First of all, thank you Garry for helping me. Anyway, I still have problem
to do what I want. My goal is to be able to specify a size for the
crosshair. Currently I'm proceeding like this:

CHudTexture *tex = new CHudTexture();
if ( !tex )
  return;

// Key Name is the sprite name
Q_strncpy( tex->szShortName, "crosshair", sizeof( tex->szShortName ) );
tex->bRenderUsingFont = true;
tex->cCharacterInFont = crosshair_font_char.GetString()[0];

// Garry Newman code in here
tex->hFont = vgui::surface()->CreateFont();
vgui::surface()->SetFontGlyphSet( tex->hFont, "crosshairs",
pg_test.GetInt(), 0, 0, 0, 0x200 ); // where crosshairs is refering to
crosshairs.ttf
// End of GN code

 // Q_strncpy( tex->szTextureFile, "client_scheme_crosshairs", sizeof(
tex->szTextureFile ) ); // Previously I was using this, but I don't want to
refer to ClientScheme any more.

pWeaponInfo->iconCrosshair = gHUD.AddUnsearchableHudIconToList( *tex );
pWeaponInfo->iconZoomedCrosshair = gHUD.AddUnsearchableHudIconToList( *tex
);

--> it is resulting in nothing displayed. I think I have to deal with
szTextureFile but I don't know what to do exactly.

J.

2009/12/9 Garry Newman <[email protected]>

> Here's what I do in GMod:
>
> HFont font = vgui::surface()->CreateFont();
> Assert(font);
> if ( !vgui::surface()->SetFontGlyphSet( font, strName, iTall, iWeight, 0,
> 0,
> iFlags )
> {
>    // Error reporting etc
> }
>
> garry
>
> On Wed, Dec 9, 2009 at 11:21 AM, Janek <[email protected]> wrote:
>
> > In fact I would like to understand how to recreate it. Is it possible to
> > fill in a structure including all parameters (keyvalues) describing a
> font
> > in clientscheme.res and passing it using SetFont ?
> >
> > J.
> >
> > 2009/12/9 Garry Newman <[email protected]>
> >
> > > AFAIK you need to destroy and recreate it. It isn't just rendering
> text,
> > > it's drawing all the characters to a texture and then copying them over
> > > (educated guess).
> > >
> > > garry
> > >
> > > On Wed, Dec 9, 2009 at 9:01 AM, Janek <[email protected]> wrote:
> > >
> > > > No idea ? This tall parameter should be somewhere.
> > > >
> > > > J.
> > > >
> > > > 2009/12/7 Janek <[email protected]>
> > > >
> > > > > Hi all,
> > > > >
> > > > > In ClientScheme.res we can specify a font codename and specify its
> > > > features
> > > > > for a specific resolution by using keyvalues for "name", "tall",
> > > > "weight"...
> > > > > In our codeline we're refering to this font using SetFont function.
> > All
> > > > > features specified in ClientScheme.res are used for it.
> > > > >
> > > > > I would like to know how to modify "tall" keyvalues on the fly
> (doing
> > > > that
> > > > > using few lines of code) but I don't understand how. hfont is only
> a
> > > > unique
> > > > > ID for the font ;-(
> > > > >
> > > > > I hope you'll be able to help me :-)
> > > > >
> > > > > Cheers,
> > > > >
> > > > > -------------------
> > > > > j...@nek
> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > -------------------
> > > > j...@nek
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > _______________________________________________
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -------------------
> > j...@nek
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> _______________________________________________
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> please visit:
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>
>


-- 
-------------------
j...@nek
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