[SCRIPT] Font Mapping

White Dragon

New member
Hi, is there a way to map a font?
Or a way to apply drawmethod to a font?

Ps. A trick is to make a sprite for every string character to apply a drawmethod, but its a resource killer method  :'(
 
You can apply drawmethod to the whole screen, draw your text and then restore it. Set null() for the drawmethod target target to do this.
 
Damon Caskey said:
You can apply drawmethod to the whole screen, draw your text and then restore it. Set null() for the drawmethod target target to do this.

Tested but no result. Whole screen is colored, but no text color.

Testing:
Code:
char draw_fontchar(char font_path, int wfont, int hfont, int value, char mem_var, int reset_flag) {
    void font = getlocalvar(mem_var);

    if ( font == NULL() ) { font = loadsprite(font_path); setlocalvar(mem_var,font); font = getlocalvar(mem_var); }
    if ( reset_flag > 0 && font ) { free(font); setlocalvar(mem_var,NULL()); return (""); }
    if ( font ) {
        //int wfont = getgfxproperty(font, "srcwidth");
        //int hfont = getgfxproperty(font, "srcheight");
        int wchar = wfont/16;
        int hchar = hfont/16;
        int row = 0, column = 0;

        row = value%16;
        column = trunc(value/16);

        changedrawmethod(NULL(), "reset", 1);
        changedrawmethod(NULL(), "enabled", 1);

        changedrawmethod(NULL(), "cliph", hchar);
        changedrawmethod(NULL(), "clipw", wchar);
        changedrawmethod(NULL(), "clipx", row*wchar + 10); // 10 is a fixed_value ??
        changedrawmethod(NULL(), "clipy", column*hchar + 10);

        drawsprite(font, 10, 10, 9999, 9999);

        changedrawmethod(NULL(), "reset", 1);
        changedrawmethod(NULL(), "enabled", 0);

        //drawstring(10,200,0,wfont+" - "+hfont);
        //drawstring(10,210,0,wchar+" - "+hchar);
        //drawstring(10,220,0,row+" - "+column);

        //free(font);
    }

    return ("");
}

I crop a character by his ACII value.
Example: draw_fontchar("data/sprites/font7.gif",144,240,114,"font0",0);
Value is 114 -> 0x72 -> R in ASCII

Ps. getgfxproperty(font, "srcwidth"); & getgfxproperty(font, "width"); return same value! It's wrong.
srcwidth would return the true width value and width the cropped value.
 
White Dragon said:
Tested but no result. Whole screen is colored, but no text color.

That's odd, I use it for my projects and don't have any problem. Enemy icons and life "blocks" are drawn in this way in Golden Axe The Hackjob:

Golden Axe The Hackjob Preview - 2011_07_01

This code was written back before we could set drawmethod() attributes individually, but I've tested in in latest engine and it still works the same. It loops the entity collection and if there is a visible enemy its color table is assigned to global drawmethod(). Its icon is the drawn as a sprite and the global drawmethod() is immediately reset. That last part is very important - it is the global drawmethod() after all. It will work the same with text, you just have to assign an appropriate color table pointer (not palette index).

Code:
#include	"data/scripts/vars/constants.h"

#include	"data/scripts/traileru.c"		//Shadow trails.
#include	"data/scripts/com/ani0013.h"	//Jump animation if steping off an edge.

void main()
{
    void    vEnt;                                                                           //Entity placeholder.
    void    vMap;                                                                           //Color array placeholder.
    char    cName;                                                                          //Entity default name.
    int     iAni;                                                                           //Animations.
	int		iLiv    = -1;                                                                   //Living enemies.
	int		iKMap;                                                                          //KO map.
    int     iType;                                                                          //Entity type.
    int     iVRes   = openborvariant("vresolution");                                        //Current vertical resolution.
    int     iECnt   = openborvariant("ent_max");                                            //Current # of entities in play.
	int		iIndex;                                                                         //Player index.
    int     iEnt;                                                                           //Entity counter.
    int     iHSpr;                                                                          //Sprite index.
    float   fCnt    = 0.0;                                                                  //General counter.
    float   fJar;                                                                           //Mp Jar count.
    float   health;                                                                         //Current health
    float   fHPer;                                                                          //HP % of max.
    float   fFron   = 0.0;                                                                  //Front percentage (top 1/4 of HP)
    int     iDrop;                                                                          //Falling/Fallen AI flag.
	
