# Terrarum Sans Bitmap ![Font sample — necessary information in this image is also provided below.](demo.PNG) This font is a bitmap font used in [my game project called Terrarum](https://github.com/minjaesong/Terrarum) (hence the name). The font supports more than 90 % of european languages, as well as Chinese, Japanese and Korean. More technical side, it supports Latin-1 Supplement, Latin Ext-A/B/C, IPA Extension, Greek, Cyrillic (+ Bulgarian, Serbian variants) and the supplement, Armenian, Devanagari, Bengali, Thai, Georgian (Mkhedruli and Mtavruli), General Punctuations, Super/Subscrips, CJK Punctuations, All of the Kana (minus the Hentaigana), Chinese (limited to Unihan and Ext-A), Hangul (every possible syllables) and Fullwidth forms. The JAR package is meant to be used with LibGDX (extends ```BitmapFont``` class). If you are not using the framework, please refer to the __Font metrics__ section to implement the font metrics correctly on your system. The issue page is open. If you have some issues to submit, or have a question, please leave it on the page. #### Little notes - To display Bulgarian/Serbian variants, you need special Control Characters. (GameFontBase.charsetOverrideBulgarian -- U+FFFC1; GameFontBase.charsetOverrideSerbian -- U+FFFC2) - All Han characters are in Chinese variant, no other variants are to be supported as most Chinese, Japanese and Korean people can understand other's variant and as long as I can, we don't bother anyway. - Indian script in general is not perfect: right now this font will never do the proper ligatures (I can't draw all the 1 224 possible combinations). Hopefully it's still be able to understand without them. - Slick2d versions are now unsupported. I couldn't extend myself to work on both versions, but I'm still welcome to merge your pull requests. ### Design Goals - Sans-serif - Realise (some of) handwritten forms - Combininig with the sans-serif, this stands for **no over-simplification** - Condensed capitals for efficient space usage ## Download - Go ahead to the [release tab](https://github.com/minjaesong/Terrarum-sans-bitmap/releases), and download the most recent version. It is **not** advised to use the .jar found within the repository, they're experimental builds I use during the development, and may contain bugs like leaking memory. ## Using on your game - Firstly, place the .jar to your library path and assets folder to the main directory of the app, then: ### Using on LibGDX On your code (Kotlin): class YourGame : Game() { lateinit var fontGame: Font override fun create() { fontGame = GameFontBase(path_to_assets) ... } override fun render() { batch.begin() ... fontGame.draw(batch, text, ...) ... batch.end() } } On your code (Java): class YourGame extends BasicGame { Font fontGame; @Override void create() { fontGame = new GameFontBase(path_to_assets); ... } @Override void render() { batch.begin(); ... fontGame.draw(batch, text, ...); ... batch.end(); } } ### Using on Slick2d (legacy version only) On your code (Kotlin): class YourGame : BasicGame("YourGameName") { lateinit var fontGame: Font override fun init(gc: GameContainer) { fontGame = GameFontBase(path_to_assets) ... } override fun render(gc: GameContainer, g: Graphics) { g.font = fontGame g.drawString(...) } } On your code (Java): class YourGame extends BasicGame { Font fontGame; @Override void init(GameContainer gc) { fontGame = new GameFontBase(path_to_assets); ... } @Override void render(GameContainer gc, Graphics g) { g.setFont(fontGame); g.drawString(...); } } ### How to Use Color Code Color codes are individual unicode characters. While you can somehow make a raw character and paste in on your code, it's certainly not desirable. Fortunately, we're also providing utility functions for the color codes. GameFontBase.toColorCode(argb4444: Int) -- returns String GameFontBase.toColorCode(r: Int, g: Int, b: Int) -- returns String GameFontBase.toColorCode(r: Int, g: Int, b: Int, a: Int) -- returns String ```argb4444``` takes whole ARGB (in that order) as input, that is, from 0x0000 to 0xFFFF. ```r, g, b(, a)``` takes RGB and A separately, in the range of 0x0..0xF. Any value exceeding the range **are unchecked and may wreak havoc**, so be careful. U+100000 is used to disable previously-applied color codes (going back to original colour), even if it looks like ARGB of all zero. ## Contribution guidelines Please refer to [CONTRIBUTING.md](https://github.com/minjaesong/Terrarum-sans-bitmap/blob/master/CONTRIBUTING.md) ## Acknowledgement Thanks to kind people of [/r/Typography](https://www.reddit.com/r/typography/) for amazing feedbacks. CJK Ideographs are powered by [WenQuanYi Font](http://wenq.org/wqy2/index.cgi?BitmapSong). The font is distributed under the GNU GPL version 2. Although the shapes of typefaces are not copyrightable (the program codes—e.g. TTF—do), we would like to give a credit for the font and the people behind it.