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Re: [Merge] lp:~widelands-dev/widelands/fonts into lp:widelands

 

No, the stand alone test its only using the new text renderer. But it is not created in the test as it is a new global dependency. You need to create it or - even better - do not depend on it in the rich text renderer. You could do that by injecting a fontset into it on construction. 


> Am 10.12.2014 um 11:25 schrieb GunChleoc <fios@xxxxxxxxxxxxxxxxxxx>:
> 
> Duh, I didn't get it that you were running an external test - I only tested this in-game. I take it the old richtext renderer is used in scenario dialogs and / the building help?
> 
> When I run this:
> 
> ./build/src/graphic/text/test/wl_render_richtext 373 blub.png src/graphic/text/test/data/sub_fixedwidth_floatright/input00.txt
> 
> I do indeed get a segfault. So, we need to give g_fh a fontset too, and change it every time we change it for g_fh1.
> -- 
> https://code.launchpad.net/~widelands-dev/widelands/fonts/+merge/238608
> You are reviewing the proposed merge of lp:~widelands-dev/widelands/fonts into lp:widelands.

-- 
https://code.launchpad.net/~widelands-dev/widelands/fonts/+merge/238608
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