/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_TEXTRENDERER #define INCLUDED_TEXTRENDERER #include "graphics/ShaderProgram.h" #include "maths/Matrix3D.h" #include "ps/CStr.h" #include "ps/Overlay.h" class CFont; class CTextRenderer { public: CTextRenderer(const CShaderProgramPtr& shader); /** * Reset the text transform to the default, with (0,0) in the top-left of the screen. */ void ResetTransform(); CMatrix3D GetTransform(); void SetTransform(const CMatrix3D& transform); void Translate(float x, float y, float z); /** * Set the color for subsequent print calls. */ void Color(const CColor& color); /** * Set the color for subsequent print calls. */ void Color(float r, float g, float b, float a = 1.0); /** * Set the font for subsequent print calls. */ void Font(const CStrW& font); /** * Print formatted text at (0,0) under the current transform, * and advance the transform by the width of the text. */ void PrintfAdvance(const wchar_t* fmt, ...); /** * Print formatted text at (x,y) under the current transform. * Does not alter the current transform. */ void PrintfAt(float x, float y, const wchar_t* fmt, ...); /** * Print text at (0,0) under the current transform, * and advance the transform by the width of the text. */ void PutAdvance(const wchar_t* buf); /** * Print text at (x,y) under the current transform, * and advance the transform by the width of the text. */ void Put(float x, float y, const wchar_t* buf); /** * Render all of the previously printed text calls. */ void Render(); private: struct SBatch { CMatrix3D transform; CColor color; shared_ptr font; std::wstring text; }; CShaderProgramPtr m_Shader; CMatrix3D m_Transform; CColor m_Color; shared_ptr m_Font; std::map > m_Fonts; std::vector m_Batches; }; #endif // INCLUDED_TEXTRENDERER