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0.4.0 "Widget Fidgeting"

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@tommyettinger tommyettinger released this 08 May 04:14
· 1338 commits to main since this release

This release fixes several problematic bugs in 0.3.0, and also adds quite a few altered copies of scene2d.ui widgets that use Font and TextraLabel instead of BitmapFont and Label. One of the fixed bugs has to do with an incorrect minimum size for block drawing elements; when a world unit took up, say, 32 pixels, the minimum size for most details was 32 pixels, and now this has been corrected. At least one bug relating to word wrapping was fixed, mostly affecting TypingLabel. There's a new font; Bitter is a light-weight serif that looks similar to Gentium but with more stylistic flourishes on some glyphs. Various different fixes are in place that were found because of @raeleus ' hard work on a rich text entry field; the field is almost ready, but it wouldn't work at all if certain bugs hadn't been fixed. Two of these bugs affected opening brackets or braces that weren't closed; these had all sorts of problems and could sometimes freeze an app. ColorUtils has new support for HSB/HSV as well as the existing HSL support; this helps the color picker widget in raeleus' code. KnownFonts has agetStandardFamily() method that gets a copy of Gentium with all non-distance-field fonts registered in its family. Fonts can be given names that they will store, and FontFamily allows accessing fonts by those names.

In general, this is a pretty big release, but I wanted it out and stable so I can make more big updates for the next release. I am going to try to get TypingLabel to handle varying line-heights better, as well as make it use a fixed amount of space (instead of expanding as it types). I eventually want to get some form of selectable text display or even input to work, since libGDX TextArea and TextField can't function if markup is enabled in them. There is a workaround; currently you can disable markup with a BitmapFont and pass that BitmapFont to a TextraTypist Font, and then both markup will work in TextraLabels, and TextField will work with the BitmapFont.

To upgrade, I recommend getting any KnownFonts you want to use from the repo again. Some changed in various ways. There aren't any breaking API changes that I can think of.

I hope you enjoy!