Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FONTAMALGAM_H
#define FONTAMALGAM_H
#ifdef _WIN32
#pragma once
#endif
#include "vguifont.h"
#include "BitmapFont.h"
#include "utlvector.h"
//-----------------------------------------------------------------------------
// Purpose: object that holds a set of fonts in specified ranges
//-----------------------------------------------------------------------------
class CFontAmalgam { public: CFontAmalgam(); ~CFontAmalgam();
const char *Name(); void SetName(const char *name);
// adds a font to the amalgam
void AddFont( font_t *font, int lowRange, int highRange);
// returns the font for the given character
font_t *GetFontForChar(int ch);
// returns the max height of the font set
int GetFontHeight();
// returns height requested
int GetFontHeightRequested();
// returns the maximum width of a character in a font
int GetFontMaxWidth();
// returns the flags used to make the first font
int GetFlags(int i);
// returns the windows name for the font
const char *GetFontName(int i); const char *GetFontFamilyName(int i);
// returns the number of fonts in this amalgam
int GetCount();
// returns true if this font is underlined
bool GetUnderlined();
// sets the scale of a bitmap font
void SetFontScale(float sx, float sy);
// clears the fonts
void RemoveAll();
private: struct TFontRange { int lowRange; int highRange; font_t *font; };
CUtlVector<TFontRange> m_Fonts; char m_szName[32]; int m_iMaxWidth; int m_iMaxHeight; };
#endif // FONTAMALGAM_H
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