minor warnings removed.

This commit is contained in:
2010-12-17 16:05:40 +00:00
parent 264f37d6d8
commit fb977b793e
2 changed files with 7 additions and 7 deletions

View File

@@ -517,7 +517,7 @@ static void ui_draw_but_CHARTAB(uiBut *but)
int result = 0;
int charmax = G.charmax;
/* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
/* FO_BUILTIN_NAME font in use. There are TTF FO_BUILTIN_NAME and non-TTF FO_BUILTIN_NAME fonts */
if(!strcmp(G.selfont->name, FO_BUILTIN_NAME))
{
if(G.ui_international == TRUE)

View File

@@ -42,22 +42,22 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo,
RAS_IRenderTools* rendertools,
Object *ob):
KX_GameObject(sgReplicationInfo, callbacks),
m_rendertools(rendertools),
m_object(ob),
m_dpi(72),
m_resolution(1.f),
m_color(ob->col) /* initial color - non-animatable */
m_color(ob->col), /* initial color - non-animatable */
m_rendertools(rendertools)
{
Curve *text = static_cast<Curve *> (ob->data);
m_text = text->str;
m_fsize = text->fsize;
/* <builtin> != "default" */
/* FO_BUILTIN_NAME != "default" */
/* I hope at some point Blender (2.5x) can have a single font */
/* with unicode support for ui and OB_FONT */
/* once we have packed working we can load the <builtin> font */
/* once we have packed working we can load the FO_BUILTIN_NAME font */
const char* filepath = text->vfont->name;
if (strcmp("<builtin>", filepath) == 0)
if (strcmp(FO_BUILTIN_NAME, filepath) == 0)
filepath = "default";
/* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */
@@ -89,7 +89,7 @@ void KX_FontObject::DrawText()
/* only draws the text if visible */
if(this->GetVisible() == 0) return;
/* XXX 2DO - handle multiple lines
/* XXX 2DO - handle multiple lines */
/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
float RES = BGE_FONT_RES * m_resolution;