📄 font.h
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/////////////////////////////////////////////////////////////////////////////
//
// 3D Math Primer for Games and Graphics Development
//
// Font.h - Simple font interface that renders using the 3D hardware
//
// Visit gamemath.com for the latest version of this file.
//
/////////////////////////////////////////////////////////////////////////////
#ifndef __FONT_H_INCLUDED__
#define __FONT_H_INCLUDED__
#ifndef __RENDERER_H_INCLUDED__
#include "Renderer.h"
#endif
/////////////////////////////////////////////////////////////////////////////
//
// class Font
//
// This is a simple virtual class which renders via the 3D interface.
//
/////////////////////////////////////////////////////////////////////////////
class Font {
public:
// Info we keep track of for a single character
struct CharInfo {
// Width of the character
float xSize;
// UV coordinates in the bitmap
float u1, v1;
float u2, v2;
// Vertical extent of the character. These are relative
// to the baseline, with positive y pointing DOWN
float y0; // usually negative
float y1; // 0, if the character sits on the baseline
};
// List of characters. Everything's public.
CharInfo charTable[256];
// The texture data, which we always keep around. Everything's
// public, mostly because we're lazy. Doing major operations
// directly is not a good idea. If an accessor or helper function
// exists to do what you want to do. you should probably use it.
int textureSizeX;
int textureSizeY;
unsigned *textureData;
// Reference to the texture in the renderer.
TextureReference texture;
void allocSoftwareTexture(int xSize, int ySize);
void freeTexture();
void selectTexture();
void uploadTexture();
};
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