HPDF_FontDef HPDF_Type1FontDef_Load (HPDF_MMgr mmgr, HPDF_Stream afm, HPDF_Stream font_data) { HPDF_FontDef fontdef; HPDF_STATUS ret; HPDF_PTRACE (" HPDF_Type1FontDef_Load\n"); if (!afm) return NULL; fontdef = HPDF_Type1FontDef_New (mmgr); if (!fontdef) return NULL; ret = LoadAfm (fontdef, afm); if (ret != HPDF_OK) { HPDF_FontDef_Free (fontdef); return NULL; } /* if font-data is specified, the font data is embeded */ if (font_data) { ret = LoadFontData (fontdef, font_data); if (ret != HPDF_OK) { HPDF_FontDef_Free (fontdef); return NULL; } } return fontdef; }
void CGuiFont::Initialize( string _fontDataFile, string _fontTextureFile ) { // Load in the text file containing the font data. LoadFontData( _fontDataFile ); // Load the texture that has the font characters on it. uint32 result = m_material.SetDiffuse( _fontTextureFile ); if(result != 0) { // Debug } }
bool FontClass::Initialize(ID3D11Device* device, char* fontFilename, WCHAR* textureFilename) { bool result; // Load in the text file containing the font data. result = LoadFontData(fontFilename); if (!result) return false; // Load the texture that has the font characters on it. result = LoadTexture(device, textureFilename); if (!result) return false; return true; }
bool FontClass::Initialize(ID3D11Device* device, char* fontFilename, WCHAR* texutreFilename) { bool result; result = LoadFontData(fontFilename); if (!result) { return false; } result = LoadTexture(device, texutreFilename); if (!result) { return false; } return true; }
BOOL ClMsgWnd::InitMessageParts() { LoadFontData(); msgFrame.loadLGF(pack_gparts,"msgWndMain"); msgWait.loadLGF(pack_gparts,"msgWait"); nameFrame.loadLGF(pack_gparts,"nameFrame"); offset.x = 0; offset.y = 422; msgPlate.createColorBuf(msgWndWidth,msgWndHeight,32,FALSE); FillMemory(msgPlate.pBuf,msgPlate.wPitch*msgPlate.height,0xff); namePlate.createColorBuf(168,32,32,FALSE); FillMemory(namePlate.pBuf,namePlate.wPitch*namePlate.height,0xff); namePlate.alpha = 0; MsgCLS(); msgPlate.offset.x = 20; msgPlate.offset.y = 26; return TRUE; } // ClMsgWnd::InitMessageParts
bool FontHandler::Init(ID3D11Device* device, char* fontFilename, WCHAR* textureFilename) { bool result; // Load in text file containing font data. result = LoadFontData(fontFilename); if(!result) { return false; } // Load texture that has font characters on it. result = LoadTexture(device, textureFilename); if(!result) { return false; } return true; }
bool BMFont::Init(MAHandle fontResource, std::vector<MAHandle> &textureResources) { // Load in the text file containing the font data. bool result = LoadFontData(fontResource); // with its font specific data. (see BM font for more format info) use first example for now lprintfln("Info: BMFont::Init => load Font Textures %i (%i)",m_common.m_pages,(int)textureResources.size()); if(result == false) { lprintfln("Error: BMFont::Init => load failed = %i",result); return false; } if (m_common.m_pages > (int)textureResources.size()) { lprintfln("Error: BMFont::Init => pages=%i > amount of texture resources:%i",m_common.m_pages, (int)textureResources.size()); return false; } // Load the texture that has the font characters on it. for(int i=0; i<m_common.m_pages; i++) { GLuint texHandle = CreateTexture(textureResources[i]); if (((int)texHandle) < 0) { lprintfln("Error: BMFont::Init => Invalid 2D Image err=%i",texHandle); return false; } else { lprintfln("Info: BMFont::Init Texture = %d => TexHandle = %x loaded", i, texHandle); } TextureStore t; t.m_texture = texHandle; m_texStores.push_back(t); } return true; }
