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56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Baked Bitmap fonts
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//
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//===========================================================================
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#ifndef _BITMAPFONT_H_
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#define _BITMAPFONT_H_
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#include "vguifont.h"
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#include "BitmapFontFile.h"
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class ITexture;
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//-----------------------------------------------------------------------------
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// Purpose: encapsulates a windows font
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//-----------------------------------------------------------------------------
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class CBitmapFont : public font_t
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{
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public:
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CBitmapFont();
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virtual ~CBitmapFont();
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// creates the font. returns false if the compiled font does not exist.
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virtual bool Create(const char *windowsFontName, float scalex, float scaley, int flags);
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// returns true if the font is equivalent to that specified
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virtual bool IsEqualTo(const char *windowsFontName, float scalex, float scaley, int flags);
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// gets the abc widths for a character
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virtual void GetCharABCWidths(int ch, int &a, int &b, int &c);
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// writes the char into the specified 32bpp texture. We're overloading this because
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// we derive off font_t, and the implementation there doesn't work for bitmap fonts.
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virtual void GetCharRGBA( wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *prgba );
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// gets the width of ch given its position around before and after chars
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virtual void GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC );
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// gets the texture coords in the compiled texture page
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void GetCharCoords( int ch, float *left, float *top, float *right, float *bottom );
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// sets the scale of the font.
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void SetScale( float sx, float sy );
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// gets the compiled texture page
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ITexture *GetTexturePage();
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private:
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int m_bitmapFontHandle;
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float m_scalex;
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float m_scaley;
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};
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#endif // _BITMAPFONT_H
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