Abstract font drawing services, implemented by bmfont and tileset

Introduced classes

abstract class Font

gamnit :: Font

Abstract font, drawn by a TextSprites
class TextSprites

gamnit :: TextSprites

Manage a set of sprites to display some text

Redefined classes

redef class Sys

gamnit :: font $ Sys

The main class of the program.

All class definitions

abstract class Font

gamnit $ Font

Abstract font, drawn by a TextSprites
redef class Sys

gamnit :: font $ Sys

The main class of the program.
class TextSprites

gamnit $ TextSprites

Manage a set of sprites to display some text
package_diagram gamnit::font font gamnit::flat_core flat_core gamnit::font->gamnit::flat_core gamnit::cameras_cache cameras_cache gamnit::flat_core->gamnit::cameras_cache gamnit::dynamic_resolution dynamic_resolution gamnit::flat_core->gamnit::dynamic_resolution ...gamnit::cameras_cache ... ...gamnit::cameras_cache->gamnit::cameras_cache ...gamnit::dynamic_resolution ... ...gamnit::dynamic_resolution->gamnit::dynamic_resolution gamnit::bmfont bmfont gamnit::bmfont->gamnit::font gamnit::tileset tileset gamnit::tileset->gamnit::font gamnit::flat flat gamnit::flat->gamnit::bmfont gamnit::flat->gamnit::tileset gamnit::flat... ... gamnit::flat...->gamnit::flat

Ancestors

module abstract_collection

core :: abstract_collection

Abstract collection classes and services.
module abstract_text

core :: abstract_text

Abstract class for manipulation of sequences of characters
module angles

geometry :: angles

Angle related service using Float to represent an angle in radians
module app

app :: app

app.nit is a framework to create cross-platform applications
module app_base

app :: app_base

Base of the app.nit framework, defines App
module array

core :: array

This module introduces the standard array structure.
module assets

app :: assets

Portable services to load resources from the assets folder
module aware

android :: aware

Android compatibility module
module bitset

core :: bitset

Services to handle BitSet
module boxes

geometry :: boxes

Provides interfaces and classes to represent basic geometry needs.
module bytes

core :: bytes

Services for byte streams and arrays
module c

c :: c

Structures and services for compatibility with the C language
module caching

serialization :: caching

Services for caching serialization engines
module cameras

gamnit :: cameras

Camera services producing Model-View-Projection matrices
module cameras_cache

gamnit :: cameras_cache

Cache the Matrix produced by Camera::mvp_matrix
module circular_array

core :: circular_array

Efficient data structure to access both end of the sequence.
module codec_base

core :: codec_base

Base for codecs to use with streams
module codecs

core :: codecs

Group module for all codec-related manipulations
module collection

core :: collection

This module define several collection classes.
module core

core :: core

Standard classes and methods used by default by Nit programs and libraries.
module display

gamnit :: display

Abstract display services
module dynamic_resolution

gamnit :: dynamic_resolution

Virtual screen with a resolution independent from the real screen
module engine_tools

serialization :: engine_tools

Advanced services for serialization engines
module environ

core :: environ

Access to the environment variables of the process
module error

core :: error

Standard error-management infrastructure.
module exec

core :: exec

Invocation and management of operating system sub-processes.
module file

core :: file

File manipulations (create, read, write, etc.)
module fixed_ints

core :: fixed_ints

Basic integers of fixed-precision
module fixed_ints_text

core :: fixed_ints_text

Text services to complement fixed_ints
module flat

core :: flat

All the array-based text representations
module gamnit

gamnit :: gamnit

Game and multimedia framework for Nit
module gc

core :: gc

Access to the Nit internal garbage collection mechanism
module geometry

geometry :: geometry

Provides interfaces and classes to represent basic geometry needs.
module glesv2

glesv2 :: glesv2

OpenGL graphics rendering library for embedded systems, version 2.0
module hash_collection

