Difference between revisions of "Article Tutorials/Drawing text with TextField"

From GiderosMobile
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__TOC__
 
== Drawing Text ==
 
== Drawing Text ==
 
Type the following code in your main.lua file:
 
Type the following code in your main.lua file:
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
local textfield = TextField.new(nil, "Hello, world!")
 
local textfield = TextField.new(nil, "Hello, world!")
 
textfield:setX(10)
 
textfield:setX(10)
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=== Code explanation ===
 
=== Code explanation ===
'''local textfield = TextField.new(nil, "Hello, world!")'''<br/>
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*'''local textfield = TextField.new(nil, "Hello, world!")'''
 
This code creates a local variable “textfield” with the content of “Hello, world!”. The ‘nil’ specifies to use Gideros default font.
 
This code creates a local variable “textfield” with the content of “Hello, world!”. The ‘nil’ specifies to use Gideros default font.
  
'''textfield:setX(10)'''<br/>
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*'''textfield:setX(10)'''
'''textfield:setY(10)'''<br/>
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*'''textfield:setY(10)'''
 
These set the X and Y coordinates of the bottom-left corner of the text to display on the screen.
 
These set the X and Y coordinates of the bottom-left corner of the text to display on the screen.
  
'''stage:addChild(textfield)'''<br/>
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*'''stage:addChild(textfield)'''
 
This adds the text field to the screen.
 
This adds the text field to the screen.
  
You can change the color of the text:<br/>
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You can change the color of the text:
'''Textfield:setTextColor(0xFF0000)'''
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<syntaxhighlight lang="lua">
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Textfield:setTextColor(0xFF0000)
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</syntaxhighlight>
  
 
== Font ==
 
== Font ==
 
You can use your own font, provided you include it with the application.
 
You can use your own font, provided you include it with the application.
<source lang="lua">
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<syntaxhighlight lang="lua">
 
local myfont = Font.new("font.txt", "font.png")
 
local myfont = Font.new("font.txt", "font.png")
 
</syntaxhighlight>
 
</syntaxhighlight>
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[[File:Font.png|thumb|center]]<br>
 
[[File:Font.png|thumb|center]]<br>
  
<source lang="lua">
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<syntaxhighlight lang="lua">
 
local textField = TextField.new(myfont, "Hello World")
 
local textField = TextField.new(myfont, "Hello World")
 
stage:addChild(textField)
 
stage:addChild(textField)
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Then in your code:
 
Then in your code:
<source lang="lua">
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<syntaxhighlight lang="lua">
 
local myfont = TTFont.new("LiberationMono-Regular.ttf", 18)
 
local myfont = TTFont.new("LiberationMono-Regular.ttf", 18)
 
local text = TextField.new(myfont, "Hello world")
 
local text = TextField.new(myfont, "Hello world")
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TTF fonts display is slow, so you should pre-cache any characters you will use to display your text. Make sure you cover ALL characters your app will be using:
 
TTF fonts display is slow, so you should pre-cache any characters you will use to display your text. Make sure you cover ALL characters your app will be using:
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
local font = TTFont.new("FtraMd__.ttf", 18, " ABCDEFGHIJKLMNOPQRSTUVWXYZ")
 
local font = TTFont.new("FtraMd__.ttf", 18, " ABCDEFGHIJKLMNOPQRSTUVWXYZ")
 
local text = TextField.new(myfont, "HELLO WORLD")
 
local text = TextField.new(myfont, "HELLO WORLD")
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'''Note:''' This tutorial was written by Jason Oakley and was originally available here: http://bluebilby.com/2013/04/06/gideros-mobile-tutorial-drawing-text/
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'''Note: This tutorial was written by Jason Oakley and was originally available here: http://bluebilby.com/2013/04/06/gideros-mobile-tutorial-drawing-text/'''
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 +
 
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'''[[Written Tutorials]]'''
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{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 10:33, 26 August 2024

Drawing Text

Type the following code in your main.lua file:

local textfield = TextField.new(nil, "Hello, world!")
textfield:setX(10)
textfield:setY(10)
stage:addChild(textfield)

Start the Player as shown previously and hit the Play button.

Hello-World-on-the-Player.png

Code explanation

  • local textfield = TextField.new(nil, "Hello, world!")

This code creates a local variable “textfield” with the content of “Hello, world!”. The ‘nil’ specifies to use Gideros default font.

  • textfield:setX(10)
  • textfield:setY(10)

These set the X and Y coordinates of the bottom-left corner of the text to display on the screen.

  • stage:addChild(textfield)

This adds the text field to the screen.

You can change the color of the text:

Textfield:setTextColor(0xFF0000)

Font

You can use your own font, provided you include it with the application.

local myfont = Font.new("font.txt", "font.png")

The image file “font.png” contains your font:

Font.png


local textField = TextField.new(myfont, "Hello World")
stage:addChild(textField)

TTFont

You can also use any TTF font in your application. Just copy it into Gideros Studio via Add Existing Files:

Jason-Oakley-Drawing-Text-TTFfont.png

Then in your code:

local myfont = TTFont.new("LiberationMono-Regular.ttf", 18)
local text = TextField.new(myfont, "Hello world")
text:setPosition(10, 10)
stage:addChild(text)

The “18” above is the font size.

TTF fonts display is slow, so you should pre-cache any characters you will use to display your text. Make sure you cover ALL characters your app will be using:

local font = TTFont.new("FtraMd__.ttf", 18, " ABCDEFGHIJKLMNOPQRSTUVWXYZ")
local text = TextField.new(myfont, "HELLO WORLD")
text:setPosition(10, 10)
stage:addChild(text)

You can download the assets required in this tutorial here: File:Jason-Oakley-Drawing Text assets.zip


Note: This tutorial was written by Jason Oakley and was originally available here: http://bluebilby.com/2013/04/06/gideros-mobile-tutorial-drawing-text/


Written Tutorials