Don't use fonts for the crosshairs then.
Either draw them with surface() or use a material and also draw with
surface().


On Thu, Dec 10, 2009 at 2:23 AM, Janek <[email protected]> wrote:

> 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:
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> > > > >
> > > > >
> > > > _______________________________________________
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> archives,
> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > > --
> > > -------------------
> > > j...@nek
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
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> > please visit:
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> >
> >
>
>
> --
> -------------------
> j...@nek
> _______________________________________________
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> please visit:
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>
>


-- 
-Tony
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