问题
Is there a way to load a custom font using a BMP image..
I have seen a solution online by Microsoft providing this, but i keep on getting content-load exception when trying to run this solution.
It seems like this used to work with XNA but might not be the case anymore with Monogame.
I want my own custom font, since this font won't be pre-installed on the computer of the client.
I already looked at XNB files from SpriteFont Converter, and that is not the solution i wish to aim for.
Any help will be appreciated, thanks
回答1:
After a Long while load of research, I ended up on finding a solution online. Here is a link to the tutorial : http://www.craftworkgames.com/blog/tutorial-bmfont-rendering-with-monogame/
This methods require you to download a software called bmFont : http://www.angelcode.com/products/bmfont/
With this software, you will receive an output of your Font as 2 files :
- .fnt file, used for the pattern in the texture
- .png file, which is the actual characters.
In order to make those files work with your monoproject (could work also with XNA i suppose), you need to add this class to your project (Note : You will need to change the namespace) :
// ---- AngelCode BmFont XML serializer ----------------------
// ---- By DeadlyDan @ deadlydan@gmail.com -------------------
// ---- There's no license restrictions, use as you will. ----
// ---- Credits to http://www.angelcode.com/ -----------------
using System;
using System.IO;
using System.Xml.Serialization;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
namespace Dashboard
{
public class BmFont {
String fontFilePath;
FontFile fontFile;
Texture2D fontTexture;
FontRenderer _fontRenderer;
public BmFont(String fontTexture, String png, ContentManager c) {
fontFilePath = Path.Combine(c.RootDirectory, fontTexture);
fontFile = FontLoader.Load(fontFilePath);
this.fontTexture = c.Load<Texture2D>(png);
_fontRenderer = new FontRenderer(fontFile, this.fontTexture);
}
public void draw(String message, Vector2 pos, SpriteBatch _spriteBatch) {
_fontRenderer.DrawText(_spriteBatch, (int)pos.X, (int)pos.Y, message);
}
}
public class FontRenderer
{
public static FontFile Load(Stream stream)
{
XmlSerializer deserializer = new XmlSerializer(typeof(FontFile));
FontFile file = (FontFile) deserializer.Deserialize(stream);
return file;
}
public FontRenderer (FontFile fontFile, Texture2D fontTexture)
{
_fontFile = fontFile;
_texture = fontTexture;
_characterMap = new Dictionary<char, FontChar>();
foreach(var fontCharacter in _fontFile.Chars)
{
char c = (char)fontCharacter.ID;
_characterMap.Add(c, fontCharacter);
}
}
private Dictionary<char, FontChar> _characterMap;
private FontFile _fontFile;
private Texture2D _texture;
public void DrawText(SpriteBatch spriteBatch, int x, int y, string text)
{
int dx = x;
int dy = y;
foreach(char c in text)
{
FontChar fc;
if(_characterMap.TryGetValue(c, out fc))
{
var sourceRectangle = new Rectangle(fc.X, fc.Y, fc.Width, fc.Height);
var position = new Vector2(dx + fc.XOffset, dy + fc.YOffset);
spriteBatch.Draw(_texture, position, sourceRectangle, Color.White);
dx += fc.XAdvance;
}
}
}
}
[Serializable]
[XmlRoot ( "font" )]
public class FontFile
{
[XmlElement ( "info" )]
public FontInfo Info
{
get;
set;
}
[XmlElement ( "common" )]
public FontCommon Common
{
get;
set;
}
[XmlArray ( "pages" )]
[XmlArrayItem ( "page" )]
public List<FontPage> Pages
{
get;
set;
}
[XmlArray ( "chars" )]
[XmlArrayItem ( "char" )]
public List<FontChar> Chars
{
get;
set;
}
[XmlArray ( "kernings" )]
[XmlArrayItem ( "kerning" )]
public List<FontKerning> Kernings
{
get;
set;
}
}
[Serializable]
public class FontInfo
{
[XmlAttribute ( "face" )]
public String Face
{
get;
set;
}
[XmlAttribute ( "size" )]
public Int32 Size
{
get;
set;
}
[XmlAttribute ( "bold" )]
public Int32 Bold
{
get;
set;
}
[XmlAttribute ( "italic" )]
public Int32 Italic
{
get;
set;
}
[XmlAttribute ( "charset" )]
public String CharSet
{
get;
set;
}
[XmlAttribute ( "unicode" )]
public Int32 Unicode
{
get;
set;
}
[XmlAttribute ( "stretchH" )]
public Int32 StretchHeight
{
get;
set;
}
[XmlAttribute ( "smooth" )]
public Int32 Smooth
{
get;
set;
}
[XmlAttribute ( "aa" )]
public Int32 SuperSampling
{
get;
set;
}
private Rectangle _Padding;
