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 Post subject: [IDEA] Default Font
PostPosted: Sat Apr 07, 2012 10:06 am 
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Game Developer
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Joined: Thu Mar 03, 2011 6:22 pm
Posts: 534
I was wondering... How about we give the developer teh change to set his own default font? I personally don't like the current one but I don't want to set the default font if there is junk ghosting around in memory. So some small Setter on the AppGameContainer and a new Constructor for Graphics would do the trick.
Tell me what you think about it :)

Edit:
Also setting the default font on teh container just makes the FPS String to the new font, everything drawn with graphics will ignore it :/

Okay, this is actually really bad. the font always get's a reset after a game loop. So the developer needs to set his font every loop which is totally nonsense imho. Why is there a reset? Why is there NO simple way to say: "I want my own font"?

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 Post subject: Re: [IDEA] Default Font
PostPosted: Sat Apr 07, 2012 4:46 pm 
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Slick Zombie

Joined: Sat Jan 27, 2007 7:10 pm
Posts: 1482
Yeah I totally agree - there should be a way to completely bypass the loading of the default font so that it doesn't bog down start-up time, and to reduce the distribution size of the game. 99% of users will not be using the default font in the final release of their games.


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 Post subject: Re: [IDEA] Default Font
PostPosted: Mon Apr 09, 2012 12:29 pm 
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Okay, but how do we bypass the loading? We need to force the user to set a font. But that would also break old games using Slick2D (altough the amount of work to fix it is equal to zero :D).
How about using the setter of the GameContainer? There already is a setter fpr the defult font but it's never used or better it will never be changed for Graphics.
Also I think we should remove the resetFont() call in the updateAndRender() in the GameContainer class.

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 Post subject: Re: [IDEA] Default Font
PostPosted: Mon Apr 16, 2012 7:20 am 
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Joined: Thu Mar 03, 2011 6:22 pm
Posts: 534
No one against it? Then I will do some changes if I have the time ;)

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