#include <menu.h>
Public Member Functions | |
FontMenu (int _padding, Tile _border, Game *_game) | |
Menu * | make_selection () |
string | get_font () |
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bool | out_of_bounds (int row) |
Menu (int _padding, Tile _border) | |
void | move_selection (int direction) |
void | add_item (string new_item) |
bool | should_exit () |
int | get_selection () |
void | toggle_exit () |
Screen | get_screen () |
int | get_id () |
int | num_extra_lines () |
vector< string > | get_extra_lines () |
Private Attributes | |
string | font |
Additional Inherited Members | |
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Game * | game |
Screen | next_screen |
int | selection |
string | title |
Tile | border |
vector< string > | options |
bool | exit |
int | id |
int | padding |
vector< string > | extra_lines |
The menu allowing players to change the font. I suppose this is as good of a place as any on how to document how to add a custom font. The "font" is actually a 128x204px .bmp image which is filled with 8x12 rectangles. These are the actual tiles which are used for the game. Simply place a new .bmp in the data/font, and you can change the font in game in this menu (escape->font menu->your_font_name.bmp). Maybe some day I'll put out a list of characters we use in the game. In order to change the default font, edit the settings.conf and change the font=default to the name of the font file you added (without the .bmp and no spaces). It should be noted that the characters we use in game are the same as the font we use to draw strings, so only change the roman alphabet characters if you want to be really, really confused.
string FontMenu::get_font | ( | ) |
Public accessor for the font.
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virtual |
The function that handles when a selection is made in the menu. This is the most important function. There are four possibilities:
Implements Menu.
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private |
The font which is currently selected.