	
	//Give Debug text a background.
	if (getglobalvar("debug_set"))
	{
		drawbox(0,25,480,80,S_FRONTZ,rgbcolor(0,0,0),6);
	}

	tupdate();

	for(iEnt=0; iEnt<iECnt; iEnt++)                                                         //Loop entity collection.
	{
			
		vEnt = getentity(iEnt);                                                             //Get entity handle.

		if(vEnt                                                                             //Valid handle?
            && getentityproperty(vEnt, "exists")                                            //Valid entity?
            && !getentityproperty(vEnt, "dead"))                                            //Alive?
		{
        
			changeplayerproperty(vEnt, "playkeys", NULL());
			
			iDrop   = getentityproperty(vEnt, "aiflag", "drop");                            //Drop status.
            iType   = getentityproperty(vEnt, "type");                                      //Get type.
            iAni    = getentityproperty(vEnt, "animationid");                               //Get current animation.

            if(getentityproperty(vEnt, "owner")==NULL())                                    //Not projectile?
            {
			    if(iDrop)																	//Falling?
			    {
				    changeentityproperty(vEnt, "stealth", 1);								//Set stealth.
			    }
			    else
                {
                    cName   = getentityproperty(vEnt, "defaultname");                       //Get default name.

                    if(cName != "yamoto"                                                    //Not Yamoto?
                        &&  !(cName == "Alex" && iAni == A_RISEATK)							//Not Alex doing a rise attack?
                        &&  iAni != A_SLEEP)												//Not in sleep ani?
			        {
				        changeentityproperty(vEnt, "stealth", 0);                           //Turn stealth off.
                    }

				    //ani0013(vEnt, iAni, 0);                                                 //Auto jump from platforms.
                }
            }

		    if ((iType && iType == T_PLAYER))												//Player type?
		    {
				iIndex	= getentityproperty(vEnt, "playerindex");                           //Get player index.
				fJar	= getentityproperty(vEnt, "mp")/10;                                 //MP jar count.
				fHPer   = 4 * (0.0 + (hlife(vEnt)));                                        //Get life % in quarters.
				iHSpr   = getindexedvar(ICOJAR);                                            //Get magic jar sprite.

				for(fCnt=0; fCnt<fJar; fCnt++)                                              //Loop jar count.
				{
					drawsprite(iHSpr, iIndex*160+55+fCnt*11, iVRes-20, S_FRONTZ+18001);     //Draw magic jars
				}

				for(fCnt=0.0; fCnt<fHPer; fCnt++)                                           //Loop each quater of life.
				{
					fFron   = fHPer - fCnt;
                    iHSpr   = getindexedvar(lblock(fFron));                                 //Get life block sprite.

					drawsprite(iHSpr, iIndex*160+53+fCnt*26, iVRes-31, S_FRONTZ+18001);     //Draw life block.
				}
		    }
			else
			{
			    if(iDrop || getentityproperty(vEnt, "aiflag", "inpain") || iAni == DEFPOSE) //Getting ass kicked?
			    {
                    iHSpr	= getentityproperty(vEnt, "spritea", "sprite", ICONS, I_AIPAIN);    //Get AI pain icon.
			    }
                else
                {
                    iHSpr	= getentityproperty(vEnt, "spritea", "sprite", ICONS, I_AI);    //Get AI normal icon.
                }

                if(iHSpr)																	//Sprite valid?
                {
                    fHPer   = hlife(vEnt);                                                  //Get life block sprite.
                    vMap    = getentityproperty(vEnt, "colourmap");
                    ++iLiv;                                                                 //Increment "living" index.

                    setdrawmethod(NULL(), 1, 256, 256, 0, 0, 0, 0, 0, 0, 0, 0, 0, vMap);    //Set global draw method.
                    drawsprite(iHSpr, (iLiv*41), 4, S_FRONTZ+18000);                        //Draw icon.
                    setdrawmethod(NULL(), 0, 256, 256, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL());  //Restore global draw defaults.