[XmlAttribute ( "padding" )]
public String Padding
{
get
{
return _Padding.X + "," + _Padding.Y + "," + _Padding.Width + "," + _Padding.Height;
}
set
{
String[] padding = value.Split ( ',' );
_Padding = new Rectangle ( Convert.ToInt32 ( padding[0] ), Convert.ToInt32 ( padding[1] ), Convert.ToInt32 ( padding[2] ), Convert.ToInt32 ( padding[3] ) );
}
}
private Point _Spacing;
[XmlAttribute ( "spacing" )]
public String Spacing
{
get
{
return _Spacing.X + "," + _Spacing.Y;
}
set
{
String[] spacing = value.Split ( ',' );
_Spacing = new Point ( Convert.ToInt32 ( spacing[0] ), Convert.ToInt32 ( spacing[1] ) );
}
}
[XmlAttribute ( "outline" )]
public Int32 OutLine
{
get;
set;
}
}
[Serializable]
public class FontCommon
{
[XmlAttribute ( "lineHeight" )]
public Int32 LineHeight
{
get;
set;
}
[XmlAttribute ( "base" )]
public Int32 Base
{
get;
set;
}
[XmlAttribute ( "scaleW" )]
public Int32 ScaleW
{
get;
set;
}
[XmlAttribute ( "scaleH" )]
public Int32 ScaleH
{
get;
set;
}
[XmlAttribute ( "pages" )]
public Int32 Pages
{
get;
set;
}
[XmlAttribute ( "packed" )]
public Int32 Packed
{
get;
set;
}
[XmlAttribute ( "alphaChnl" )]
public Int32 AlphaChannel
{
get;
set;
}
[XmlAttribute ( "redChnl" )]
public Int32 RedChannel
{
get;
set;
}
[XmlAttribute ( "greenChnl" )]
public Int32 GreenChannel
{
get;
set;
}
[XmlAttribute ( "blueChnl" )]
public Int32 BlueChannel
{
get;
set;
}
}
[Serializable]
public class FontPage
{
[XmlAttribute ( "id" )]
public Int32 ID
{
get;
set;
}
[XmlAttribute ( "file" )]
public String File
{
get;
set;
}
}
[Serializable]
public class FontChar
{
[XmlAttribute ( "id" )]
public Int32 ID
{
get;
set;
}
[XmlAttribute ( "x" )]
public Int32 X
{
get;
set;
}
[XmlAttribute ( "y" )]
public Int32 Y
{
get;
set;
}
[XmlAttribute ( "width" )]
public Int32 Width
{
get;
set;
}
[XmlAttribute ( "height" )]
public Int32 Height
{
get;
set;
}
[XmlAttribute ( "xoffset" )]
public Int32 XOffset
{
get;
set;
}
[XmlAttribute ( "yoffset" )]
public Int32 YOffset
{
get;
set;
}
[XmlAttribute ( "xadvance" )]
public Int32 XAdvance
{
get;
set;
}
[XmlAttribute ( "page" )]
public Int32 Page
{
get;
set;
}
[XmlAttribute ( "chnl" )]
public Int32 Channel
{
get;
set;
}
}
[Serializable]
public class FontKerning
{
[XmlAttribute ( "first" )]
public Int32 First
{
get;
set;
}
[XmlAttribute ( "second" )]
public Int32 Second
{
get;
set;
}
[XmlAttribute ( "amount" )]
public Int32 Amount
{
get;
set;
}
}
public class FontLoader
{
public static FontFile Load ( String filename )
{
XmlSerializer deserializer = new XmlSerializer ( typeof ( FontFile ) );
TextReader textReader = new StreamReader ( filename );
FontFile file = ( FontFile ) deserializer.Deserialize ( textReader );
textReader.Close ( );
return file;
}
}
}
I have slightly modified this class in order to implement it in a Object Oriented way. Here is how you make use of this class with your Custom font in your main Game.cs file.
For this example, i have the files time_0.png and time.fnt produced by the software BmFonts. They are the result of the font Avenir Next Condensed that I wanted to use.
public class Game1 : Game
{
// Graphic variables used for the game to work
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
BmFont fontTime;
public Game1 ()
{
graphics = new GraphicsDeviceManager (this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
}
protected override void LoadContent ()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch (GraphicsDevice);
fontTime = new BmFont ("time.fnt", "time_0.png", this.Content);
}
protected override void Draw (GameTime gameTime)
{
graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
spriteBatch.Begin();
fontTime.draw (DateTime.Now.ToString("HH mm"), new Vector2 (100, 50)), spriteBatch);
spriteBatch.End();
base.Draw (gameTime);
}
}
There you go. Now you should be all fine, see it working for yourself. The hard part will be playing around with your font size, since you'll need to generate a file for each font size you want.
Although, this techniques offer you to possibility to directly embbed a font without requiering the end user to have it on his computer installed (Which used to crash).
Enjoy, Kevin
来源:https://stackoverflow.com/questions/29453118/using-a-bmp-image-as-font-in-monogame