Read FontData from text object
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/02/2011 at 07:31, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 11.5
Platform:
Language(s) : C.O.F.F.E.E ;---------
Hello,how can I read the font type from the text object?
I saw something like FontData, but I don't know how it works with the FONTCONTAINER BPsplinetext
{
...
FONT ID_PAINTSPLINETEXT_FONT { }
...
}together.
regards
Marky -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/02/2011 at 08:10, xxxxxxxx wrote:
The FontData data type, as most custom data types, is not accessible through COFFEE.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/02/2011 at 23:23, xxxxxxxx wrote:
oh sorry, I mine in C++ not in COFFEE.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/02/2011 at 00:41, xxxxxxxx wrote:
mmh, something is strance with this type.
If I trying to allocate an object withAutoAlloc<FontData> fd;
I get always an compiler error
c:\program files\maxon\cinema 4d r11.5\resource\_api\c4d_customdatatype.h(43) : error C2248: 'FontData::FontData' : cannot access private member declared in class 'FontData'
1> c:\program files\maxon\cinema 4d r11.5\resource\_api\c4d_customgui\customgui_fontchooser.h(37) : see declaration of 'FontData::FontData'
1> c:\program files\maxon\cinema 4d r11.5\resource\_api\c4d_customgui\customgui_fontchooser.h(34) : see declaration of 'FontData'What's wrong ?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/02/2011 at 01:52, xxxxxxxx wrote:
It's an error in the docs. The FontData class has no Alloc and Free methods.
To read existing FontData you don't need to allocate it anyway.
Example:
FontData *fontdata = (FontData* )data->GetCustomDataType(MY_FONT, FONTCHOOSER_DATA); ... BaseContainer fc = fontdata->GetFont(); Filename font = fc.GetFilename(FONT_POSTSCRIPT_NAME);
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/02/2011 at 02:22, xxxxxxxx wrote:
Hello Matthias,
ic, the compiler and linker errors are off.
But I don't get the filename of the font. I get only an empty filename ??FontData *fdata = (FontData* )op->GetDataInstance()->GetCustomDataType( TXT_ID_PAINTSPLINETEXT_FONT, FONTCHOOSER_DATA);
if (fdata) {
BaseContainer fc = fdata->GetFont();
Filename font = fc.GetFilename(FONT_POSTSCRIPT_NAME);
GePrint("Font: "+ font.GetString());
} -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/02/2011 at 02:36, xxxxxxxx wrote:
I guess it only works with postscript fonts, not True Type.
I don't know if it is even possible to retrieve the True Type font. I have to ask the developers.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/02/2011 at 02:39, xxxxxxxx wrote:
ok, thanks.
Marky
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 04/02/2011 at 04:07, xxxxxxxx wrote:
Hello Matthias,
maybe you can give me an hint about the font topic. My problem is, that I generate an own ObjectData plugin and generate three objects in the GetVirtualObj. function. An null, an Osplinetext and an Oextrude object, because I need the same behaviour like if I would generate this objects by hand. But I can't taken over all properties in the description files, therefore I create my own with some similar properties. And now I must forward all settings into the right basic objects, also the font. Do you have an idea or an proposal, how I can do this (reading the font and put it into the Osplinetext object, that was my idea). But this doesn't works. Maybe the developers has an idea?
regards
Markus