                    iHSpr   = getindexedvar(lblock(fHPer));                                 //Get life block sprite.
                    drawsprite(iHSpr, 16+(iLiv*41), 8, S_FRONTZ+18000);						//Draw life block.
                }
			}
        }	
	}
}

float hlife(void vEnt)
{
	float fHP	= 0.0 + getentityproperty(vEnt, "health");
	float fMHP	= 0.0 + getentityproperty(vEnt, "maxhealth");

	return fHP/fMHP;
}

int lblock(float fPer){

    int iHSpr;

    if (fPer >= 0.75)
    {
        iHSpr = BLOCBLU;  //Blue
    }
    else if (fPer >= 0.50)
    {
        iHSpr = BLOCYEL;  //Yellow
    }
    else if (fPer >= 0.25)
    {
        iHSpr = BLOCORA;  //Orange
    }
    else
    {
        iHSpr = BLOCRED;  //Red
    }

    return iHSpr;
}
 
Text objects are used to display text on screen similar to that of the drawstring function. The difference however is that text objects remain on screen until dismissed and do not require use of an update event. This makes them far more efficient and easier to use for general text display needs.

Jesus Christ, really? Oh boy, I wasn't aware of this!
 
ah, wait, I remember now. I used text object, but something made the object disapear too quickly. I will make some tests again.
I need to test the colortable too, because last time I tried, it failed.

And I like the way tou comment your code, DC.
 
tested changedrawmethod + settextobj(0,20,20,0,0,"TEST");
It doesnt work unfortunately!
However it works with my lib that use drawsprite() and crop method to draw a string.

This is the effect (dynamic gradient from top to bottom in loop):
index.php


I'll post my lib that use font#.gif files and it breaks the font number limit!!

[attachment deleted by admin]
 
This is the lib:

lib_xxx.c
Code:
#define gpp getplayerproperty
#define cpp changeplayerproperty
#define gep getentityproperty
#define cep changeentityproperty
#define ov  openborvariant
#define cv  changeopenborvariant
#define oc  openborconstant
#define glv getlocalvar
#define slv setlocalvar
#define sev setentityvar
#define gev getentityvar
#define sgv setglobalvar
#define ggv getglobalvar
#define glvp getlevelproperty
#define clvp changelevelproperty
#define glp getlayerproperty
#define clp changelayerproperty

char draw_fontstring(int x, int y, int z, int sortid, char str, char font_path, int wfont, int hfont, char mem_var, int reset_flag, void screen, int monospace_flag, int space_pixel) {
    int i = 0;
    int wchar = wfont/16;
    int hchar = hfont/16;
    int down_space = 0, xshift = 0, escape_n = 0;

    if ( sortid == NULL() ) sortid = 0;
    if ( z == NULL() ) z = 2000;

    str += ""; // format to string
    for ( i = 0; i < strlength(str); ++i ) {
        char chara = getchar(str,i);
        int chara_int = byte_to_int(chara);

        if ( chara == "\n" ) {
            down_space += hchar;
            xshift = (i-escape_n)*wchar;
            ++escape_n;
        }

        draw_fontchar(x + i*wchar - xshift,y+down_space,z,sortid,font_path,wfont,hfont,chara_int,mem_var,reset_flag,screen,monospace_flag,space_pixel,chara);
    }
    slv("__prev_dx_space",NULL());
    slv("__prev_sx_space",NULL());
}

char draw_fontchar(int x, int y, int z, int sortid, char font_path, int wfont, int hfont, int value, char mem_var, int reset_flag, void screen, int monospace_flag, int space_pixel, char chara) {
    void font = getlocalvar(mem_var);

    if ( font == NULL() ) { font = loadsprite(font_path); setlocalvar(mem_var,font); font = getlocalvar(mem_var); }
    if ( reset_flag > 0 && font ) { free(font); setlocalvar(mem_var,NULL()); return (""); }
    if ( font ) {
        //int wfont = getgfxproperty(font, "srcwidth");
        //int hfont = getgfxproperty(font, "srcheight");
        int wchar = wfont/16;
        int hchar = hfont/16;
        int row = 0, column = 0;
        int sx_space = 0, dx_space = 0;
        int xcoord, ycoord, prev_sx_space = 0, prev_dx_space = 0;

        row = value%16;
        column = trunc(value/16);
        xcoord = row*wchar;
        ycoord = column*hchar;

        //changedrawmethod(NULL(), "reset", 1);
        changedrawmethod(NULL(), "enabled", 1);

        // shift the single chara to (0,0) coords. then shift it to x,y coords
        x = 0 - xcoord + x;
        y = 0 - ycoord + y;

