How to use the Feathers
BitmapFontTextRenderer class renders text using bitmap fonts.
Advantages and disadvantages
Bitmap fonts separate each character into sub-textures inside an atlas. These sub-textures are displayed as images placed next to each other to form words and paragraphs. If the text has a particularly stylized appearance, such as gradients and outlines, bitmap fonts provide the best performance because the effects can be pre-rendered at design time rather than slowing things down at runtime.
Bitmap fonts are often great for games in situations when you need to display a limited amount of text around the edges of the screen. Values that change often, such as score, ammo, health, etc. can quickly swap out characters without uploading new textures to the GPU.
Bitmap fonts can sometimes be useful for longer passages of text (assuming that you need a uniform font style throughout the whole passage) because each character is a separate sub-texture and can be reused without requiring more memory on the GPU. However, since each new character is a new image to render on Starling's display list, the transformation calculations for all of those separate display objects may eventually overwhelm the CPU as the number of characters increases. It may require testing to determine how many characters a particular device's CPU can handle at once.
While the English language has only 26 letters in the alphabet (in addition to any punctuation and other supporting characters that you might need), some languages require many hundreds of characters, or even advanced ligatures to join adjacent characters. A texture that contains all of those characters, or combinations of characters, may be impossible to use with bitmap fonts because it hits texture memory limits imposed by Stage 3D or by the GPU. In these situations, you may have no choice but to use another text renderer that supports device fonts.
Bitmap fonts may be scaled, but because they use bitmaps, only scaling down is recommended. Even then, you may lose out on text hinting that would make vector fonts more readable at smaller sizes. It's common to include separate font sizes as separate textures for bitmap fonts to achieve the best looking results, and that can require a lot of memory.
BitmapFontTextRenderer does not support multiple font styles in the same text renderer. A
BitmapFontTextRenderer must use a single bitmap font to render its entire text.
Advanced font styles
To display text with bitmap fonts, create a
BitmapFontTextRenderer in the appropriate factory exposed by the parent component. In the following example, we'll use the
labelFactory of a
Advanced font styles may be customized by passing a
BitmapFontTextFormat instance to the text renderer's
Pass the font to display to the
BitmapFontTextFormat constructor. In the code above, we pass in the name of a font registered with
TextField.registerCompositor(). We could also pass in a
starling.text.BitmapFont instance that has not been registered.
The tint of the text can be customized with the
The RGB values of the tint color are multiplied with the RGB values of each of the font texture's pixels, similar to
The alignment of the text can be customized with the
Bitmap fonts have one primary font size. They may be scaled, but scaled bitmap fonts may not render as nicely as scaled vector fonts. However, if needed, we can use the
In most cases, it's not necessary to set the
size property. The primary font size will be detected automatically.
BitmapFontTextRenderer provides a number of other advanced properties that may be customized, but aren't included in this quick introduction. For complete details about available properties, please take a look at the
BitmapFontTextRenderer API reference and the
BitmapFontTextFormat API reference.
How to change advanced font styles when a parent component has multiple states
Some components, like
TextInput, have multiple states. It's possible to pass more than one
BitmapFontTextFormat to the
BitmapFontTextRenderer so that the font styles change when the parent component's state changes.
For instance, we can provide a different font style for the down state of a
Button by calling
We didn't provide separate font styles for other states, like
ButtonState.DISABLED. When the
Button is in one of these states, the
BitmapFontTextRenderer will fall back to using the value we passed to the