Bitmap Font Generator Reddit
2021年4月30日Download here: http://gg.gg/ufl0v
File format
*Bitmap Font Generator Reddit Online
*Font To Bitmap
*Bitmap Font Maker
*Bitmap Font Tool
*Bitmap Font Generator Reddit DownloadBinary file layout
Good news everyone! There is a small online bitmap font generator tool written in AS3. Fonts can be used with EZGUI or NGUI. Hope it would be useful for windows users, who can not try such great tools like bmGlyph and Glyph Designer. Update March 5, 2015 (1.2): Use GNU Unifont as a fallback if a character isn’t supported (it looks very similar to the default unicode font), decrease font size when it is too big and won’t fit. Update March 4, 2015 (1.1): Add experimental unicode generation and made errors more descriptive. Bitmap Font Generator - Documentation. Back to main page. How to interpret the values in the font descriptor file. The image to the right illustrates some of the values found in the font descriptor file.The two dotted lines shows the lineHeight, i.e. How far the cursor should be moved vertically when moving to the next line. The base value is how far from the top of the cell height the base.File tagsinfo
This tag holds information on how the font was generated.faceThis is the name of the true type font.sizeThe size of the true type font.boldThe font is bold.italicThe font is italic.charsetThe name of the OEM charset used (when not unicode).unicodeSet to 1 if it is the unicode charset.stretchHThe font height stretch in percentage. 100% means no stretch.smoothSet to 1 if smoothing was turned on.aaThe supersampling level used. 1 means no supersampling was used.paddingThe padding for each character (up, right, down, left).spacingThe spacing for each character (horizontal, vertical).outlineThe outline thickness for the characters.common
This tag holds information common to all characters.lineHeightThis is the distance in pixels between each line of text.baseThe number of pixels from the absolute top of the line to the base of the characters.scaleWThe width of the texture, normally used to scale the x pos of the character image.scaleHThe height of the texture, normally used to scale the y pos of the character image.pagesThe number of texture pages included in the font.packedSet to 1 if the monochrome characters have been packed into each of the texture channels. In this case alphaChnl describes what is stored in each channel.alphaChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.redChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.greenChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.blueChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.page
This tag gives the name of a texture file. There is one for each page in the font.idThe page id.fileThe texture file name.char
This tag describes on character in the font. There is one for each included character in the font.idThe character id.xThe left position of the character image in the texture.yThe top position of the character image in the texture.widthThe width of the character image in the texture.heightThe height of the character image in the texture.xoffsetHow much the current position should be offset when copying the image from the texture to the screen.yoffsetHow much the current position should be offset when copying the image from the texture to the screen.xadvanceHow much the current position should be advanced after drawing the character.pageThe texture page where the character image is found.chnlThe texture channel where the character image is found (1 = blue, 2 = green, 4 = red, 8 = alpha, 15 = all channels).kerning
The kerning information is used to adjust the distance between certain characters, e.g. some characters should be placed closer to each other than others.firstThe first character id.secondThe second character id.amountHow much the x position should be adjusted when drawing the second character immediately following the first.Binary file layout
This section describes the layout of the tags in the binary file format. To understand what each tag means refer to the file tags section.
The first three bytes are the file identifier and must always be 66, 77, 70, or ’BMF’. The fourth byte gives the format version, currently it must be 3.
*Version 1 (introduced with application version 1.8).
*Version 2 (introduced with application version 1.9) added the outline field in the infoBlock and the encoded field in the commonBlock.
*Version 3 (introduced with application version 1.10) removed the encoded field in the commonBlock, and added the alphaChnl, redChnl, greenChnl, blueChnl instead. The size of each block is now stored without accounting for the size field itself. The character id in the charsBlock and the kerningPairsBlock was increased to 4 bytes to support the full unicode range.
