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* Chickadee: (chickadee). Game programming toolkit for Guile.
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<title>Fonts (The Chickadee Game Toolkit)</title>
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<span id="Fonts"></span><div class="header">
<p>
Next: <a href="Vector-Paths.html" accesskey="n" rel="next">Vector Paths</a>, Previous: <a href="Sprites.html" accesskey="p" rel="prev">Sprites</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
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<hr />
<span id="Fonts-1"></span><h4 class="subsection">5.3.4 Fonts</h4>
<p>Printing text to the screen is quite easy:
</p>
<div class="lisp">
<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world"</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">100.0</span> <span class="syntax-symbol">100.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
</pre></div>
<p>Chickadee supports OpenType/TrueType fonts (via the FreeType library),
bitmap fonts in Angel Code bmfont format, and simple sprite sheet
bitmap fonts. A default font named Inconsolata is used for all text
rendering operations where a font is not specified, as is the case in
the above example.
</p>
<p>The following procedures can be found in the <code>(chickadee graphics
text)</code> module:
</p>
<dl>
<dt id="index-load_002dfont">Procedure: <strong>load-font</strong> <em>file-name point-size [#:char-set] [#:smooth? #t]</em></dt>
<dd><p>Load the scalable (OpenType, TrueType, etc.) font in the file
<var>file-name</var> and display it at the given <var>point-size</var>. By
default, all the characters in the ASCII character set are loaded.
This can be changed by passing a different character set
(see <a href="https://www.gnu.org/software/guile/manual/html_node/Character-Sets.html#Character-Sets">Character Sets</a> in <cite>GNU Guile Reference Manual</cite>) using
the <var>char-set</var> keyword argument.
</p>
<p>If <var>smooth?</var> is <code>#t</code> (the default), text rendered with this
font will have a smoother appearance when text is rotated or scaled,
otherwise non-smooth scaling will be used.
</p></dd></dl>
<dl>
<dt id="index-load_002dbitmap_002dfont">Procedure: <strong>load-bitmap-font</strong> <em>file</em></dt>
<dd><p>Load the Angel Code font (in either XML or FNT format) in <var>file</var>
and return a new font object.
</p></dd></dl>
<dl>
<dt id="index-font_003f">Procedure: <strong>font?</strong> <em>obj</em></dt>
<dd><p>Return <code>#t</code> if <var>obj</var> is a font object.
</p></dd></dl>
<dl>
<dt id="index-font_002dface">Procedure: <strong>font-face</strong> <em>font</em></dt>
<dd><p>Return the name of <var>font</var>.
</p></dd></dl>
<dl>
<dt id="index-font_002dline_002dheight">Procedure: <strong>font-line-height</strong> <em>font</em></dt>
<dd><p>Return the line height of <var>font</var>.
</p></dd></dl>
<dl>
<dt id="index-font_002dline_002dheight-1">Procedure: <strong>font-line-height</strong> <em>font</em></dt>
<dd><p>Return the line height of <var>font</var>.
</p></dd></dl>
<dl>
<dt id="index-font_002dbold_003f">Procedure: <strong>font-bold?</strong> <em>font</em></dt>
<dd><p>Return <code>#t</code> if <var>font</var> is a bold font.
</p></dd></dl>
<dl>
<dt id="index-font_002ditalic_003f">Procedure: <strong>font-italic?</strong> <em>font</em></dt>
<dd><p>Return <code>#t</code> if <var>font</var> is an italicized font.
</p></dd></dl>
<dl>
<dt id="index-draw_002dtext">Procedure: <strong>draw-text</strong> <em>text position</em></dt>
<dd><p>[#:font] [#:color] [#:origin] [#:scale] [#:rotation] [#:blend-mode]
[#:start 0] [#:end <code>(string-length text)</code>]
</p>
<p>Draw the string <var>text</var> with the first character starting at
<var>position</var> using <var>font</var>. If <var>font</var> is not specified, a
built-in font is used.
</p>
<div class="lisp">
<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world!"</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">128.0</span> <span class="syntax-symbol">128.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
</pre></div>
<p>To render a substring of <var>text</var>, use the <var>start</var> and <var>end</var>
arguments.
</p>
<p>Refer to <code>draw-sprite</code> (see <a href="Sprites.html">Sprites</a>) for information about
the other arguments.
</p></dd></dl>
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Next: <a href="Vector-Paths.html" accesskey="n" rel="next">Vector Paths</a>, Previous: <a href="Sprites.html" accesskey="p" rel="prev">Sprites</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
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