Florian Rival
e9a3e801f7
Update gdjs.FontManager to support files for Cocos2d-JS
2018-11-13 23:24:49 +00:00
Florian Rival
45d2844d8b
Add FontResource and rework loading to ensure all fonts are properly loaded
...
* Add FontManager to the game engine, used to load and get access to loaded fonts.
* Use fontfaceobserver library to detect when a font is loaded.
* Add FontResource as a resource, like AudioResource.
* Update the TextEditor to use a selector for fonts.
* Refactor ResourceSelector floating label text
2018-11-12 23:45:01 +00:00
Lizard-13
566540133d
Add word wrapping for Text Object ( #658 )
2018-09-23 11:45:18 +01:00
Florian Rival
b6707d62b2
Fix default font loading for Text object
2018-07-28 12:59:50 +01:00
Florian Rival
422132d8c7
Avoid allocations in gdjs.RuntimeObject.getRendererObject and gdjs.evtTools.object.pickObjectsIf
2016-08-15 19:54:01 +02:00
Florian Rival
020348e3b0
Fix text objects font not properly applied with Cocos2d on Android/iOS
...
For iOS, the user still need to add the font to the app provided fonts in XCode
(see http://stackoverflow.com/questions/14508675/how-can-i-add-a-font-to-my-cocos2d-ios-project-and-use-it-with-a-cclabelttf )
2016-05-02 23:34:48 +02:00
Florian Rival
2ed48d302d
Add support for custom font for TextObject rendered with Cocos2d
2016-03-21 23:49:22 +01:00
Florian Rival
c9a0cc9afd
Tiny fixes on TextRuntimeObject and its renderers
2016-03-05 14:38:11 +01:00
Florian Rival
99681bb89b
[WIP] Cocos2D renderer for text object + fixes for Sprite/Layer
2016-02-28 18:39:37 +01:00