Beispiel #1
0
void KNFontManager::loadCustomFontFolder(const QString &folderPath)
{
    QDir fontDir(folderPath);
    //Check the folder is exsist or not, if not exsist, create one.
    if(fontDir.exists())
    {
        //Get all the files, load all the fonts.
        QFileInfoList fontFiles=fontDir.entryInfoList();
        for(QFileInfoList::const_iterator i=fontFiles.constBegin();
            i!=fontFiles.constEnd();
            ++i)
        {
            //Ignore the dot(.) and dot-dot(..).
            if((*i).fileName()=="." || (*i).fileName()=="..")
            {
                continue;
            }
            //If the type of current file is File, then try to load the font.
            if((*i).isFile())
            {
                loadCustomFont(*i);
            }
        }
    }
    else
    {
        fontDir.mkpath(folderPath);
    }
}
Beispiel #2
0
void loadRequiredResources()
{
	int code;

	/* Load the hud */

	initHud();

	/* Load the font */

	if (strlen(game.customFont) == 0)
	{
		code = getCharacterCodeForTestString();

		if (code >= 0x4E00)
		{
			#if DEV == 1
				printf("Code %d appears to be CJK. Using fallback font\n", code);
			#endif

			game.font = loadFont("font/DroidSansFallback.ttf", NORMAL_FONT_SIZE);

			game.largeFont = loadFont("font/DroidSansFallback.ttf", LARGE_FONT_SIZE);
		}

		else
		{
			game.font = loadFont("font/DejaVuSans.ttf", NORMAL_FONT_SIZE);

			game.largeFont = loadFont("font/DejaVuSans.ttf", LARGE_FONT_SIZE);
		}
	}

	else
	{
		game.font = loadCustomFont(game.customFont, game.fontSizeSmall);

		game.largeFont = loadCustomFont(game.customFont, game.fontSizeLarge);
	}
}