template project, first version
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81
DirectXTK/Inc/SpriteFont.h
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81
DirectXTK/Inc/SpriteFont.h
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//--------------------------------------------------------------------------------------
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// File: SpriteFont.h
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#include "SpriteBatch.h"
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namespace DirectX
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{
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class SpriteFont
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{
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public:
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struct Glyph;
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SpriteFont(_In_ ID3D11Device* device, _In_z_ wchar_t const* fileName, bool forceSRGB = false);
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SpriteFont(_In_ ID3D11Device* device, _In_reads_bytes_(dataSize) uint8_t const* dataBlob, _In_ size_t dataSize, bool forceSRGB = false);
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SpriteFont(_In_ ID3D11ShaderResourceView* texture, _In_reads_(glyphCount) Glyph const* glyphs, _In_ size_t glyphCount, _In_ float lineSpacing);
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SpriteFont(SpriteFont&& moveFrom);
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SpriteFont& operator= (SpriteFont&& moveFrom);
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SpriteFont(SpriteFont const&) = delete;
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SpriteFont& operator= (SpriteFont const&) = delete;
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virtual ~SpriteFont();
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void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color = Colors::White, float rotation = 0, XMFLOAT2 const& origin = Float2Zero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
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void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
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void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color = Colors::White, float rotation = 0, FXMVECTOR origin = g_XMZero, float scale = 1, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
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void XM_CALLCONV DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects = SpriteEffects_None, float layerDepth = 0) const;
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XMVECTOR XM_CALLCONV MeasureString(_In_z_ wchar_t const* text) const;
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RECT __cdecl MeasureDrawBounds(_In_z_ wchar_t const* text, XMFLOAT2 const& position) const;
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RECT XM_CALLCONV MeasureDrawBounds(_In_z_ wchar_t const* text, FXMVECTOR position) const;
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// Spacing properties
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float __cdecl GetLineSpacing() const;
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void __cdecl SetLineSpacing(float spacing);
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// Font properties
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wchar_t __cdecl GetDefaultCharacter() const;
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void __cdecl SetDefaultCharacter(wchar_t character);
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bool __cdecl ContainsCharacter(wchar_t character) const;
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// Custom layout/rendering
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Glyph const* __cdecl FindGlyph(wchar_t character) const;
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void __cdecl GetSpriteSheet( ID3D11ShaderResourceView** texture ) const;
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// Describes a single character glyph.
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struct Glyph
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{
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uint32_t Character;
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RECT Subrect;
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float XOffset;
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float YOffset;
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float XAdvance;
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};
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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static const XMFLOAT2 Float2Zero;
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};
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}
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