Untitled Game engine no.5
1.0
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Data structure for storing font texture data. Doubles as a library for loading fonts into memory. More...
#include <Font.hpp>
Public Member Functions | |
Font (const char *path) | |
Load a font object from a system path. | |
void | renderText (const std::string &text, Ref< MeshRenderer > &meshRenderer, Allignment alignment=CENTER, float z=0) |
Renders texture data from a string and applies it to a MeshRenderer. More... | |
void | renderText (const std::string &text, MeshRenderer *meshRenderer, Allignment alignment=CENTER, float z=0) |
Static Public Member Functions | |
static void | InitFont () |
Initialize global font data. | |
static void | FinalizeFonts () |
Delete any font loader data, not font texture data. | |
Public Attributes | |
std::vector< Ref< Glyph > > | glyphs |
lookup table from a ascii character code to graphical data | |
bool | singleTex = true |
is there one texture for all of the characters? | |
Static Public Attributes | |
static uint | GLYPH_COUNT = 256 |
Number of required glyphs. | |
static FT_Library | FT = nullptr |
link to the Freetype font library | |
Data structure for storing font texture data. Doubles as a library for loading fonts into memory.
void Engine::Font::renderText | ( | const std::string & | text, |
Ref< MeshRenderer > & | meshRenderer, | ||
Allignment | alignment = CENTER , |
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float | z = 0 |
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Renders texture data from a string and applies it to a MeshRenderer.
text | text to render |
meshRenderer | renderer reference |
alignment | Text alignment (experimental) |
z | z layer for the text (helpful for rendering text on top of other UI elements at z layer 0) |