Hello again. Implemented UTF8 support for LE4. Works fine?.
context->SetBlendMode(Blend::Alpha);
context->DrawText(u8"Привет мир! Hello world!", 25.0f, 25.0f);
context->SetBlendMode(Blend::Solid);
Add yours symbols to "familychars" and make own "family" in Font.cpp
if (family==Font::English)
{
familychars = L"abcdefghijklmnopqrstuvwxyzабвгдеёжзийклмнопрстуфхцчшщъыьэюя АБВГДЕЁЖЗИКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-=!@#$%^&*()_+[]\\{}|;':\",./<>
Hello community, long time no see. I am working on my own graphical user interface, for my super duper rpg game :). The use separate textures for each button state, etc. I consider it not effective!
It is better to load the texture with the atlas of the whole GUI once. And use her.
In order to draw a texture from the atlas, we need to slightly modify the standard shader (drawimage), and save it under a different name (drawimagerect).
Shader
#version 400
uniform vec4 drawcolor
Actually it is very simple. As usual, we need to export the functions we are interested in to the Dynamic Library (DLL), and then import them into our C# program. Let's start.
C++ DLL
The first thing we need is to create a project in C++ for our future DLL, and of course configure it for the Leadwerks engine
Configuration for Release
Right-click on the project and select Property. In the window that appears, go to the tab "С/C++" / "General".
Copy and Paste to a "Additional In