Following the first four bytes is a series of blocks with information. Each block starts with a one byte block type identifier, followed by a 4 byte integer that gives the size of the block, not including the block type identifier and the size value. Kingdom come deliverance poison console command.Block type 1: infofieldsizetypeposcommentfontSize2int0bitField1bits2bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeigth, bits 5-7: reservedcharSet1uint3stretchH2uint4aa1uint6paddingUp1uint7paddingRight1uint8paddingDown1uint9paddingLeft1uint10spacingHoriz1uint11spacingVert1uint12outline1uint13added with version 2fontNamen+1string14null terminated string with length n
This structure gives the layout of the fields. Remember that there should be no padding between members. Allocate the size of the block using the blockSize, as following the block comes the font name, including the terminating null char. Most of the time this block can simply be ignored.Block type 2: commonBitmap Font Generator Reddit OnlinefieldsizetypeposcommentlineHeight2uint0base2uint2scaleW2uint4scaleH2uint6pages2uint8bitField1bits10bits 0-6: reserved, bit 7: packedalphaChnl1uint11redChnl1uint12greenChnl1uint13blueChnl1uint14Font To BitmapBlock type 3: pagesfieldsizetypeposcommentpageNamesp*(n+1)strings0p null terminated strings, each with length nBitmap Font Maker
This block gives the name of each texture file with the image data for the characters. The string pageNames holds the names separated and terminated by null chars. Each filename has the same length, so once you know the size of the first name, you can easily determine the position of each of the names. The id of each page is the zero-based index of the string name.Block type 4: charsfieldsizetypeposcommentid4uint0+c*20These fields are repeated until all characters have been describedx2uint4+c*20y2uint6+c*20width2uint8+c*20height2uint10+c*20xoffset2int12+c*20yoffset2int14+c*20xadvance2int16+c*20page1uint18+c*20chnl1uint19+c*20Bitmap Font Tool
The number of characters in the file can be computed by taking the size of the block and dividing with the size of the charInfo structure, i.e.: numChars = charsBlock.blockSize/20.Bitmap Font Generator Reddit DownloadBlock type 5: kerning pairsfieldsizetypeposcommentfirst4uint0+c*10These fields are repeated until all kerning pairs have been describedsecond4uint4+c*10amount2int8+c*6
This block is only in the file if there are any kerning pairs with amount differing from 0.
Download here: http://gg.gg/ufl0v
https://diarynote.indered.space
File format
*Bitmap Font Generator Reddit Online
*Font To Bitmap
*Bitmap Font Maker
*Bitmap Font Tool
*Bitmap Font Generator Reddit DownloadBinary file layout
Good news everyone! There is a small online bitmap font generator tool written in AS3. Fonts can be used with EZGUI or NGUI. Hope it would be useful for windows users, who can not try such great tools like bmGlyph and Glyph Designer. Update March 5, 2015 (1.2): Use GNU Unifont as a fallback if a character isn’t supported (it looks very similar to the default unicode font), decrease font size when it is too big and won’t fit. Update March 4, 2015 (1.1): Add experimental unicode generation and made errors more descriptive. Bitmap Font Generator - Documentation. Back to main page. How to interpret the values in the font descriptor file. The image to the right illustrates some of the values found in the font descriptor file.The two dotted lines shows the lineHeight, i.e. How far the cursor should be moved vertically when moving to the next line. The base value is how far from the top of the cell height the base.File tagsinfo
This tag holds information on how the font was generated.faceThis is the name of the true type font.sizeThe size of the true type font.boldThe font is bold.italicThe font is italic.charsetThe name of the OEM charset used (when not unicode).unicodeSet to 1 if it is the unicode charset.stretchHThe font height stretch in percentage. 100% means no stretch.smoothSet to 1 if smoothing was turned on.aaThe supersampling level used. 1 means no supersampling was used.paddingThe padding for each character (up, right, down, left).spacingThe spacing for each character (horizontal, vertical).outlineThe outline thickness for the characters.common
This tag holds information common to all characters.lineHeightThis is the distance in pixels between each line of text.baseThe number of pixels from the absolute top of the line to the base of the characters.scaleWThe width of the texture, normally used to scale the x pos of the character image.scaleHThe height of the texture, normally used to scale the y pos of the character image.pagesThe number of texture pages included in the font.packedSet to 1 if the monochrome characters have been packed into each of the texture channels. In this case alphaChnl describes what is stored in each channel.alphaChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.redChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.greenChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.blueChnlSet to 0 if the channel holds the glyph data, 1 if it holds the outline, 2 if it holds the glyph and the outline, 3 if its set to zero, and 4 if its set to one.page
This tag gives the name of a texture file. There is one for each page in the font.idThe page id.fileThe texture file name.char
This tag describes on character in the font. There is one for each included character in the font.idThe character id.xThe left position of the character image in the texture.yThe top position of the character image in the texture.widthThe width of the character image in the texture.heightThe height of the character image in the texture.xoffsetHow much the current position should be offset when copying the image from the texture to the screen.yoffsetHow much the current position should be offset when copying the image from the texture to the screen.xadvanceHow much the current position should be advanced after drawing the character.pageThe texture page where the character image is found.chnlThe texture channel where the character image is found (1 = blue, 2 = green, 4 = red, 8 = alpha, 15 = all channels).kerning
The kerning information is used to adjust the distance between certain characters, e.g. some characters should be placed closer to each other than others.firstThe first character id.secondThe second character id.amountHow much the x position should be adjusted when drawing the second character immediately following the first.Binary file layout
This section describes the layout of the tags in the binary file format. To understand what each tag means refer to the file tags section.