/*!*************************************************************************** @Function SetTextures @Input pContext Context @Input pTexData User-provided font texture @Input uiDataSize Size of the data provided @Input dwScreenX Screen resolution along X @Input dwScreenY Screen resolution along Y @Input bRotate Rotate print3D by 90 degrees @Input bMakeCopy This instance of Print3D creates a copy of it's data instead of sharing with previous contexts. Set this parameter if you require thread safety. @Return PVR_SUCCESS or PVR_FAIL @Description Initialization and texture upload of user-provided font data. Should be called only once for a Print3D object. *****************************************************************************/ EPVRTError CPVRTPrint3D::SetTextures( const SPVRTContext * const pContext, const void * const pTexData, const unsigned int dwScreenX, const unsigned int dwScreenY, const bool bRotate, const bool bMakeCopy) { #if !defined (DISABLE_PRINT3D) unsigned short i; bool bStatus; // Set the aspect ratio, so we can change it without updating textures or anything else float fX, fY; m_bRotate = bRotate; m_ui32ScreenDim[0] = bRotate ? dwScreenY : dwScreenX; m_ui32ScreenDim[1] = bRotate ? dwScreenX : dwScreenY; // Alter the X, Y resolutions if the screen isn't portrait. if(dwScreenX > dwScreenY) { fX = (float) dwScreenX; fY = (float) dwScreenY; } else { fX = (float) dwScreenY; fY = (float) dwScreenX; } m_fScreenScale[0] = (bRotate ? fY : fX) /640.0f; m_fScreenScale[1] = (bRotate ? fX : fY) /480.0f; // Check whether textures are already set up just in case if (m_bTexturesSet) return PVR_SUCCESS; if(!APIInit(pContext, bMakeCopy)) return PVR_FAIL; /* This is the texture with the fonts. */ PVRTextureHeaderV3 header; CPVRTMap<PVRTuint32, CPVRTMap<PVRTuint32, MetaDataBlock> > MetaDataMap; bStatus = APIUpLoadTexture((unsigned char *)pTexData, &header, MetaDataMap); if (!bStatus) return PVR_FAIL; /* This is the associated font data with the default font */ bStatus = LoadFontData(&header, MetaDataMap); if (!bStatus) return PVR_FAIL; // INDEX BUFFERS m_pwFacesFont = (unsigned short*)malloc(PVRTPRINT3D_MAX_RENDERABLE_LETTERS*2*3*sizeof(unsigned short)); if(!m_pwFacesFont) return PVR_FAIL; bStatus = APIUpLoadIcons(PVRTPrint3DIMGLogo); if (!bStatus) return PVR_FAIL; // Vertex indices for letters for (i=0; i < PVRTPRINT3D_MAX_RENDERABLE_LETTERS; i++) { m_pwFacesFont[i*6+0] = 0+i*4; m_pwFacesFont[i*6+1] = 3+i*4; m_pwFacesFont[i*6+2] = 1+i*4; m_pwFacesFont[i*6+3] = 3+i*4; m_pwFacesFont[i*6+4] = 0+i*4; m_pwFacesFont[i*6+5] = 2+i*4; } m_nVtxCacheMax = MIN_CACHED_VTX; m_pVtxCache = (SPVRTPrint3DAPIVertex*)malloc(m_nVtxCacheMax * sizeof(*m_pVtxCache)); m_nVtxCache = 0; if(!m_pVtxCache) { return PVR_FAIL; } // Everything is OK m_bTexturesSet = true; // Return Success return PVR_SUCCESS; #else return PVR_SUCCESS; #endif }
//-------------------------------------------------------------------------------------- // Initialises the font. // Param1: The device that should be used to initialise the font. // Param2: The filename, or path, to the file containing the font data. // Param3: The filename, or path, to the font texture to be used with this font object. // Returns true if the font was initialised successfully, false otherwise. //-------------------------------------------------------------------------------------- bool Font::Initialise(ID3D11Device* pDevice, const std::string& dataFileName, LPCWSTR textureFilename) { // Load the font data and texture return(LoadFontData(dataFileName) && LoadFontTexture(pDevice, textureFilename)); }