Sprites.Media.Font.Tool

The font editor's tool infrastructure: the Windows buttons and the Tools window that holds them. The Tools group selects the one canvas tool, move, draw or select; the Windows group opens the panel windows, file, history and characters. A font has no layers and no frames, so where the sprite editor opens Layers and Frames the font editor opens Characters. The canvas-tool selector, the labelled block and each canvas tool's own window are the shared sprite parts, so only the Windows group and the Tools window live here.

Sprites.Media.Font.Tool

Sprites.Media.Font.Tool.Window Void

Sprites.Media.Font.Tool.Window(selectedToolName, fileVisible, historyVisible, charsVisible)

The Tools window: a slim floating window docked to the stage's top left. It holds two labelled groups: Tools picks the one canvas tool, move, draw or select, and Windows opens the panel windows, file, history and characters. Where the sprite editor opens Layers and Frames, the font editor opens Characters, the panel that picks the glyph to edit. It reuses the shared sprite tool selector and labelled block, and has no close button and does not resize.

InputTypeDescription
selectedToolNameValueThe chosen canvas tool, move, draw or select.
fileVisibleValueThe File panel's show flag.
historyVisibleValueThe History panel's show flag.
charsVisibleValueThe Characters panel's show flag.

Returns nothing.

Sprites.Media.Font.Tool.Windows Void

Sprites.Media.Font.Tool.Windows(fileVisible, historyVisible, charsVisible)

The Windows buttons: one secondary button per panel window, File, History and Chars, each opening its window on a click by setting its visible flag true. They turn nothing off: a panel window carries its own close button, and any number may be open at once.

InputTypeDescription
fileVisibleValueThe File panel's show flag.
historyVisibleValueThe History panel's show flag.
charsVisibleValueThe Characters panel's show flag.

Returns nothing.