Castle Game Engine: CastleFonts: Class TSimpleTextureFont

# Class TSimpleTextureFont
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleFonts ## Declaration `type TSimpleTextureFont = class(TCastleFont)` ## Description 2D font using a texture to define character images with constant width and height. This class has some assumptions about how the font image looks like: the characters are drawn in ASCII order, starting from space, on an image. Derive your own descendants of TCastleFont to have more flexibility, see the implementation of this class — it is quite simple. Or use TTextureFont that can read data from a FreeType (like ttf) font file. See e.g. castle_game_engine/examples/fonts/data/sonic_asalga_0.png how to prepare an image for use with such font. You can find more such fonts on the Internet, see e.g. http://opengameart.org/content/sonic-font and http://opengameart.org/content/null-terminator. ## Hierarchy TObject TCastleFont TSimpleTextureFont ## Overview ### Methods
| `constructor Create(AImage: TCastleImage; const AImageCols, AImageRows, ACharMargin, ACharDisplayMargin: Integer);`
| `destructor Destroy; override;`
| `procedure GLContextOpen; override;`
| `procedure GLContextClose; override;`
| `procedure Print(const X, Y: Integer; const Color: TCastleColor; const S: string); override;`
| `function TextWidth(const S: string): Integer; override;`
| `function TextHeight(const S: string): Integer; override;`
| `function TextHeightBase(const S: string): Integer; override;`
| `function TextMove(const S: string): TVector2Integer; override;`
## Description ### Methods
| `constructor Create(AImage: TCastleImage; const AImageCols, AImageRows, ACharMargin, ACharDisplayMargin: Integer);`
Load font from given image. ###### Parameters AImage Image data, becomes owned by this class. ACharMargin There is a margin in the image between rows and cols. ACharDisplayMargin We can display some spacing between characters. This is independent from CharMargin and image contents.
| `destructor Destroy; override;`
| `procedure GLContextOpen; override;`
| `procedure GLContextClose; override;`
| `procedure Print(const X, Y: Integer; const Color: TCastleColor; const S: string); override;`
| `function TextWidth(const S: string): Integer; override;`
| `function TextHeight(const S: string): Integer; override;`
| `function TextHeightBase(const S: string): Integer; override;`
| `function TextMove(const S: string): TVector2Integer; override;`
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