The first three bytes are the file identifier and must always be 66, 77, 70, or ’BMF’. The fourth byte gives the format version, currently it must be 3.
*Version 1 (introduced with application version 1.8).
*Version 2 (introduced with application version 1.9) added the outline field in the infoBlock and the encoded field in the commonBlock.
*Version 3 (introduced with application version 1.10) removed the encoded field in the commonBlock, and added the alphaChnl, redChnl, greenChnl, blueChnl instead. The size of each block is now stored without accounting for the size field itself. The character id in the charsBlock and the kerningPairsBlock was increased to 4 bytes to support the full unicode range.
Following the first four bytes is a series of blocks with information. Each block starts with a one byte block type identifier, followed by a 4 byte integer that gives the size of the block, not including the block type identifier and the size value. Kingdom come deliverance poison console command.Block type 1: infofieldsizetypeposcommentfontSize2int0bitField1bits2bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeigth, bits 5-7: reservedcharSet1uint3stretchH2uint4aa1uint6paddingUp1uint7paddingRight1uint8paddingDown1uint9paddingLeft1uint10spacingHoriz1uint11spacingVert1uint12outline1uint13added with version 2fontNamen+1string14null terminated string with length n
This structure gives the layout of the fields. Remember that there should be no padding between members. Allocate the size of the block using the blockSize, as following the block comes the font name, including the terminating null char. Most of the time this block can simply be ignored.Block type 2: commonBitmap Font Generator Reddit OnlinefieldsizetypeposcommentlineHeight2uint0base2uint2scaleW2uint4scaleH2uint6pages2uint8bitField1bits10bits 0-6: reserved, bit 7: packedalphaChnl1uint11redChnl1uint12greenChnl1uint13blueChnl1uint14Font To BitmapBlock type 3: pagesfieldsizetypeposcommentpageNamesp*(n+1)strings0p null terminated strings, each with length nBitmap Font Maker
This block gives the name of each texture file with the image data for the characters. The string pageNames holds the names separated and terminated by null chars. Each filename has the same length, so once you know the size of the first name, you can easily determine the position of each of the names. The id of each page is the zero-based index of the string name.Block type 4: charsfieldsizetypeposcommentid4uint0+c*20These fields are repeated until all characters have been describedx2uint4+c*20y2uint6+c*20width2uint8+c*20height2uint10+c*20xoffset2int12+c*20yoffset2int14+c*20xadvance2int16+c*20page1uint18+c*20chnl1uint19+c*20Bitmap Font Tool
The number of characters in the file can be computed by taking the size of the block and dividing with the size of the charInfo structure, i.e.: numChars = charsBlock.blockSize/20.Bitmap Font Generator Reddit DownloadBlock type 5: kerning pairsfieldsizetypeposcommentfirst4uint0+c*10These fields are repeated until all kerning pairs have been describedsecond4uint4+c*10amount2int8+c*6
This block is only in the file if there are any kerning pairs with amount differing from 0.
Download here: http://gg.gg/ufl0v
https://diarynote.indered.space
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