//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef VGUI_FONT_H #define VGUI_FONT_H #include namespace vgui { class BaseFontPlat; //TODO: cursors and fonts should work like gl binds class VGUIAPI Font { public: Font(const char* name,int tall,int wide,float rotation,int weight,bool italic,bool underline,bool strikeout,bool symbol); // If pFileData is non-NULL, then it will try to load the 32-bit (RLE) TGA file. If that fails, // it will create the font using the specified parameters. // pUniqueName should be set if pFileData and fileDataLen are set so it can determine if a font is already loaded. Font(const char* name,void *pFileData,int fileDataLen, int tall,int wide,float rotation,int weight,bool italic,bool underline,bool strikeout,bool symbol); private: virtual void init(const char* name,void *pFileData,int fileDataLen, int tall,int wide,float rotation,int weight,bool italic,bool underline,bool strikeout,bool symbol); public: BaseFontPlat* getPlat(); virtual void getCharRGBA(int ch,int rgbaX,int rgbaY,int rgbaWide,int rgbaTall,uchar* rgba); virtual void getCharABCwide(int ch,int& a,int& b,int& c); virtual void getTextSize(const char* text,int& wide,int& tall); virtual int getTall(); virtual int getId(); protected: char* _name; BaseFontPlat* _plat; int _id; friend class Surface; }; void Font_Reset(); } #endif