Getting font size before initializing graphics
BlitzMax Forums/BlitzMax Programming/Getting font size before initializing graphics
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I'm writing an app that mimics a text window: N columns x M rows of characters of a fixed-width font. I want the window size to be a perfect multiple of the font width and height, so I need to get those values before the Graphics call. Unfortunately, you can't use TextWidth and TextHeight until *after* the graphics system is initialized. The only option I've come up with is to initialize graphics, get the font measurements, close the graphics device, then re-open it again with the proper window size. This is ugly :) |
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when loading a font you deside what size to use im not sure if fonts have a default size. how are you styling this. A. You choose your font then builds a window to suit B. Creating a window using a preselected font |
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In LoadImageFont, you specify a font size, but that size doesn't translate to pixels. Additionally, the width and height of a character in a fixed-width font may be different. The problem is that you can't call TextWidth and TextHeight before Graphics. |
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well..one slightly ugly solution might be to create the display for single purpose of grabbing that info.. graphics(640,480,0) *GetFont Data* endgraphics() *Rest of the Proggy* end this should result in the window poping up for a second or two..but i imagine this isnt too annoying, anyway..you can use this kludge until someone tells you how to do it cleanly ;) |
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Does this look too bad?Graphics 1,1 Print TextWidth("Hello World") Endgraphics Graphics 640,480 DrawText "Hello World!",0,0 Flip WaitKey() First time there's a small flash but running again it's too quick to see. |
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this should result in the window poping up for a second or two..but i imagine this isnt too annoying, anyway..you can use this kludge until someone tells you how to do it cleanly ;) Or Have that window as some kind of splash screen? |