Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef ISCHEMESURFACE_H
#define ISCHEMESURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_surfacelib/ifontsurface.h"
#include "appframework/iappsystem.h"
class IMaterial;
//-----------------------------------------------------------------------------
// Purpose: Wraps functions that the scheme system needs access to.
//-----------------------------------------------------------------------------
abstract_class ISchemeSurface : public IAppSystem
{
public:
virtual InitReturnVal_t Init() = 0;
// creates an empty handle to a vgui font. windows fonts can be add to this via SetFontGlyphSet().
virtual FontHandle_t CreateFont() = 0;
virtual bool SetFontGlyphSet( FontHandle_t font, const char *windowsFontName, int tall, int weight,
int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0) = 0;
virtual const char *GetFontName( FontHandle_t font ) = 0;
virtual int GetFontTall( FontHandle_t font ) = 0;
virtual int GetCharacterWidth( FontHandle_t font, int ch ) = 0;
virtual void GetCharABCwide( FontHandle_t font, int ch, int &a, int &b, int &c ) = 0;
// Custom font support
virtual bool AddCustomFontFile(const char *fontFileName) = 0;
// Bitmap Font support
virtual bool AddBitmapFontFile(const char *fontFileName) = 0;
virtual void SetBitmapFontName( const char *pName, const char *pFontFilename ) = 0;
virtual const char *GetBitmapFontName( const char *pName ) = 0;
virtual bool SetBitmapFontGlyphSet( FontHandle_t font, const char *windowsFontName, float scalex,
float scaley, int flags) = 0;
virtual bool SupportsFontFeature( FontFeature_t feature ) = 0;
virtual void GetScreenSize(int &wide, int &tall) = 0;
// Gets the base resolution used in proportional mode
virtual void GetProportionalBase( int &width, int &height ) = 0;
// Functions used by game ui editor.
virtual IMaterial *GetTextureForChar( FontCharRenderInfo &info, float **texCoords )
{
Assert(0);
return NULL;
}
// Returns an array of the 4 render positions for the character.
virtual bool GetUnicodeCharRenderPositions( FontCharRenderInfo& info, Vector2D *pPositions )
{
Assert(0);
return false;
}
virtual IMaterial *GetMaterial( int textureId )
{
Assert(0);
return NULL;
}
virtual void SetLanguage( const char *pLanguage ) = 0;
virtual const char *GetLanguage() = 0;
virtual void PrecacheFontCharacters( FontHandle_t font, wchar_t *pCharacters ) = 0;
};
#endif // ISCHEMESURFACE_H