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BREAKING CHANGE: DynamicSpriteFont had been moved to the project: https://github.com/rds1983/FontStashSharp

SpriteFontPlus

NuGet Build & Publish Chat

Library that extends functionality of the SpriteFont.

Features

Adding Reference

There are two ways of referencing SpriteFontPlus in the project:

  1. Through nuget(works only for MonoGame): https://www.nuget.org/packages/SpriteFontPlus/

  2. As source code(works for both MonoGame and FNA):

    a. Clone this repo.

    b. Execute git submodule update --init --recursive within the folder the repo was cloned to.

    c. Add src/SpriteFontPlus.MonoGame.csproj or src/SpriteFontPlus.FNA.csproj to the solution.

    • If FNA is used, then the folder structure is expected to be following: Folder Structure

Loading SpriteFont from a ttf

Following code creates a SpriteFont from a ttf:

var fontBakeResult = TtfFontBaker.Bake(File.ReadAllBytes(@"C:\\Windows\\Fonts\arial.ttf"),
	25,
	1024,
	1024,
	new[]
	{
		CharacterRange.BasicLatin,
		CharacterRange.Latin1Supplement,
		CharacterRange.LatinExtendedA,
		CharacterRange.Cyrillic
	}
);

SpriteFont font = fontBakeResult.CreateSpriteFont(GraphicsDevice);

Full sample is here: samples/SpriteFontPlus.Samples.TtfBaking

Loading SpriteFont from AngelCode BMFont

string fontData;
using (var stream = TitleContainer.OpenStream("Fonts/test.fnt"))
{
	using (var reader = new StreamReader(stream))
	{
		fontData = reader.ReadToEnd();
	}
}

SpriteFont font = BMFontLoader.Load(fontData, name => TitleContainer.OpenStream("Fonts/" + name), GraphicsDevice);

Full sample is here: samples/SpriteFontPlus.Samples.BMFont

Building From Source Code

  1. Clone this repo.
  2. git submodule update --init --recursive
  3. Open a solution from the "build" folder.

Credits