        // ### MONOSPACE ###
        if ( monospace_flag != NULL() && monospace_flag > 0 ) {
            int i1 = 0, i2 = 0;
            int tmp_space = wchar;
            int space_flag = 0;

            // scan sx -> dx
            i1 = 0; i2 = 0; tmp_space = wchar;
            for ( i2 = ycoord; i2 < ycoord+hchar; ++i2 ) {
                sx_space = 0;
                for ( i1 = xcoord; i1 < xcoord+wchar; ++i1 ) {
                    int pixel;

                    pixel = getgfxproperty(font,"pixel",i1,i2);
                    if ( pixel == 0 ) ++sx_space;
                    else break;
                }
                if ( sx_space < tmp_space ) tmp_space = sx_space;
                if ( tmp_space == 0 ) break;
            }
            if ( tmp_space != wchar ) sx_space = tmp_space;
            else { sx_space = 0; space_flag = 1; }

            // scan dx -> sx
            i1 = 0; i2 = 0; tmp_space = wchar;
            for ( i2 = ycoord; i2 < ycoord+hchar; ++i2 ) {
                dx_space = 0;
                for ( i1 = xcoord+wchar-1; i1 >= xcoord; --i1 ) {
                    int pixel;

                    pixel = getgfxproperty(font,"pixel",i1,i2);
                    if ( pixel == 0 ) ++dx_space;
                    else break;
                }
                if ( dx_space < tmp_space ) tmp_space = dx_space;
                if ( tmp_space == 0 ) break;
            }
            if ( tmp_space != wchar ) dx_space = tmp_space;
            else { dx_space = 0; space_flag = 1; }

            if ( space_flag == 1 ) {
                sx_space = 0;
                if ( space_pixel == NULL() ) space_pixel = 2;
                dx_space = wchar-space_pixel;
                wchar = space_pixel;
            }

            if ( glv("__prev_dx_space") == NULL() ) slv("__prev_dx_space",0);
            prev_dx_space = glv("__prev_dx_space");
            slv("__prev_dx_space",glv("__prev_dx_space")+dx_space);

            if ( glv("__prev_sx_space") == NULL() ) slv("__prev_sx_space",0);
            prev_sx_space = glv("__prev_sx_space");
            slv("__prev_sx_space",glv("__prev_sx_space")+sx_space);
        }
        // ### MONOSPACE ###

        changedrawmethod(NULL(), "clipx", xcoord + x-prev_dx_space-prev_sx_space);
        changedrawmethod(NULL(), "clipy", ycoord + y);
        changedrawmethod(NULL(), "cliph", hchar);
        changedrawmethod(NULL(), "clipw", wchar);

        if ( screen == NULL() ) drawsprite(font, x-prev_dx_space-prev_sx_space, y, z, sortid);
        else drawspritetoscreen(font, screen, x-prev_dx_space-prev_sx_space, y);

        //changedrawmethod(NULL(), "reset", 1);
        changedrawmethod(NULL(), "enabled", 0);
    }

    return ("");
}

int trunc(int num) {
    return num%(num+1);
}

char getchar(char str, int index) {

    if ( index >= strlength(str) ) index = strlength(str)-1;
    else if ( index < 0 ) index = 0;

    if ( strlength(str) > 0 ) {
        str = strright(str, index);

        if ( strlength(str) > 1 ) {
            index = 1;
            str = strleft(str, index);
        }
    } //else str = "";

