Dgame.System.Font
« Go back
Bottom- struct Font;
- Font is the low-level class for loading and manipulating character fonts.
This class is meant to be used by Dgame.Graphic.Text.
Author:
Randy Schuett (rswhite4@googlemail.com)
- enum ubyte DefaultSize;
- The default size of every Font is 10
- enum Style: int;
- Available Font styles
- Normal
- Used to indicate regular, normal, plain rendering style.
- Bold
- Used to indicate bold rendering style.This is used in a bitmask along with other styles.
- Italic
- Used to indicate italicized rendering style.This is used in a bitmask along with other styles.
- Underline
- Used to indicate underlined rendering style.This is used in a bitmask along with other styles.
- StrikeThrough
- Used to indicate strikethrough rendering style.This is used in a bitmask along with other styles.
- enum Mode: ubyte;
- Available Font modes
- nothrow @nogc this(string filename, ubyte fontSize);
- CTor
- nothrow @nogc bool loadFromFile(string filename, ubyte fontSize);
- Load the font from a file.
Returns if the loading was successful.
If not, an error message is shown, which describes the problem.
If the second parameter isn't 0, the current font size will be replaced with that.
If the current size is also 0, the DefaultSize (10) will be used.
See:
DefaultSize
- nothrow @nogc void setStyle(Style style);
- Set the Font style.
See:
Font.Style enum
- const nothrow @nogc Style getStyle();
- Returns the current Font style.
See:
Font.Style enum
- nothrow @nogc Surface render(string text, const Color4b fg, const Color4b bg, Mode mode = Mode.Solid);
- Draws the text on a Surface by using this Font and the given Mode (default is Mode.Solid)
The text (and the Surface) is colorized by fg / bg Color.
Note:
The background color is ignored if your mode is not Font.Mode.Shaded
Returns a Surface with the text or throws an Error
Page generated by Ddoc.
« Go back