core :: hash_collection

Introduce HashMap and HashSet.
module input

mnit :: input

Defines abstract classes for user and general inputs to the application.
module inspect

serialization :: inspect

Refine Serializable::inspect to show more useful information
module iso8859_1

core :: iso8859_1

Codec for ISO8859-1 I/O
module kernel

core :: kernel

Most basic classes and methods.
module list

core :: list

This module handle double linked lists
module math

core :: math

Mathematical operations
module matrix

matrix :: matrix

Services for matrices of Float values
module meta

meta :: meta

Simple user-defined meta-level to manipulate types of instances as object.
module more_collections

more_collections :: more_collections

Highly specific, but useful, collections-related classes.
module native

core :: native

Native structures for text and bytes
module numeric

core :: numeric

Advanced services for Numeric types
module performance_analysis

performance_analysis :: performance_analysis

Services to gather information on the performance of events by categories
module points_and_lines

geometry :: points_and_lines

Interfaces and classes to represent basic geometry needs.
module poset

poset :: poset

Pre order sets and partial order set (ie hierarchies)
module programs

gamnit :: programs

Services for graphical programs with shaders, attributes and uniforms
module projection

matrix :: projection

Services on Matrix to transform and project 3D coordinates
module protocol

core :: protocol

module queue

core :: queue

Queuing data structures and wrappers
module range

core :: range

Module for range of discrete objects.
module re

core :: re

Regular expression support for all services based on Pattern
module realtime

realtime :: realtime

Services to keep time of the wall clock time
module ropes

core :: ropes

Tree-based representation of a String.
module serialization

serialization :: serialization

General serialization services
module serialization_core

serialization :: serialization_core

Abstract services to serialize Nit objects to different formats
module sorter

core :: sorter

This module contains classes used to compare things and sorts arrays.
module stream

core :: stream

Input and output streams of characters
module text

core :: text

All the classes and methods related to the manipulation of text entities
module textures

gamnit :: textures

Load textures, create subtextures and manage their life-cycle
module time

core :: time

Management of time and dates
module union_find

core :: union_find

union–find algorithm using an efficient disjoint-set data structure
module utf8

core :: utf8

Codec for UTF-8 I/O

Parents

module flat_core

gamnit :: flat_core

Core services for the flat API for 2D games

Children

module bmfont

gamnit :: bmfont

Parse Angel Code BMFont format and draw text
module tileset

gamnit :: tileset

Support for TileSet, TileSetFont and drawing text with TextSprites

Descendants

module a_star-m

a_star-m

module cardboard

gamnit :: cardboard

Update the orientation of world_camera at each frame using the head position given by android::cardboard
module depth

gamnit :: depth

Framework for 3D games in Nit
module flat

gamnit :: flat

Simple API for 2D games, built around Sprite and App::update
module more_materials

gamnit :: more_materials

Various material implementations
module more_models

gamnit :: more_models

Services to load models from the assets folder
module selection

gamnit :: selection

Select Actor from a screen coordinate
module stereoscopic_view

gamnit :: stereoscopic_view

Refine EulerCamera and App::frame_core_draw to get a stereoscopic view
module virtual_gamepad

gamnit :: virtual_gamepad

Virtual gamepad mapped to keyboard keys for quick and dirty mobile support
module vr

gamnit :: vr

VR support for gamnit depth, for Android only
# Abstract font drawing services, implemented by `bmfont` and `tileset`
module font

import gamnit::flat_core

# Abstract font, drawn by a `TextSprites`
abstract class Font

	# Line spacing modifier for `pld` and `plu`
	#
	# This value acts as multiplier to the standard line height.
	# Defaults to 0.4, so a `pld` moves chars down by about half a line.
	var partial_line_mod: Numeric = 0.4 is writable

	# Backend writing service, clients should use `TextSprites.text=`
	protected fun write_into(text_sprites: TextSprites, text: Text) is abstract
end

