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Posted: Thu Dec 09, 2004 1:12 am
by freak
Font name and style are ignored on linux. You pass that in the string with
the font name.
Yust have a look at what you get back from FontRequester(). You
have to pass that to LoadFont()
Posted: Thu Dec 09, 2004 10:29 am
by olejr
Well FontRequester() return either 0 or 1...
But SelectedFontName() return the fontname string,
lets say "-urw-avantgarde-demibold-r-normal-*-*-280-*-*-p*-microsoft-cp1251".
So if you pass this one to the LoadFont() it's ok..
Trouble is when you do this in the source posted earlier
in the thread, you still get the default font...
Posted: Thu Dec 09, 2004 10:48 am
by nessie
@Freak: Do you know if this is going to be sorted in the next release, or should I look for another alternative?
Posted: Sun Dec 12, 2004 2:46 am
by Paul
Last time I talked to Fred about using different fonts with 2d Drawing commands under Linux, he said they were not yet supported.
As a solution I ended up drawing my own font set and displaying as sprites.

Posted: Sun Dec 12, 2004 9:58 am
by nessie
I thought about this to Paul, at the moment I'm trying to use BMP fontts. I suppose I can work on the rest of the app for the next month or so and hopefully then an update will have been issued.
Posted: Wed Dec 15, 2004 10:23 am
by Fred
That's right, regular fonts aren't supported with sprite commands for now. I don't know if it will be solved in the next release tough. But I will take a closer look to this problem, it won't stay unfixed.
Posted: Thu Feb 09, 2006 4:39 pm
by dracflamloc
Cool. I hope you can figure it out =)