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FontFactory

Programming topics that relate to the C/C++ languages.
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atom0s
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FontFactory

Post by atom0s » Tue Jan 06, 2015 9:23 pm

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/*******************************************************************************************
** FontFactory v2 - Copyright (c) 2009 -- atom0s + Sakuri [atom0s@live.com]
********************************************************************************************
**
**		This file is part of the FontFactory v2 Static Library.
**		Please view CREDITS.h for a full listing of information and credits.
**
********************************************************************************************
**
**		FontFactory is free software: you can redistribute it and/or modify
**		it under the terms of the GNU General Public License as published by
**		the Free Software Foundation, either version 3 of the License, or (
**		at your opinion) any later version.
**
**		FontFactory is distributed in the hope that it will be useful, but
**		WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
**		or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
**		for more details.
**
**		You should have received a copy of the GNU General Public License
**		along with FontFactory. If not, see 
**
********************************************************************************************
*/
		
 /*******************************************************************************************
** DEDICATION
********************************************************************************************
**
**	I would like to dedicate this project to my good friend Sakuri.
**
**	Without your help, this project would have never had been completed, or at least
**	completed to the level of quality that it is current at. Thank you for all your
**	hard work, knowledge with Direct3D, and all your time you have spent helping me
**	with creating exactly what I wanted to make. :)
**
**	~ atom0s
**
********************************************************************************************
*/
		
 /*******************************************************************************************
** SPECIAL THANKS TO...
********************************************************************************************
**
** == Sakuri =========================================================================
**
**		Again, huge thanks for all your help and time.
**
**
** == EvilSteve ====================================================================== 
**
**		We based our vertex buffer class off of yours as it was well designed, 
**		light-weight and to the point. Also, your site kicks ass for vector 
**		information :D Make more tuts!
**
**
** == OpenTTD ========================================================================
**
**		We used your method of obtaining fonts by name via registry. Although 
**		it is not 100% the same as your function, you still deserve credit as 
**		we based on it off yours.
**		http://svn.openttd.org/branches/0.5/fontcache.c -> GetFontByFaceName(...)
**
**
** == Outside Resources ==============================================================
**
**		-> FreeType 2 Library for their awesome font library.
**		-> Quake Engine as we based the inline coloring off their idea.
**		-> To whom evers site I downloaded the DX8.1b SDK from.. thanks for keeping it online!
**		-> GameDeception.org
**
********************************************************************************************
*/
		
 /*******************************************************************************************
** REQUIREMENTS
********************************************************************************************
**
** In order to compile FontFactory v2, you will need to download the following and properly
** install, configure, and compile (if needed):
**
**		-> DirectX SDK 8.1b (It needs to be the last version released for most up to date features!)
**		-> DirectX SDK (August 2007) (The version is important!)
**		-> FreeType v2 (We used version 2.3.9 as of this header file.)
**
** FreeType may be the bigger hassle of getting this to compile. Simply look at how we include
** things to understand how to properly setup your IDE. You may need to create your own solution
** for FreeType in order to get it to compile. Be sure to configure properly!
**
** There is no read me for FontFactory, as it is not intended to be noob-friendly.
**
********************************************************************************************
*/
		
 /*******************************************************************************************
** OTHER INFORMATION
********************************************************************************************
**
** By default, the Debug/Release versions of FontFactory are set to compile as a static lib
** without statically linking the CRT. This is done to help minimize the size of the project.
**
** This will cause conflicts with your main project if you do not follow the same linking
** format. So be sure to adjust this if need be!
**
**
** By default, FontFactory is set to compile with the /MP switch to help optimize compiling
** speeds for users whom have dual/quad core machines. This shouldn't cause issues if you
** do not have a multi-core system, however if it does, you can simply remove the /MP switch
** under the C/C++ Command Line options.
**
**
** FontFactory can be compiled in either unicode or multibyte. However, the internals all
** fall back into unicode. There are multibyte overloads to allow the library to be compiled
** in either character set for compatibility reasons. The library will convert everything for
** you so you should not need to worry about any conversions. This is done due to FreeType
** needing unicode in order to fully support most, if not all, fonts.
**
********************************************************************************************
*/
		
 /*******************************************************************************************
** BASIC USAGE
********************************************************************************************
**
** A quick run down of how to use FontFactory:
**
**		1. Install the needed resources listed above and configure your IDE accordingly.
**		2. Configure, compile, prepare any needed resources listed above.
**		3. Compile FontFactory v2 in Debug/Release mode which ever you need at the time.
**		4. Include CFontFactory.hpp in your project as well as include the FontFactory lib
**			depending which mode you compiled in.
**
**		5. Initialize the m_FontFactory instance by setting it to a new instance of CFontFactory.
**		6. Call the Setup constructor for m_vFontFactory.
**		7. Begin using the factory by creating objects, etc.
**
**
** == Example Code (Debug Lib) ==================================
**
**		#include 
**		#pragma comment( lib, "FontFactory_d.lib" );
**
**		m_vFontFactory = new CFontFactory;
**		m_vFontFactory->Setup( lpDirect3DDevice ); // Needs real device pointer!
**		// Object specific code etc.
**
********************************************************************************************
*/
		
 /*******************************************************************************************
** OVERALL CREDITS
********************************************************************************************
**
**	atom0s		- Lead Developer
**	Sakuri		- Lead Developer
**
**	EvilSteve	- Outside code usage.
**	OpenTTD		- Outside code usage.
**
**	FreeType	- Outside library usage.
**
**	Microsoft	- DirectX SDK, CD3DFont Class
**
**	Quake		- Idea for inline coloring. (No code from their source was used.)
**
********************************************************************************************
*/
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