Cross-Platform Game Programming with gameplay3d/Text and Fonts
Importing fonts into gameplay3d
editGameplay3d supports TrueType fonts, but these must first be converted to a gameplay bundle file (see Cross-Platform Game Programming with gameplay3d/gameplay3d_Design_Concepts#Creating_and_importing_assets) before use in your project.
Use the following steps to import a font into your project:
- Find or create a TrueType font file (.ttf).
- Pass the .ttf file to the gameplay-encoder command line tool and specify the size you want. A pre-compiled version of gameplay-encoder is available under GamePlay/bin:
gameplay-encoder -s 28 myfont.ttf
- The gameplay-encoder will output a .gpb file.
- Copy the .gpb file to your game's resource directory. (The .ttf file does not need to be included.)
- Import your font into your project as follows:
// Create a font from the gpb file
Font* _font = Font::create("res/myfont.gpb");
Drawing text with a Font
editTo render using a font:
- first, call
Font::start()
on your font instance to start text drawing; - second, call
Font::drawText()
to draw some text at a defined location. There are four different overloads for this function, the parameters for which can be found in Font.h; and - finally, call
Font::start()
to finish text batching for the relevant font and render all drawn text.
Here is an example of loading a font and using it to render the game's frame rate on the screen.
void MyGame::initialize()
{
// Create a font from the gpb file
_font = Font::create("res/myfont.gpb");
}
void MyGame::render(float elapsedTime)
{
// Clear the frame buffer
clear(CLEAR_COLOR_DEPTH, Vector4(0, 0, 0, 1), 1.0f, 0);
// Draw the text at position 20,20 using red color
_font->start();
char text[1024];
sprintf(text, "FPS:%d", Game::getFrameRate());
_font->drawText(text, 20, 20, Vector4(1, 0, 0, 1), _font->getSize());
_font->finish();
}
void MyGame::finalize()
{
// Use built-in macros to clean up our resources.
SAFE_RELEASE(_font);
}
Batching
editIt is possible to call Font::drawText()
multiple times between Font::start()
and Font::finish()
in order to draw different text in different places with the same font.
High-quality text using distance fields
editSince version 2.0.0, gameplay3d supports distance field fonts. You can read more about distance field fonts in the Valve paper Improved Alpha-Tested Magnification for Vector Textures and Special Effects but, in short, distance fonts look a lot better than bitmap fonts, particularly at high magnification!
To create a distance field font, use the -f:d
option parameter when running gameplay-encoder, e.g.:
gameplay-encoder -s 50 -f:d myfont.ttf