Embedding fonts anomalies
Shari
shari at gypsyware.com
Sun Nov 16 14:07:58 EST 2008
>Do you have a sample stack that show
>the approach that you described?
No, but here's the code I am using, and it appears to be working:
on loadGameFonts
global gameFonts
# gameFonts is the folder that holds several custom fonts
set the directory to gameFonts
put the files into fileList
filter fileList with "*.ttf" # delete all non-ttf-font files
repeat for each line x in fileList
put gameFonts & "/" & x into theFont
revFontLoad theFont
end repeat
# now all the fonts are loaded and can be used in Rev
# in case a font doesn't load for whatever reason,
# cycle thru the fonts as a heirarchy, setting the font
# of the stack to firstChoice, secondChoice, thirdChoice, etc.
# set font heirarchy using the name of the font as
# it appears in the fontNames, as the fontNames may contain
# several variations of a font and I want a very specific variation,
# I put the full, unedited name of the font I want
# The following is an example, these are not the actual fonts I used
# The dash-number will set the font size as each font may require a
# different font size to give a similar size result
put "Arial-20,Trebuchet Bold-18,Goudy Old Style-24,Big
Caslon-20,Lucida Bright-18" into tit
set the wholeMatches to true
# so that it doesn't match plain old "Trebuchet" to "Trebuchet Bold"
repeat for each item x in tit
set the itemDel to "-"
if item 1 of x is among the lines of the fontNames then
set the textFont of stack "nameOfMainStack" to \
item 1 of x
set the textSize of stack "nameOfMainStack" to \
item 2 of x
exit repeat
end if
set the itemDel to comma
end repeat
# none of the fields have a font set so they will use the font of the
stack itself
# the only issue needing to be resolved is that you cannot set the
line height of a stack
# so if you want that to change depending on the font chosen, you'll need to
# do some sort of handler to change the line height of each specific
field based on
# the font
end loadGameFonts
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