ResInsight/Fwk/VizFwk/LibRender/cvfGlyph.h

101 lines
4.2 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library 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 3 of the License, or
// (at your option) any later version.
//
// This library 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 at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfObject.h"
#include "cvfArray.h"
namespace cvf {
class TextureImage;
class RenderState;
class OpenGLContext;
//==================================================================================================
//
// Pre-rendered text character
//
//==================================================================================================
class Glyph : public Object
{
public:
Glyph(wchar_t character);
virtual ~Glyph();
wchar_t character() const;
void setWidth(uint width);
uint width() const;
void setHeight(uint height);
uint height() const;
void setTextureImage(TextureImage* textureImage);
const TextureImage* textureImage() const;
const FloatArray* textureCoordinates() const;
void setHorizontalBearingX(short bearing);
short horizontalBearingX() const;
void setHorizontalBearingY(short bearing);
short horizontalBearingY() const;
void setHorizontalAdvance(uint advance);
uint horizontalAdvance() const;
void setupAndBindTexture(OpenGLContext* oglContext, bool software);
private:
wchar_t m_character; // Character this glyph is generated from
// Size of the pre-rendered character in pixels.
// Note: May be smaller than the size of m_textureImage since this may contain alpha's and even more characters
uint m_width;
uint m_height;
// For horizontal text layouts
short m_horizontalBearingX; // Horizontal distance from the current cursor position to the leftmost border of the glyph image's bounding box.
short m_horizontalBearingY; // Vertical distance from the current cursor position (on the baseline) to the topmost border of the glyph image's bounding box.
uint m_horizontalAdvance; // Horizontal distance used to increment the pen position when the glyph is drawn as part of a string of text.
// Texture info
ref<TextureImage> m_textureImage; // Pre-rendered image of m_character
ref<FloatArray> m_textureCoordinates; // Texture coordinates of where in the m_texgtureImage to find the given pre-rendered character
ref<RenderState> m_textureBindings; // For shader based rendering this is a TextureBindings object, while software rendering uses RenderStateTextureMapping_FF instead
};
} // namespace cvf