TextureFont::TextureFont(char* filename) { m_Initialized = false; m_ImageName[0] = 0; m_Chars = 0; m_KerningPairs = 0; m_NumChars = 0; m_NumKerningPairs = 0; //read in the font properties and character values int length; char* buffer = LoadFile( filename, &length, false ); ReadFont( buffer, length ); //load the bitmap with the fonts LoadFontImage(); }
void BitmapFont::LoadSkinFontImage(std::filesystem::path Location, Vec2 _CharSize, Vec2 _CellSize, Vec2 _RenderSize, char FontStart) { LoadFontImage(GameState::GetInstance().GetSkinFile(Utility::Narrow(Location.wstring())), _CharSize, _CellSize, _RenderSize, FontStart); }