Beispiel #1
0
void GameInit() {

	sysfont = glictCreateFont("system");
	#if (!defined(WINFONT) && !defined(BMPFONT))
        #ifndef USEGLUT
        #error If you dont use GLUT, you need to use either WINFONT or BMPFONT
		#else
		sysfont->SetFontParam(GLUT_STROKE_MONO_ROMAN);
		sysfont->SetRenderFunc(glutxStrokeString);
		sysfont->SetSizeFunc(glutxStrokeSize);
		#endif
	#elif defined(BMPFONT)
        sysfont->SetFontParam(fonttexture = BMPFontCreate("fontbordered.bmp", 8));
        sysfont->SetRenderFunc(BMPFontDraw);
        sysfont->SetSizeFunc(BMPFontSize);
	#else // winfont is defined
		//sysfont->SetFontParam(WinFontCreate("Arial", WINFONT_BOLD, 7));
		sysfont->SetFontParam(WinFontCreate("Tahoma", 0 , 7));
		sysfont->SetRenderFunc(WinFontDraw);
		sysfont->SetSizeFunc(WinFontSize);
    #endif


    ObjSprInit();
	GameModeInit();

    if (!sprplayground)
        if (options.intro)
            GameModeEnter(GM_LOGO);
        else
            GameModeEnter(GM_MAINMENU);
    else
        GameModeEnter(GM_SPRPLAYGROUND);

}
Beispiel #2
0
void Engine::initFont(glictFont **fnt, const char *fontname)
{
	*fnt = glictCreateFont(fontname);
	if(!*fnt){
		std::stringstream s;
		s << "Cannot load font '" << fontname << "'.";
		NativeGUIError(s.str().c_str(), "Error loading font");
	}
	(*fnt)->SetRenderFunc(Engine::font_render);
	(*fnt)->SetSizeFunc(Engine::font_size);
	#if (GLICT_APIREV >= 85)
        (*fnt)->SetColorFunc(Engine::font_color);
    #else
        #warning GLICT font coloring is not available. Upgrade to GLICT APIREV 85+.
    #endif
}