    return str;
}

int byte_to_int(char character) {
         if ( character == "\0" ) return 0;
    else if ( character == "" ) return 1;
    else if ( character == "" ) return 2;
    else if ( character == "" ) return 3;
    else if ( character == "" ) return 4;
    else if ( character == "" ) return 5;
    else if ( character == "" ) return 6;
    else if ( character == "" ) return 7;
    else if ( character == "" ) return 8;
    else if ( character == "	" ) return 9;
    else if ( character == "
" ) return 10;
    else if ( character == "" ) return 11;
    else if ( character == "" ) return 12;
    else if ( character == "
" ) return 13;
    else if ( character == "" ) return 14;
    else if ( character == "" ) return 15;
    else if ( character == "" ) return 16;
    else if ( character == "" ) return 17;
    else if ( character == "" ) return 18;
    else if ( character == "" ) return 19;
    else if ( character == "" ) return 20;
    else if ( character == "" ) return 21;
    else if ( character == "" ) return 22;
    else if ( character == "" ) return 23;
    else if ( character == "" ) return 24;
    else if ( character == "" ) return 25;
    else if ( character == "" ) return 26;
    else if ( character == "" ) return 27;
    else if ( character == "" ) return 28;
    else if ( character == "" ) return 29;
    else if ( character == "" ) return 30;
    else if ( character == "" ) return 31;
    else if ( character == " " ) return 32;
    else if ( character == "!" ) return 33;
    else if ( character == "\"" ) return 34;
    else if ( character == "#" ) return 35;
    else if ( character == "$" ) return 36;
    else if ( character == "%" ) return 37;
    else if ( character == "&" ) return 38;
    else if ( character == "'" ) return 39;
    else if ( character == "(" ) return 40;
    else if ( character == ")" ) return 41;
    else if ( character == "*" ) return 42;
    else if ( character == "+" ) return 43;
    else if ( character == "," ) return 44;
    else if ( character == "-" ) return 45;
    else if ( character == "." ) return 46;
    else if ( character == "/" ) return 47;
    else if ( character == "0" ) return 48;
    else if ( character == "1" ) return 49;
    else if ( character == "2" ) return 50;
    else if ( character == "3" ) return 51;
    else if ( character == "4" ) return 52;
    else if ( character == "5" ) return 53;
    else if ( character == "6" ) return 54;
    else if ( character == "7" ) return 55;
    else if ( character == "8" ) return 56;
    else if ( character == "9" ) return 57;
    else if ( character == ":" ) return 58;
    else if ( character == ";" ) return 59;
    else if ( character == "<" ) return 60;
    else if ( character == "=" ) return 61;
    else if ( character == ">" ) return 62;
    else if ( character == "?" ) return 63;
    else if ( character == "@" ) return 64;
    else if ( character == "A" ) return 65;
    else if ( character == "B" ) return 66;
    else if ( character == "C" ) return 67;
    else if ( character == "D" ) return 68;
    else if ( character == "E" ) return 69;
    else if ( character == "F" ) return 70;
    else if ( character == "G" ) return 71;
    else if ( character == "H" ) return 72;
    else if ( character == "I" ) return 73;
    else if ( character == "J" ) return 74;
    else if ( character == "K" ) return 75;
    else if ( character == "L" ) return 76;
    else if ( character == "M" ) return 77;
    else if ( character == "N" ) return 78;
    else if ( character == "O" ) return 79;
    else if ( character == "P" ) return 80;
    else if ( character == "Q" ) return 81;
    else if ( character == "R" ) return 82;
    else if ( character == "S" ) return 83;
    else if ( character == "T" ) return 84;
    else if ( character == "U" ) return 85;
    else if ( character == "V" ) return 86;
    else if ( character == "W" ) return 87;
    else if ( character == "X" ) return 88;
    else if ( character == "Y" ) return 89;
    else if ( character == "Z" ) return 90;
    else if ( character == "[" ) return 91;
    else if ( character == "\\" ) return 92;
    else if ( character == "]" ) return 93;
    else if ( character == "^" ) return 94;
    else if ( character == "_" ) return 95;
    else if ( character == "`" ) return 96;
    else if ( character == "a" ) return 97;
    else if ( character == "b" ) return 98;
    else if ( character == "c" ) return 99;
    else if ( character == "d" ) return 100;
    else if ( character == "e" ) return 101;
    else if ( character == "f" ) return 102;
    else if ( character == "g" ) return 103;
    else if ( character == "h" ) return 104;
    else if ( character == "i" ) return 105;
    else if ( character == "j" ) return 106;
    else if ( character == "k" ) return 107;
    else if ( character == "l" ) return 108;
    else if ( character == "m" ) return 109;
    else if ( character == "n" ) return 110;
    else if ( character == "o" ) return 111;
    else if ( character == "p" ) return 112;
    else if ( character == "q" ) return 113;
    else if ( character == "r" ) return 114;
    else if ( character == "s" ) return 115;
    else if ( character == "t" ) return 116;
    else if ( character == "u" ) return 117;
    else if ( character == "v" ) return 118;
    else if ( character == "w" ) return 119;
    else if ( character == "x" ) return 120;
    else if ( character == "y" ) return 121;
    else if ( character == "z" ) return 122;
    else if ( character == "{" ) return 123;
    else if ( character == "|" ) return 124;
    else if ( character == "}" ) return 125;
    else if ( character == "~" ) return 126;
    else if ( character == "" ) return 127;
    else if ( character == "€" ) return 128;
