#pragma once #include #include #include "../Component.h" #include "Asset.h" #include "Color.h" #include "UIObject.h" namespace crepe { /** * \brief Text UIObject component for displaying text * * This class can be used to display text on screen. By setting the font_family to a font already stored on the current device it will automatically be loaded in. */ class Text : public UIObject { public: //! Text data that does not have to be set in the constructor struct Data { /** * \brief fontsize for text rendering * * \note this is not the actual font size that is loaded in. * * Since SDL_TTF requires the font size when loading in the font it is not possible to switch the font size. * The default font size that is loaded is set in the Config. * Instead this value is used to upscale the font texture which can cause blurring or distorted text when upscaling or downscaling too much. */ unsigned int font_size = 16; //! Layer sorting level of the text const int sorting_in_layer = 0; //! Order within the sorting text const int order_in_layer = 0; //! Label text color. Color text_color = Color::BLACK; }; public: /** * * \param dimensions Width and height of the UIObject. * \param offset Offset of the UIObject relative to its transform * \param text The text to be displayed. * \param font_family The font style name to be displayed. * \param data Data struct containing extra text parameters. * \param font Optional font asset that can be passed or left empty. */ Text(game_object_id_t id, const vec2 & dimensions, const vec2 & offset, const std::string & font_family, const Data & data, const std::string & text = ""); //! Label text. std::string text = ""; //! font family name std::string font_family = ""; //! Font asset variable if this is not set, it will use the font_family to create an asset. std::optional font; //! Data instance Data data; }; } // namespace crepe