2 #include "SpriteFontEntity.h" 9 ID3DXSprite* m_pD3DXSprite;
27 LPDIRECT3DTEXTURE9 m_pTexture;
49 virtual HRESULT InitDeviceObjects();
50 virtual HRESULT RestoreDeviceObjects();
51 virtual HRESULT InvalidateDeviceObjects();
52 virtual HRESULT DeleteDeviceObjects();
54 ID3DXSprite* GetFontSprite();
57 virtual HRESULT DrawTextA(
CSpriteRenderer* pSprite,
const char* strText,
int nCount,
RECT* rect, DWORD dwTextFormat, DWORD textColor);
59 virtual HRESULT DrawTextW(
CSpriteRenderer* pSprite,
const char16_t* strText,
int nCount,
RECT* rect, DWORD dwTextFormat, DWORD textColor);
Definition: SpriteFontEntityDirectX.h:19
int m_nCharsPerLine
Number of characters per line in the image.
Definition: SpriteFontEntityDirectX.h:22
AssetType
each asset type has a unique asset type number
Definition: AssetEntity.h:82
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: ManagedDef.h:18
font from self-supplied bitmap file
Definition: SpriteFontEntityDirectX.h:40
Definition: SpriteFontEntityDirectX.h:14
int m_nLetterHeight
Height of each letter.
Definition: SpriteFontEntityDirectX.h:24
Definition: SpriteFontEntityDirectX.h:6
int m_nLetterWidth
Width of each letter.
Definition: SpriteFontEntityDirectX.h:26
GDI font, can be trueType.
Definition: SpriteFontEntityDirectX.h:38
std::string AssetKey
the unique key object for asset entity.
Definition: AssetEntity.h:13
_FontTextureType
how font texture is created
Definition: SpriteFontEntityDirectX.h:35
base class for sprite renderer
Definition: SpriteRenderer.h:55
Definition: SpriteFontEntity.h:26