    else if ( character == "" ) return 129;
    else if ( character == "‚" ) return 130;
    else if ( character == "Æ’" ) return 131;
    else if ( character == "„" ) return 132;
    else if ( character == "…" ) return 133;
    else if ( character == "†" ) return 134;
    else if ( character == "‡" ) return 135;
    else if ( character == "ˆ" ) return 136;
    else if ( character == "‰" ) return 137;
    else if ( character == "Å " ) return 138;
    else if ( character == "‹" ) return 139;
    else if ( character == "Å’" ) return 140;
    else if ( character == "" ) return 141;
    else if ( character == "Ž" ) return 142;
    else if ( character == "" ) return 143;
    else if ( character == "" ) return 144;
    else if ( character == "‘" ) return 145;
    else if ( character == "’" ) return 146;
    else if ( character == "“" ) return 147;
    else if ( character == "”" ) return 148;
    else if ( character == "•" ) return 149;
    else if ( character == "–" ) return 150;
    else if ( character == "—" ) return 151;
    else if ( character == "Ëœ" ) return 152;
    else if ( character == "â„¢" ) return 153;
    else if ( character == "Å¡" ) return 154;
    else if ( character == "›" ) return 155;
    else if ( character == "Å“" ) return 156;
    else if ( character == "" ) return 157;
    else if ( character == "ž" ) return 158;
    else if ( character == "Ÿ" ) return 159;
    else if ( character == " " ) return 160;
    else if ( character == "¡" ) return 161;
    else if ( character == "¢" ) return 162;
    else if ( character == "£" ) return 163;
    else if ( character == "¤" ) return 164;
    else if ( character == "Â¥" ) return 165;
    else if ( character == "¦" ) return 166;
    else if ( character == "§" ) return 167;
    else if ( character == "¨" ) return 168;
    else if ( character == "©" ) return 169;
    else if ( character == "ª" ) return 170;
    else if ( character == "«" ) return 171;
    else if ( character == "¬" ) return 172;
    else if ( character == "­" ) return 173;
    else if ( character == "®" ) return 174;
    else if ( character == "¯" ) return 175;
    else if ( character == "°" ) return 176;
    else if ( character == "±" ) return 177;
    else if ( character == "²" ) return 178;
    else if ( character == "³" ) return 179;
    else if ( character == "´" ) return 180;
    else if ( character == "µ" ) return 181;
    else if ( character == "¶" ) return 182;
    else if ( character == "·" ) return 183;
    else if ( character == "¸" ) return 184;
    else if ( character == "¹" ) return 185;
    else if ( character == "º" ) return 186;
    else if ( character == "»" ) return 187;
    else if ( character == "¼" ) return 188;
    else if ( character == "½" ) return 189;
    else if ( character == "¾" ) return 190;
    else if ( character == "¿" ) return 191;
    else if ( character == "À" ) return 192;
    else if ( character == "Á" ) return 193;
    else if ( character == "Â" ) return 194;
    else if ( character == "Ã" ) return 195;
    else if ( character == "Ä" ) return 196;
    else if ( character == "Ã…" ) return 197;
    else if ( character == "Æ" ) return 198;
    else if ( character == "Ç" ) return 199;
    else if ( character == "È" ) return 200;
    else if ( character == "É" ) return 201;
    else if ( character == "Ê" ) return 202;
    else if ( character == "Ë" ) return 203;
    else if ( character == "ÃŒ" ) return 204;
    else if ( character == "Í" ) return 205;
    else if ( character == "ÃŽ" ) return 206;
    else if ( character == "Ï" ) return 207;
    else if ( character == "Ð" ) return 208;
    else if ( character == "Ñ" ) return 209;
    else if ( character == "Ã’" ) return 210;
    else if ( character == "Ó" ) return 211;
    else if ( character == "Ô" ) return 212;
    else if ( character == "Õ" ) return 213;
    else if ( character == "Ö" ) return 214;
    else if ( character == "×" ) return 215;
    else if ( character == "Ø" ) return 216;
    else if ( character == "Ù" ) return 217;
    else if ( character == "Ú" ) return 218;
    else if ( character == "Û" ) return 219;
    else if ( character == "Ü" ) return 220;
    else if ( character == "Ý" ) return 221;
    else if ( character == "Þ" ) return 222;
    else if ( character == "ß" ) return 223;
    else if ( character == "Ã " ) return 224;
    else if ( character == "á" ) return 225;
    else if ( character == "â" ) return 226;
    else if ( character == "ã" ) return 227;
    else if ( character == "ä" ) return 228;
    else if ( character == "Ã¥" ) return 229;
    else if ( character == "æ" ) return 230;
    else if ( character == "ç" ) return 231;
    else if ( character == "è" ) return 232;
    else if ( character == "é" ) return 233;
    else if ( character == "ê" ) return 234;
    else if ( character == "ë" ) return 235;
    else if ( character == "ì" ) return 236;
    else if ( character == "í" ) return 237;
    else if ( character == "î" ) return 238;
    else if ( character == "ï" ) return 239;
    else if ( character == "ð" ) return 240;
    else if ( character == "ñ" ) return 241;
    else if ( character == "ò" ) return 242;
    else if ( character == "ó" ) return 243;
    else if ( character == "ô" ) return 244;
    else if ( character == "õ" ) return 245;
    else if ( character == "ö" ) return 246;
    else if ( character == "÷" ) return 247;
    else if ( character == "ø" ) return 248;
    else if ( character == "ù" ) return 249;
    else if ( character == "ú" ) return 250;
    else if ( character == "û" ) return 251;
    else if ( character == "ü" ) return 252;
    else if ( character == "ý" ) return 253;
    else if ( character == "þ" ) return 254;
    else if ( character == "ÿ" ) return 255;
    else return -1;
}

