Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

100 lines
3.2 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEUISYSTEMSURFACE_H
#define GAMEUISYSTEMSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "igameuisystemmgr.h"
#include "materialsystem/imaterialsystem.h"
#include "vgui_surfacelib/ifontsurface.h"
#include "tier1/utldict.h"
#include "rendersystem/irenderdevice.h"
class CFontTextureCache;
class KeyValues;
//-----------------------------------------------------------------------------
// This class is the interface to the font and font texture, systems.
// Load fonts given by schemes into the systems using this class.
//-----------------------------------------------------------------------------
class CGameUISystemSurface : public IGameUISystemSurface
{
public:
CGameUISystemSurface();
~CGameUISystemSurface();
InitReturnVal_t Init();
void Shutdown();
void PrecacheFontCharacters( FontHandle_t font, wchar_t *pCharacterString = NULL );
FontHandle_t CreateFont();
bool SetFontGlyphSet( FontHandle_t font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0 );
int GetFontTall( FontHandle_t font );
void GetCharABCwide( FontHandle_t font, int ch, int &a, int &b, int &c );
int GetCharacterWidth( FontHandle_t font, int ch );
const char *GetFontName( FontHandle_t font );
bool AddCustomFontFile( const char *fontFileName );
// Helper fxns for loading bitmap fonts
bool AddBitmapFontFile( const char *fontFileName );
void SetBitmapFontName( const char *pName, const char *pFontFilename );
const char *GetBitmapFontName( const char *pName );
bool SetBitmapFontGlyphSet( FontHandle_t font, const char *windowsFontName, float scalex, float scaley, int flags);
void ClearTemporaryFontCache( void );
// Causes fonts to get reloaded, etc.
void ResetFontCaches();
bool SupportsFontFeature( FontFeature_t feature );
void DrawSetTextureRGBA( int id, const unsigned char* rgba, int wide, int tall ){}
void DrawSetTextureRGBAEx( int id, const unsigned char* rgba, int wide, int tall, ImageFormat format ){}
bool GetUnicodeCharRenderPositions( FontCharRenderInfo& info, Vector2D *pPositions );
IMaterial *GetTextureForChar( FontCharRenderInfo &info, float **texCoords );
IMaterial *GetTextureAndCoordsForChar( FontCharRenderInfo &info, float *texCoords );
// Used for debugging.
void DrawFontTexture( int textureId, int xPos, int yPos );
void DrawFontTexture( IRenderContext *pRenderContext, int textureId, int xPos, int yPos );
IMaterial *GetMaterial( int textureId );
HRenderTexture GetTextureHandle( int textureId );
void GetProportionalBase( int &width, int &height ) { width = BASE_WIDTH; height = BASE_HEIGHT; }
void SetLanguage( const char *pLanguage );
const char *GetLanguage();
private:
enum { BASE_HEIGHT = 480, BASE_WIDTH = 640 };
bool m_bIsInitialized;
CUtlVector< CUtlSymbol > m_CustomFontFileNames;
CUtlVector< CUtlSymbol > m_BitmapFontFileNames;
CUtlDict< int, int > m_BitmapFontFileMapping;
};
extern CGameUISystemSurface *g_pGameUISystemSurface;
#endif // GAMEUISYSTEMSURFACE_H