POINTER some_loaded_data; // pretend it is initialized to something valid Font font = RenderScaledFontData( some_loaded_data, NULL, NULL ); PutStringFont( image, 0, 0, BASE_COLOR_WHITE, 0, "Hello World", font );
Or, maybe your original designed screen was 1024x768, and it's now showing on 1600x1200, for the text to remain the same...
FRACTION width_scale; FRACTION height_scale; _32 w, h; GetDisplaySize( &w, &h ); SetFraction( width_scale, w, 1024 ); SetFraction( height_scale, h, 768 ); Font font2 = RenderScaledFontData( some_loaded_data, &width_scale, &height_scale ); PutStringFont( image, 0, 0, BASE_COLOR_WHITE, 0, "Hello World", font2 );