fnt->width_of[ch] = atof(com_token) + extraspacing;
if (fnt->ft2)
{
- for (i = 0; i < MAX_FONT_SIZES && fnt->req_sizes[i] >= 0; ++i)
- Font_MapForIndex(fnt->ft2, i)->width_of[ch] = snap_to_pixel_x(fnt->width_of[ch] * fnt->req_sizes[i], 0.4);
+ for (i = 0; i < MAX_FONT_SIZES; ++i)
+ {
+ //Font_MapForIndex(fnt->ft2, i)->width_of[ch] = snap_to_pixel_x(fnt->width_of[ch] * fnt->req_sizes[i], 0.4);
+ ft2_font_map_t *map = Font_MapForIndex(fnt->ft2, i);
+ if (!map)
+ break;
+ map->width_of[ch] = Font_SnapTo(fnt->width_of[ch], 1/map->size);
+ }
}
ch++;
break;
for(i = 1; i < MAX_FONT_SIZES; ++i)
f->req_sizes[i] = -1;
- // for some reason this argc is 3 even when using 2 arguments here, maybe nexuiz screws up
if(Cmd_Argc() >= 3)
{
for(i = 0; i < Cmd_Argc()-3; ++i)
for(i = 0, j = 0; i < MAX_USERFONTS; ++i)
if(!FONT_USER[i].title[0])
dpsnprintf(FONT_USER[i].title, sizeof(FONT_USER[i].title), "user%d", j++);
- Font_Init();
}
void _DrawQ_Setup(void)
qboolean snap = true;
qboolean least_one = false;
float dw, dh; // display w/h
- float width_of_factor;
const float *width_of;
if (!h) h = w;
// x = snap_to_pixel_x(x, 0.4); // haha, it's 0 anyway
if (fontmap)
- {
- width_of_factor = 1;
width_of = fontmap->width_of;
- }
else
- {
- width_of_factor = dw;
width_of = fnt->width_of;
- }
for (i = 0;((bytes_left = *maxlen - (text - text_start)) > 0) && *text;)
{
if (ch == ' ' && !fontmap)
{
if(!least_one || i0) // never skip the first character
- if(x + width_of[(int) ' '] * width_of_factor > maxwidth)
+ if(x + width_of[(int) ' '] * dw > maxwidth)
{
i = i0;
break; // oops, can't draw this
}
- x += width_of[(int) ' '] * width_of_factor;
+ x += width_of[(int) ' '] * dw;
continue;
}
// i points to the char after ^
map = ft2_oldstyle_map;
prevch = 0;
if(!least_one || i0) // never skip the first character
- if(x + width_of[ch] * width_of_factor > maxwidth)
+ if(x + width_of[ch] * dw > maxwidth)
{
i = i0;
break; // oops, can't draw this
}
- x += width_of[ch] * width_of_factor;
+ x += width_of[ch] * dw;
} else {
if (!map || map == ft2_oldstyle_map || map->start < ch || map->start + FONT_CHARS_PER_MAP >= ch)
{
float pix_x, pix_y;
size_t bytes_left;
float dw, dh;
- float width_of_factor;
const float *width_of;
int tw, th;
//ftbase_x = snap_to_pixel_x(ftbase_x);
if(snap)
{
- startx = snap_to_pixel_y(startx, 0.4);
+ startx = snap_to_pixel_x(startx, 0.4);
starty = snap_to_pixel_y(starty, 0.4);
ftbase_y = snap_to_pixel_y(ftbase_y, 0.3);
}
pix_y = vid.height / vid_conheight.value;
if (fontmap)
- {
- width_of_factor = 1;
width_of = fontmap->width_of;
- }
else
- {
- width_of_factor = dw;
width_of = fnt->width_of;
- }
for (shadow = r_textshadow.value != 0 && basealpha > 0;shadow >= 0;shadow--)
{
+ prevch = 0;
text = text_start;
if (!outcolor || *outcolor == -1)
break;
if (ch == ' ' && !fontmap)
{
- x += width_of[(int) ' '] * width_of_factor;
+ x += width_of[(int) ' '] * dw;
continue;
}
if (ch == STRING_COLOR_TAG && !ignorecolorcodes && i < maxlen)
if (batchcount)
{
// switching from freetype to non-freetype rendering
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
batchcount++;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
av = vertex3f;
}
- x += width_of[ch] * width_of_factor;
+ x += width_of[ch] * dw;
} else {
if (!map || map == ft2_oldstyle_map || map->start < ch || map->start + FONT_CHARS_PER_MAP >= ch)
{
if (batchcount)
{
// we need a different character map, render what we currently have:
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
batchcount++;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
}
}
if (batchcount > 0)
- {
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
- }
if (outcolor)
*outcolor = colorindex;
R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
- GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, mesh->data_element3s, 0, 0);
- GL_LockArrays(0, 0);
}
void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)