OmegaBitmapFont provides the functionality to use bitmap-fonts, like they did in those good old Amiga days! Currently it is limited to fixed-width fonts only, which should suffice for most purposes. It build upon the OmegaImageList component for it's drawing functions.
OmegaImageList: TOmegaImageList Choose a OmegaImageList instance
that holds the bitmapfont as an item.
OmegaImageIndex: Integer The index of the bitmapfont inside
the OmegaImageList. Please make sure you set the TileWidth and TileHeight correctly
in the OmegaImageList so OmegaBitmapFont knows the size of the characters.
Characters: String A string that sums up the characters present
in the bitmapfont image. Any characters not present in this string will printed
as empty space.
Red, Green, Blue: Integer With these properties you can change
the color of the text bitmaps. Range 0-255. Default: 255
Alpha: Integer The alpha-transparency of the text. Range 0-255.
Default: 255
ScaleX, ScaleY: Single How much to scale the text. Default:
1.0
PositionMode: TBitmapFontPositionMode The mode in which the
X and Y positions of the Print method are treated. This also influences how
Rotation is applied. If this is pmTopLeft, the position will be treated as the
top-left position of the text. If this is pmCenter, the position will be treated
as the center position of the text, both horizontally and vertically. Rotation
will also be applied to this point!
CharRotation: Single How much degrees to rotate each character.
You can create nice wobbly effects with this :) Note that if only this property
is set to 0, Rotation will be applied!
Rotation: Single How much to rotate the whole sentence. You
can not have both CharRotation and Rotation at the same time. It's
or/or.
procedure Print(const X, Y: integer; const txt: String);
Prints the given text to the screen using the existing property settings.
The X,Y position can be top-left or center depending on the PositionMode property.