![Font attributes on a char](doc/font.svg)
+
+Font attributes effects on several lines:\
+![Font attributes on lines](doc/lines.svg)
+
+#### Additional requirements
+
+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
+ /<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
+
+## 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(codepoint)
+Returns the width of char `codepoint` in texture pixels.
+ * `codepoint`: 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:renter(text, texturew, textureh, style)
+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 (extra text will be truncated).
+ * `style`: A table with style indications:
+ - `lines` or `maxlines`: Maximum number of lines (default none).
+ - `halign`: Horizontal text align: "left"/"center"/"right" (default "center")
+ - `valign`: Vertical text align: "top"/"middle"/"bottom" (default "middle")
+ - `color`: Color of the text (default black)