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();
}
示例#2
0
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);
}