# Manage a set of sprites to display some text
class TextSprites

	# Font used to draw text
	var font: Font

	# Reference coordinates of this block of text
	#
	# When left aligned, the default at `align == 0.0`, the anchor is the
	# left coordinate of the first character of the first line.
	# When right aligned, at `align == 1.0`, the anchor is the right
	# coordinate of the last character.
	# When centered, at `align == 0.5`, the anchor is at the center.
	#
	# When top aligned, the default at `valign == 0.0`, the anchor is at the
	# top of this block of text.
	# When bottom aligned, at `valign == 1.0`, the anchor is at the bottom.
	var anchor: Point3d[Float]

	# Last set of sprites generated to display `text=`
	var sprites = new Array[Sprite]

	# Sprite set where to put created sprites
	#
	# Defaults to `app::ui_sprites`, but it could also be set to a
	# `app::sprites` or a custom collection.
	var target_sprite_set: Set[Sprite] = app.ui_sprites is lazy, writable

	private var cached_text: nullable Text = null

	private var init_complete = false

	# Last text drawn
	fun text: nullable Text do return cached_text

	# Update the text displayed by inserting new sprites into `app.ui_sprites`
	#
	# Does not redraw if `text` has not changed.
	fun text=(text: nullable Text)
	is autoinit do
		# Don't redraw if text hasn't changed
		if text == cached_text then return
		cached_text = text

		if not init_complete then return

		# Clean up last used sprites
		for s in sprites do if target_sprite_set.has(s) then target_sprite_set.remove s
		sprites.clear

		if text == null then return

		font.write_into(self, text)

		# Register sprites to be drawn by `app.ui_camera`
		target_sprite_set.add_all sprites
	end

	# Horizontal text alignment
	#
	# Use 0.0 to align left (the default), 0.5 to align in the center or
	# 1.0 to align on the right.
	#
	# See: `valign`
	var align = 0.0 is optional, writable

	# Vertical text alignment
	#
	# Use 0.0 for top alignment (the default) where the text is under the `anchor`,
	# 0.5 to vertically center the text on the `anchor` or
	# or 1.0 to bottom align the text above the `anchor`.
	#
	# See: `align`
	var valign = 0.0 is optional, writable

	# Maximum width of each line of text
	#
	# The first word of each line is exempt and may overflow.
	#
	# The behavior when a line overflow depends on `wrap`.
	var max_width: nullable Float is writable

	# Maximum height of this block of text
	#
	# The first line is exempt and may overflow.
	# Overflowing lines are cut.
	var max_height: nullable Float is writable

	# Should overflowing lines wrap to the next line?
	#
	# If `true`, the default, overflowing lines continue on the next line.
	# Otherwise, lines are cut before overflowing.
	var wrap = true is optional, writable

	# Scale applied to all sprites and spacing
	#
	# Defaults to 1.0.
	var scale = 1.0 is optional, writable

	# Links in the currently displayed text
	#
	# Links are declared in a Markdown-like format:
	#
	# * `[my link]` creates a link with the name `my link`.
	# * `[pretty name](internal name)` creates a link with the
	#   name `internal_name` while showing the text `pretty name`.
	#
	# This `Map` lists the sprites composing each link.
	# These sprites can be modified as desired by the clients,
	# by changing their tints or anything else.
	var links = new Map[String, Array[Sprite]] is lazy

	# Width of the currently displayed text
	var width = 0.0

	# Height of the currently displayed text
	var height = 0.0

	# Force drawing of the text sprites
	#
	# This method may be called after changing a setting (`align`, `wrap`, etc.)
	# to update the displayed text.
	fun force_redraw
	do
		var t = cached_text
		cached_text = null
		text = t
	end

	init
	do
		init_complete = true
		force_redraw
	end
end

# Partial line forward (U+008B)
fun pld: Char do return '‹'

# Partial line backward (U+008C)
fun plu: Char do return 'Œ'
lib/gamnit/font.nit:15,1--173,27