原地址:http://www.cppblog.com/wc250en007/archive/2012/10/15/193320.html
cocos2d-x android游戏使用自己的字体在使用cocos2d-x发布Android平台游戏时,游戏中可能需要显示中文字体, 或者想显示漂亮的自定义字体,这怎么办呢?
cocos2d-x中字体标签提供了CCLabelAtlas, CCLabelBMFont CCLabelTTF
1.CCLabelAtlas速度快,支持简单有限的几个字符或数字集合
2.CCLabelBMFont
我们可以用CCLabelBMFont来加载字体编辑器生成的.plist文件,但是当显示的文字很多时,这种做法就有点费时费力了
如:我们想显示游戏中剧情介绍
3.CCLabelTTF
支持选择一种字体来显示文字,但是只支持系统中默认字体
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
问题:我们在Android游戏中想显示游戏剧情,想用自己指定的一种字体gril.ttf(非系统默认字体),怎么办
其实cocos2d-x已经提供了帮我们实现了
构造CCLabelTTF中指定的字体名传给了CCTexture2D
void CCLabelTTF::updateTexture()
{
CCTexture2D *tex;
if (m_tDimensions.width == 0 || m_tDimensions.height == 0)
{
tex = new CCTexture2D();
tex->initWithString(m_string.c_str(), m_pFontName->c_str(), m_fFontSize * CC_CONTENT_SCALE_FACTOR()) ;
}
else
{
tex = new CCTexture2D();
tex->initWithString(m_string.c_str(),
CC_SIZE_POINTS_TO_PIXELS(m_tDimensions),
m_hAlignment,
m_vAlignment,
m_pFontName->c_str(),
m_fFontSize * CC_CONTENT_SCALE_FACTOR());
}
.
}CCTexture2D又将字体名传给了CCImage
(PS:这里调用的是android平台下的CCImage类(./platform/android/CCImage.h)
而不是win32平台下的CCImage类(./platform/win32/CCImage.h) )
android平台下的CCImage
bool CCImage::initWithString(
const char * pText,
int nWidth/* = 0*/,
int nHeight/* = 0*/,
ETextAlign eAlignMask/* = kAlignCenter*/,
const char * pFontName/* = nil*/,
int nSize/* = 0*/)
{
bool bRet = false;
do
{
CC_BREAK_IF(! pText);
BitmapDC &dc = sharedBitmapDC();
CC_BREAK_IF(! dc.getBitmapFromJava(pText, nWidth, nHeight, eAlignMask, pFontName, nSize));
// assign the dc.m_pData to m_pData in order to save time
m_pData = dc.m_pData;
CC_BREAK_IF(! m_pData);
m_nWidth = (short)dc.m_nWidth;
m_nHeight = (short)dc.m_nHeight;
m_bHasAlpha = true;
m_bPreMulti = true;
m_nBitsPerComponent = 8;
bRet = true;
} while (0);
return bRet;
}
然后调用了android平台下的BitmapDC
bool getBitmapFromJava(const char *text, int nWidth, int nHeight, CCImage::ETextAlign eAlignMask, const char * pFontName, float fontSize)
{
JniMethodInfo methodInfo;
if (! JniHelper::getStaticMethodInfo(methodInfo, "org/cocos2dx/lib/Cocos2dxBitmap", "createTextBitmap",
"(Ljava/lang/String;Ljava/lang/String;IIII)V"))
{
CCLOG("%s %d: error to get methodInfo", __FILE__, __LINE__);
return false;
}
}
这里显示了调用JAVA代码Cocos2dxBitmap.java下的createTextBitmap函数
/*
* @width: the width to draw, it can be 0
* @height: the height to draw, it can be 0
*/
public static void createTextBitmap(String content, String fontName,
int fontSize, int alignment, int width, int height){
content = refactorString(content);
Paint paint = newPaint(fontName, fontSize, alignment);
TextProperty textProperty = computeTextProperty(content, paint, width, height);
int bitmapTotalHeight = (height == 0 ? textProperty.totalHeight:height);
// Draw text to bitmap
Bitmap bitmap = Bitmap.createBitmap(textProperty.maxWidth,
bitmapTotalHeight, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
// Draw string
FontMetricsInt fm = paint.getFontMetricsInt();
int x = 0;
int y = computeY(fm, height, textProperty.totalHeight, alignment);
String[] lines = textProperty.lines;
for (String line : lines){
x = computeX(paint, line, textProperty.maxWidth, alignment);
canvas.drawText(line, x, y, paint);
y += textProperty.heightPerLine;
}
initNativeObject(bitmap);
}
在newPaint函数中调用了字体加载
private static Paint newPaint(String fontName, int fontSize, int alignment){
Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setTextSize(fontSize);
paint.setAntiAlias(true);
/*
* Set type face for paint, now it support .ttf file.
*/
if (fontName.endsWith(".ttf")){ //字体需要.ttf结束
try {
//Typeface typeFace = Typeface.createFromAsset(context.getAssets(), fontName);
Typeface typeFace = Cocos2dxTypefaces.get(context, fontName);
paint.setTypeface(typeFace);
} catch (Exception e){
Log.e("Cocos2dxBitmap",
"error to create ttf type face: " + fontName);
/*
* The file may not find, use system font
*/
paint.setTypeface(Typeface.create(fontName, Typeface.NORMAL));
}
}
else {
paint.setTypeface(Typeface.create(fontName, Typeface.NORMAL));
}
.......
return paint;
}(PS:Typeface类定义字体和字体内在的类型。这个类被用在画笔Paint设置的时候,比如用textSize,textSkewX和textScale设置来指定text在画的时候如何来显示和测量。android中用Typeface来指定字体)
另一点需要注意的是:字体需要.ttf结束
使用方法:
1.在proj.android\assets文件夹中添加girl.ttf
2.程序中调用对应的字体就可以了
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF* label = CCLabelTTF::create("少女HelloWorld", "girl.ttf", 24);
label->setPosition(ccp(size.width/2, size.height/2));
addChild(label);3.如果你需要显示汉字,则需要将包含有字符串的文件(如.cpp)转换为UTF-8格式编码,否则会显示乱码
IOS和win32平台没有测试,相信的差不多
附上测试图片:
哈哈 可以在游戏中打包自己想要的字体啦