![]() ![]() Throw Exception("CL_FontConfig: Building FontConfig pattern failed.") Int weight = static_cast(desc.get_weight()) įC_FAMILY, FcTypeString, typeface_name.c_str(),įC_PIXEL_SIZE, FcTypeDouble, (double)std::abs(desc.get_height()),įC_WEIGHT, FcTypeInteger, (weight > 0) ? (int)(weight * (FC_WEIGHT_HEAVY / 900.0)) : FC_WEIGHT_NORMAL,įC_SLANT, FcTypeInteger, (desc.get_style() = clan::FontStyle::italic) ? FC_SLANT_ITALIC : ((desc. Throw Exception("CL_FontConfig: Font config substitutions failed.") If (FcTrue != FcConfigSubstitute(fc_config, fc_pattern, FcMatchPattern)) Execute any needed param substitutions required by the system config. ![]() If (FcResultMatch != FcPatternGetString(fc_match, FC_FILE, 0, &fc_font_file_path)) Find best match for pattern and extract filename.įcResult match_result // Doesn't appear to be actually updated.įc_match = FcFontMatch(fc_config, fc_pattern, &match_result) Supply default values for underspecified font patterns. Std::string cl_font_file_path((char*)fc_font_file_path) Throw Exception("CL_FontConfig: Could not resolve font pattern to a font file.") FcPattern *font_pattern = FcNameParse((const unsigned char *)"DejaVu Serif:style=Book") įcPattern *font_pattern = FcPatternBuild(nullptr, FC_FAMILY, FcTypeString, family, nullptr) įcPatternBuild(font_pattern, FC_STYLE, FcTypeString, style, nullptr) If (fc_pattern) FcPatternDestroy(fc_pattern) įontFileLister::CollectionResult FontConfigFontFileLister::GetFontPaths(std::string const& facename, int bold, bool italic, std::set const& characters) If (fc_match) FcPatternDestroy(fc_match) If any exceptions thrown, ensure fontconfig resources are released. debug output: display above pattern as parsable string.** Please post TextMesh Pro related questions in the Unity UI & TextMesh Pro section of the user forum. UPDATE The first public beta of TextMesh Pro is now available on the Asset Store Be sure to add the TextMeshPro prefix to these posts. Here is a link to the new Asset Store Forum Thread. Should you have any questions about the functionality / features of TMPro, please feel free to ask in this thread. For assistance, please visit the TMPro User Forum where you can request help as well as find instructional videos which should help you get started familiarized with TextMesh Pro. IMPORTANT NOTE: The latest beta releases of TextMesh Pro with support for Unity 4.6 and the new UI as well as beta releases for Unity 5.0 are available to all registered users of the product on the TextMesh Pro User Forum. Once your registration to the forum has been approved, you will find the latest beta releases in the "TMPro - Alpha & Beta Releases" section of the forum. In the old days prior to about 1015 years ago, kerning was done by defining pairs and adjusting the spacing. Image from actual text as seen in the Unity Editor.1 So without further ado, I now introduce you to: Today I am pleased to make my first WIP post and to finally get to show fellow Unity users what I have been working on over the past few months. Vast amounts of kerning are not always a necessity for a well- made font, but if there is no kerning, or if it does not deal with common situations like LT and To. TextMesh Pro! is essentially an advanced version of Unity's built-in TextMesh Component.
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