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Index: FL/x.H
===================================================================
--- a/FL/x.H	(revision 10476)
+++ b/FL/x.H	(working copy)
@@ -132,6 +132,7 @@
   XFontStruct *ptr;
 };
 extern FL_EXPORT Fl_XFont_On_Demand fl_xfont;
+extern FL_EXPORT XFontStruct* fl_core_font();

 // this object contains all X-specific stuff about a window:
 // Warning: this object is highly subject to change!
Index: src/fl_font.cxx
===================================================================
--- a/src/fl_font.cxx	(revision 10476)
+++ b/src/fl_font.cxx	(working copy)
@@ -55,6 +55,14 @@
 #  include "fl_font_x.cxx"
 #endif // WIN32

+#ifdef WIN32
+#elif defined(__APPLE__)
+#else
+XFontStruct *fl_core_font()
+{
+  return fl_xfont.value();
+}
+#endif

 double fl_width(const char* c) {
   if (c) return fl_width(c, (int) strlen(c));
Index: src/gl_draw.cxx
===================================================================
--- a/src/gl_draw.cxx	(revision 10476)
+++ b/src/gl_draw.cxx	(working copy)
@@ -84,7 +84,7 @@
  * then sorting through them at draw time (for normal X rendering) to find which one can
  * render the current glyph... But for now, just use the first font in the list for GL...
  */
-    XFontStruct *font = fl_xfont;
+    XFontStruct *font = fl_core_font();
     int base = font->min_char_or_byte2;
     int count = font->max_char_or_byte2-base+1;
     fl_fontsize->listbase = glGenLists(256);