TEXTURE-FONT-TO-PASCAL(1)

🌸 NAME 🌸

texture-font-to-pascal β€” bestie, it converts a ttf font into a Pascal source file. That's the whole job. Short king energy, but it does it flawlessly. ✨


πŸ’… DESCRIPTION πŸ’…

Okay so listen: texture-font-to-pascal takes a font file (think TTF or OTF, the usual suspects) and turns it into a Pascal source file. And the way it does that? It's built on the types living in the Castle Game Engine CastleTextureFontData unit. No cap. πŸŽ€

▢️ Usage:

texture-font-to-pascal [options...] MyFontFile.ttf

🫢 Available options:

  • -h, --help β€” print this help message and then exit, periodt. πŸ‘‘
  • --size=FONT-SIZE β€” literally just sitting there in the manual with absolutely no description attached. Not me exposing the docs like this πŸ’€ (no behaviour claimed here, bestie β€” the original says nothing, so neither do I).
  • --no-anti-alias β€” same situation ngl, the original manual gives this one zero explanation. We keep it real. πŸ™ˆ
  • --sample-text=TEXT β€” loads all the characters you list, if they actually exist in the font file (iykyk β€” missing ones just don't show up). And yes, you can drop this parameter multiple times. 🌈
  • --sample-text-file=TEXT-FILE-NAME β€” loads every character used in the text file you point at, again only if they exist in the font file. Also stackable, use it as many times as your heart desires. 🧚
  • --sample-code=TEXT β€” loads the listed character code, if it's in the font file. Repeatable too. ⭐
  • --sample-get-text-mo=URL β€” loads every character code that shows up in the translated strings at URL. That URL has to point to a GetText MO file, and yes, a plain regular filename counts too. Multiple uses? Absolutely, go off. πŸ’œ
  • --only-sample-text β€” loads only the characters from --sample-text and --sample-code, and does not add the standard ASCII chars. Because by default we do add standard ASCII chars, no matter what you put in --sample-text and --sample-code. Important distinction, don't skip it. πŸ¦‹
  • --function-name=PASCAL-FUNCTION-NAME β€” sets the function name used to access the font. By default we calculate it for you automatically, based on the font name and the size. Main character automation energy. ✨
  • --unit-name=PASCAL-UNIT-NAME β€” sets the generated unit name. Heads up: this also decides the output filename. By default we auto-calculate it from the function name β€” which, yes, was itself auto-calculated from the font name and size. It's giving inception. πŸ’…
  • --debug-log β€” peep the log, which shows stuff like the font image size. πŸ”₯
  • --debug-font-image β€” writes the font images out to disk as png. 🌸

🌟 Also on the page, fr fr: texture-font-to-pascal version 1.0. It's using Castle Game Engine ( https://castle-engine.io/ ) version 7.0-alpha.3. Compiled with FPC 3.2.2. Platform: Desktop, OS: Linux, CPU: x86_64 (code compiled for 64-bit architecture). πŸ’–

And that's the whole page, bestie β€” this beauty comes to you from Castle Game Engine, dated April 2026, filed under TEXTURE-FONT-TO-PASCAL(1). Obsessed. Slay. Byeeee πŸ«ΆπŸŽ€

πŸ“¦ where this page comes from