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AppGameKit Classic Chat / Font options besides bitmap font?

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KUICS
12
Years of Service
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Joined: 1st Aug 2012
Location: Australia
Posted: 8th Jan 2013 05:00
First off I apologise if this has already been answered somewhere. My searching skills aren't the greatest.

I was just wondering if I have any other options when it comes to rendering fonts besides using the AppGameKit bitmap font renderer? I'm a Tier 2 user, so I have no trouble using external libraries. I'm just not sure how I would go about rendering something like FreeType inside AGK's window?

Any help is appreciated. Thanks for your time.

www.kuics.com - KUICS Australia PTY LTD
tornado
19
Years of Service
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Joined: 21st Jul 2005
Location:
Posted: 8th Jan 2013 10:27
For tier2, there's an option to use native system UI elements, like text labels etc. I can share some code for iOS, if needed

KUICS
12
Years of Service
User Offline
Joined: 1st Aug 2012
Location: Australia
Posted: 8th Jan 2013 11:34
If you could that would be awesome, thanks. I only need a very basic example, I'm sure I can work the rest out from there.

www.kuics.com - KUICS Australia PTY LTD
tornado
19
Years of Service
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Joined: 21st Jul 2005
Location:
Posted: 9th Jan 2013 22:19
I suggest using xGEKKOx template for iOS which adds native UI functionality http://forum.thegamecreators.com/?m=forum_view&t=200691&b=44. Therefore i won't mix it up with details of adding UI graphics layer

UntitledViewController.h @interface methods declaration


UntitledViewController.h @methods listing


and finally, template.cpp


Output can be seen attached, simulator view

The power: you are free to use any system font or include your own one
The weakness: a. text label will always be on top of any agk object (say, depth -1) b.Using anything else on top of OpenGL ES view can affect performance

Not responsible for any typos nor liable for any risks

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tornado
19
Years of Service
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Joined: 21st Jul 2005
Location:
Posted: 9th Jan 2013 22:42
and for the case of extended characters set, the string typed in as it is

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