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/* text.hpp
Copyright (c) 2010 - 2011 by Felix Lauer and Simon Schneegans
This program 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 program 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
this program. If not, see <http://www.gnu.org/licenses/>. */
# ifndef TEXT_HPP_INCLUDED
# define TEXT_HPP_INCLUDED
# define TEXT_ALIGN_LEFT 0
# define TEXT_ALIGN_CENTER 1
# define TEXT_ALIGN_RIGHT 2
# include "Media/font.hpp"
# include "System/Vector2f.hpp"
# include "System/Color3f.hpp"
# include "System/settings.hpp"
/// A namespace for drawing text on the screen.
namespace text {
/// Draws text to the given space coordinates.
/// Internally the given space location (from upper left (0, 0) to lower right (SPACE_X_RESOLUTION, SPACE_Y_RESOLUTION))
/// is transformed to a pixel location on the screen, depending on the current window resolution.
/// The given location is clamped to the screen resolution, so every text will stay inside the screen.
/// This function draws the the text exactly on pixels so it won't look blurred due to being drawn
/// between two pixels. This looks a bit choppy with moving texts - for those use text::drawMobileSpaceText
/// instead.
void drawSpaceText (sf::String const&, Vector2f const&, float size, int align, Color3f const&, float alpha = 1.f, sf::Font* font = NULL);
/// Draws text to the given space coordinates.
/// Internally the given space location (from upper left (0, 0) to lower right (SPACE_X_RESOLUTION, SPACE_Y_RESOLUTION))
/// is transformed to a pixel location on the screen, depending on the current window resolution.
/// The given location is clamped to the screen resolution, so every text will stay inside the screen.
/// This function won't snap the text to pixels, therefore it can be "in between" two pixels. This will
/// look blurry, which is fine for moving texts. For static texts use text::drawSpaceText instead.
void drawMobileSpaceText(sf::String const&, Vector2f const&, float size, int align, Color3f const&, float alpha = 1.f, sf::Font* font = NULL);
/// Draws text to the given screen coordinates.
/// The given location is clamped to the screen resolution, so every text will stay inside the screen.
void drawScreenText (sf::String const&, Vector2f const&, float size, int align, Color3f const&, float alpha = 1.f, sf::Font* font = NULL);
/// Fixes strange SFML-OpenGL behaviour.
/// Sometimes, when drawing text on screen, some OpenGL states are messed up, which will lead to non
/// textured texts which are drawn after. Simply employ this function when drawing text, which causes
/// such problems. It's kinda hacky and I really don't know what's going on, but, at least, it works.
/// Any improvement is highly appreciated! This function draws an invisible really small text in the corner
/// of the screen, which fixes this behaviour.
void drawFooText();
/// Returns the position of a character in a string relatively to it's location.
float getCharacterPos (sf::String const&, int pos, float size, int align, sf::Font* font = NULL);
}
# endif // TEXT_HPP_INCLUDED
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