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#pragma once
#include <optional>
#include <string>
#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<Asset> font;
//! Data instance
Data data;
};
} // namespace crepe
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