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cocos2d-x android游戏使用自己的字体

2013-08-08 17:22 316 查看
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
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标签:  cocos2d-x Android