Re: [Wxart2d-users_dev] Using a2dTextGDS, and mem.chr
Status: Beta
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From: Mike G. <mik...@da...> - 2016-12-13 22:01:50
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I'll give a2dText a try. I saw in the online documentation that the a2dText was described as an "abstract base class", so I assumed that I would not be able to instantiate an instance of one. - Mike On 12/13/2016 4:44 PM, klaas.holwerda wrote: > Hi, > > The normal text object is a2dText, and you can set an a2dFont based on wxFont, samples enough to > find how to that I think. > Unless you want to use ttf fonts, which really need a file, same as the chr fonts. > > If you want that you need to push the executable directory to the FontPathList (see e.g. vdraws.cpp.) > > Regards, > > Klaas > > On 12/13/2016 04:42 PM, Mike Gibson wrote: >> ello, >> >> I'm trying to simply put text on a canvas, and have found the class >> a2dTextGDS. But to use the class, I had to put mem.chr into my root >> directory (c:\) or i would receive errors and the class would not work. >> I couldn't find another directory into which I could drop mem.chr to >> make the class work. >> >> Is there another method for putting text on a canvas that doesn't >> require copying a file onto my computer? If not, is there another place >> to put mem.chr? The executable directory doesn't work. > > > ------------------------------------------------------------------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > _______________________________________________ > Wxart2d-users_dev mailing list > Wxa...@li... > https://lists.sourceforge.net/lists/listinfo/wxart2d-users_dev |