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

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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">
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<syntaxhighlight lang="lua">
 
local textfield = TextField.new(nil, "Hello, world!")
 
local textfield = TextField.new(nil, "Hello, world!")
 
textfield:setX(10)
 
textfield:setX(10)
 
textfield:setY(10)
 
textfield:setY(10)
 
stage:addChild(textfield)
 
stage:addChild(textfield)
</source>
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</syntaxhighlight>
  
 
Start the Player as shown previously and hit the Play button.
 
Start the Player as shown previously and hit the Play button.
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== 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")
</source>
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</syntaxhighlight>
  
 
The image file “font.png” contains your font:
 
The image file “font.png” contains your font:
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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)
</source>
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</syntaxhighlight>
  
 
== TTFont ==
 
== TTFont ==
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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")
 
text:setPosition(10, 10)
 
text:setPosition(10, 10)
 
stage:addChild(text)
 
stage:addChild(text)
</source>
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</syntaxhighlight>
  
 
The “18” above is the font size.
 
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:
 
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")
 
text:setPosition(10, 10)
 
text:setPosition(10, 10)
 
stage:addChild(text)
 
stage:addChild(text)
</source>
+
</syntaxhighlight>
  
 
You can download the assets required in this tutorial here: [[File:Jason-Oakley-Drawing Text assets.zip|center]]
 
You can download the assets required in this tutorial here: [[File:Jason-Oakley-Drawing Text assets.zip|center]]
  
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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/'''
  
'''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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 +
'''[[Written Tutorials]]'''
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{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 19:07, 13 November 2023

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