overte/libraries/render-utils/src/TextRenderer3D.h
2016-04-14 17:00:23 -07:00

59 lines
1.6 KiB
C++

//
// TextRenderer3D.h
// interface/src/ui
//
// Created by Andrzej Kapolka on 4/26/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_TextRenderer3D_h
#define hifi_TextRenderer3D_h
#include <memory>
#include <glm/glm.hpp>
#include <QColor>
namespace gpu {
class Batch;
}
class Font;
#include "text/EffectType.h"
#include "text/FontFamilies.h"
// TextRenderer3D is actually a fairly thin wrapper around a Font class
// defined in the cpp file.
class TextRenderer3D {
public:
static const float DEFAULT_POINT_SIZE;
static TextRenderer3D* getInstance(const char* family, float pointSize = DEFAULT_POINT_SIZE,
bool bold = false, bool italic = false, EffectType effect = NO_EFFECT, int effectThickness = 1);
glm::vec2 computeExtent(const QString& str) const;
float getFontSize() const; // Pixel size
void draw(gpu::Batch& batch, float x, float y, const QString& str, const glm::vec4& color = glm::vec4(1.0f),
const glm::vec2& bounds = glm::vec2(-1.0f), bool layered = false);
private:
TextRenderer3D(const char* family, float pointSize, int weight = -1, bool italic = false,
EffectType effect = NO_EFFECT, int effectThickness = 1);
// the type of effect to apply
const EffectType _effectType;
// the thickness of the effect
const int _effectThickness;
// text color
glm::vec4 _color;
std::shared_ptr<Font> _font;
};
#endif // hifi_TextRenderer3D_h