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Cleaned up some font-related code.
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@ -50,6 +50,7 @@ class Font : public IReloadable
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public:
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virtual ~Font();
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static void initLibrary();
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std::vector<std::string> getFallbackFontPaths();
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static std::shared_ptr<Font> get(int size, const std::string& path = getDefaultPath());
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// Returns the expected size of a string when rendered. Extra spacing is applied to the Y axis.
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@ -149,8 +150,6 @@ private:
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void rebuildTextures();
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void unloadTextures();
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std::vector<FontTexture> mTextures;
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void getTextureForNewGlyph(const glm::ivec2& glyphSize,
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FontTexture*& tex_out,
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glm::ivec2& cursor_out);
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@ -169,13 +168,12 @@ private:
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glm::vec2 bearing;
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};
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std::vector<FontTexture> mTextures;
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std::map<unsigned int, Glyph> mGlyphMap;
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Glyph* getGlyph(const unsigned int id);
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int mMaxGlyphHeight;
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int mSize;
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int mMaxGlyphHeight;
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const std::string mPath;
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float getNewlineStartOffset(const std::string& text,
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@ -194,16 +192,6 @@ private:
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// Font holds the OpenGL texture), and if a Font changes your TextCache may become invalid.
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class TextCache
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{
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protected:
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struct VertexList {
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std::vector<Renderer::Vertex> verts;
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// This is a pointer because the texture ID can change during
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// deinit/reinit (when launching a game).
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unsigned int* textureIdPtr;
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};
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std::vector<VertexList> vertexLists;
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public:
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struct CacheMetrics {
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glm::vec2 size;
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@ -214,6 +202,16 @@ public:
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void setDimming(float dimming);
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friend Font;
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protected:
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struct VertexList {
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std::vector<Renderer::Vertex> verts;
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// This is a pointer because the texture ID can change during
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// deinit/reinit (when launching a game).
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unsigned int* textureIdPtr;
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};
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std::vector<VertexList> vertexLists;
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};
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#endif // ES_CORE_RESOURCES_FONT_H
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