ASGNFT/name,number[,IFERR,label:]
This command has two separate functions. If you pass in a number greater than 0, then this function changes the font used for that font number to 'name'. All text using that font number will show the new font when it is next displayed. (Use DRAW/ALL to see the effect immediately). The effect is to replace an existing font, by assigning a new font name. The number passed in must not exceed the value of the EDA &LSTFNT. The number passed in must specify a valid font. To check for a valid font number, use the EDA &FNTNME. If &FNTNME returns an empty string, then the font number is not valid, and this function will return an error.
If you pass in a number of zero, then this command will try to add the specified font name to the font table. An error will be returned if the font name does not exist in the character font directory. If the font name already exists in the font table, then this function will take no action, but will return successfully.
Once a new font has been added by passing in a font number of zero, you can find out the actual font number for the font by using the EDA &FNTNUM.
Parameter |
Description |
name |
A character string which specifies the name of the font you want to add to the table, or the new name that you want to assign to a particular spot in the table. The string may be a maximum of 16 characters. |
number |
An integer value which specifies the entry to which the font is assigned. You can add a font to your current work part by specifying a 0 (zero) for the font number. For example, the following statement:
adds poster.fnt to the current work part. If the poster font is already in the part no action is taken. If poster.fnx does not exist in the font directory, the ASGNFT command produces an error. |
IFERR,label: |
Specifies a label to which program execution jumps if an error occurs in assigning the font. |