How to use it:
Main funtion is: draw_fontstring(int x, int y, int z, int sortid, char str, char font_path, int wfont, int hfont, char mem_var, int reset_flag)

Example:
draw_fontstring(20, 20, 9999, 9999, "TEST STRING", "data/sprites/font33.gif", 128, 128, "font1", 0);

wfont & hfont is the resolution in this case 128x128 and "font1" is the localvar in that there is the font sprite.
When you finish to use it, call free(getlocalvar("font1")); setlocalvar("font1",NULL()); to clear and free memory.
Or you can call simply:
draw_fontstring(20, 20, 9999, 9999, "TEST STRING", "data/sprites/font33.gif", 128, 128, "font1", 1);
to free & clear the local var!

for a monospaced font string use:
draw_fontstring(20, 20, 9999, 9999, "TEST STRING", "data/sprites/font33.gif", 128, 128, "font1", 0, NULL(), 1);
NOTE: NULL() is for overlap screen and 1 is the monospace flag!

Now with draw_fontstring() you can apply drawmethod funcs!
 
Very interesting!

Suggestion: Define a few constants for the more common parameter settings. That way you can tweak from one place and not have so many magic numbers flying around. Not sure if you are aware because it isn't documented, but constants in an animation script are available in character text files too.

Just as an example:

Code:
draw_fontstring(20, 20, POS_Z, POS_Z, "TEST STRING", "data/sprites/font33.gif", WIDTH_1, HEIGHT_1, FONT_1, FREE_ON_USE);
 
Damon Caskey said:
Very interesting!

Suggestion: Define a few constants for the more common parameter settings. That way you can tweak from one place and not have so many magic numbers flying around. Not sure if you are aware because it isn't documented, but constants in an animation script are available in character text files too.

Just as an example:

Code:
draw_fontstring(20, 20, POS_Z, POS_Z, "TEST STRING", "data/sprites/font33.gif", WIDTH_1, HEIGHT_1, FONT_1, FREE_ON_USE);

Yeah!! Thanks  ;)
 
O Ilusionista said:

You have to #include them, #import won't work. But you DO want to #import for efficiency yes? No problem. All you have to do is break up your function into a couple of library files. One has the #defines, the other the functions. Obviously you'll need to #include the file with #defines into the function file.

Now in your event or animation script, you separately #import the function file and #include the #define file. This way you get the benefit of both. :)

DC
 
Damon Caskey said:
O Ilusionista said:

You have to #include them, #import won't work. But you DO want to #import for efficiency yes? No problem. All you have to do is break up your function into a couple of library files. One has the #defines, the other the functions. Obviously you'll need to #include the file with #defines into the function file.

Now in your event or animation script, you separately #import the function file and #include the #define file. This way you get the benefit of both. :)

DC

Perfect DC now I can split c files into defines +  imports and to include the defines with #include!! Really thanks!
 
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