Sigh...
Another "bug" to report.
My nice encapsulated function that works the same as the text function works great if you want to use the default arial font, but I just noticed that the blitzplus requires you to set the font for every buffer you're accessing.
There is no command to get the font currently in use however. This means that while:
SetFont(Blah)
Text 10,10, "Blah"
Works just fine, there is no way for me to implement my function so that:
SetFont(Blah)
RotatedText 10,10, "Blah"
Also works. Because my function needs to write text to a completey different buffer than the currently active one before blitting it.
Oh, and the image rotation functions still suck. I just ran into the same issue I had with my scorched earth game. If I rotate my text by 90 degrees, it's off by a pixel or two, because Blitz cannot rotate images which have an even size properly. It is for some godforsaken reason written to work correctly only with odd sized images.
Ie, make a two pixel wide vertical line. Rotate it by 90 degrees. Line is now horizontal, but shifted down by one pixel so it is no longer centered in the image as you would expect it to be.
Rotating 90 degrees counterclockwise has opposite effect.
It works great for odd sized images. BUT WHO USES ODD SIZED IMAGES?
So my rotated text ends up being off by a pixel in one direction of another.
On top of the fact that I now have to require the user to pass the font they want the text drawn in to the function every time they want to draw text.
Another "bug" to report.
My nice encapsulated function that works the same as the text function works great if you want to use the default arial font, but I just noticed that the blitzplus requires you to set the font for every buffer you're accessing.
There is no command to get the font currently in use however. This means that while:
SetFont(Blah)
Text 10,10, "Blah"
Works just fine, there is no way for me to implement my function so that:
SetFont(Blah)
RotatedText 10,10, "Blah"
Also works. Because my function needs to write text to a completey different buffer than the currently active one before blitting it.
Oh, and the image rotation functions still suck. I just ran into the same issue I had with my scorched earth game. If I rotate my text by 90 degrees, it's off by a pixel or two, because Blitz cannot rotate images which have an even size properly. It is for some godforsaken reason written to work correctly only with odd sized images.
Ie, make a two pixel wide vertical line. Rotate it by 90 degrees. Line is now horizontal, but shifted down by one pixel so it is no longer centered in the image as you would expect it to be.
Rotating 90 degrees counterclockwise has opposite effect.
It works great for odd sized images. BUT WHO USES ODD SIZED IMAGES?
So my rotated text ends up being off by a pixel in one direction of another.
On top of the fact that I now have to require the user to pass the font they want the text drawn in to the function every time they want to draw text.