经过长时间的研究,我最终在网上找到了一个解决方案。以下是教程链接:
http://www.craftworkgames.com/blog/tutorial-bmfont-rendering-with-monogame/
这种方法需要您下载一个名为bmFont的软件:
http://www.angelcode.com/products/bmfont/
使用该软件,您将获得2个文件输出:
1. .fnt文件,用于纹理中的图案
2. .png文件,即实际字符。
为了使这些文件与您的monoproject(也可能适用于XNA)配合使用,您需要将此类添加到您的项目中(注意:您需要更改命名空间):
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;
}
}
}
我稍微修改了这个类,以面向对象的方式实现。以下是如何在您的主Game.cs文件中使用此类与您的自定义字体。
例如,我有由BmFonts软件生成的文件time_0.png和time.fnt。它们是我想要使用的Avenir Next Condensed字体的结果。
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
BmFont fontTime;
public Game1 ()
{
graphics = new GraphicsDeviceManager (this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
}
protected override void LoadContent ()
{
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);
}
}
好了,现在你应该没问题了,可以亲自看到它的工作方式。
难点在于调整字体大小,因为你需要为每个想要的字体大小生成一个文件。
虽然这种技术使你有可能直接嵌入字体,而不需要最终用户安装在计算机上(以前会导致崩溃)。
享受吧,
凯文