Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Baked Bitmap fonts
//
//===========================================================================
#ifndef _BITMAPFONT_H_
#define _BITMAPFONT_H_
#include "vguifont.h"
#include "BitmapFontFile.h"
class ITexture;
//-----------------------------------------------------------------------------
// Purpose: encapsulates a windows font
//-----------------------------------------------------------------------------
class CBitmapFont : public font_t
{
public:
CBitmapFont();
virtual ~CBitmapFont();
// creates the font. returns false if the compiled font does not exist.
virtual bool Create(const char *windowsFontName, float scalex, float scaley, int flags);
// returns true if the font is equivalent to that specified
virtual bool IsEqualTo(const char *windowsFontName, float scalex, float scaley, int flags);
// gets the abc widths for a character
virtual void GetCharABCWidths(int ch, int &a, int &b, int &c);
// writes the char into the specified 32bpp texture. We're overloading this because
// we derive off font_t, and the implementation there doesn't work for bitmap fonts.
virtual void GetCharRGBA( wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *prgba );
// gets the width of ch given its position around before and after chars
virtual void GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC );
// gets the texture coords in the compiled texture page
void GetCharCoords( int ch, float *left, float *top, float *right, float *bottom );
// sets the scale of the font.
void SetScale( float sx, float sy );
// gets the compiled texture page
ITexture *GetTexturePage();
private:
int m_bitmapFontHandle;
float m_scalex;
float m_scaley;
};
#endif // _BITMAPFONT_H