To end the issues with AA (International) Fonts; the .bfont.tff now is

compiled in (datatoc) and doesn't need installation anymore.

Also reviewed weird path conventions for searching AA fonts;

- U.fontdir is only used as standard search path for fileselecting
- U.fontname stores only full path to AA font if used one
- If a font cannot be found, it always falls back to the compiled in one
- If .B.blend is saved with default font, U.fontname is not set

Also added a button in usermenu "restore default".

When this works as expected, I'll commit changes for installation too.
This commit is contained in:
2004-11-08 15:46:57 +00:00
parent 5bba5035b0
commit 061cde65a6
12 changed files with 2160 additions and 111 deletions

View File

@@ -446,29 +446,32 @@ static void ui_default_menu_arrows(float x1, float y1, float x2, float y2)
/* left/right arrows for number fields */
static void ui_default_num_arrows(float x1, float y1, float x2, float y2)
{
glEnable( GL_POLYGON_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x1+5,(short)(y2-(y2-y1)/2));
glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)+4);
glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)-4);
glEnd();
if( x2-x1 > 25) { // 25 is a bit arbitrary, but small buttons cant have arrows
/* right */
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glEnable( GL_POLYGON_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x1+5,(short)(y2-(y2-y1)/2));
glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)+4);
glVertex2f((short)x1+10,(short)(y2-(y2-y1)/2)-4);
glEnd();
glVertex2f((short)x2-5,(short)(y2-(y2-y1)/2));
glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)-4);
glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)+4);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_POLYGON_SMOOTH );
/* right */
glShadeModel(GL_FLAT);
glBegin(GL_TRIANGLES);
glVertex2f((short)x2-5,(short)(y2-(y2-y1)/2));
glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)-4);
glVertex2f((short)x2-10,(short)(y2-(y2-y1)/2)+4);
glEnd();
glDisable( GL_BLEND );
glDisable( GL_POLYGON_SMOOTH );
}
}
/* changing black/white for TOG3 buts */