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SpriteFontEntityOpenGL.h
1 #pragma once
2 #include "SpriteFontEntity.h"
3 
4 namespace ParaEngine
5 {
6  class CFontRendererOpenGL;
7 
10  {
11 
12  public:
13  virtual AssetEntity::AssetType GetType(){ return AssetEntity::font; };
14  public:
15  SpriteFontEntityOpenGL(const AssetKey& key);
17  virtual ~SpriteFontEntityOpenGL();
18 
19  virtual HRESULT DrawTextA(CSpriteRenderer* pSprite, const char* strText, int nCount, RECT* rect, DWORD dwTextFormat, DWORD textColor);
20  virtual HRESULT DrawTextW(CSpriteRenderer* pSprite, const char16_t* strText, int nCount, RECT* rect, DWORD dwTextFormat, DWORD textColor);
21 
22  virtual HRESULT InitDeviceObjects();
23 
24  virtual HRESULT DeleteDeviceObjects();
25 
29  virtual HRESULT RendererRecreated();;
30 
31  virtual void Cleanup();
32 
33  protected:
34  // for text-related calculations
35  CFontRendererOpenGL* m_fontRenderer;
36  };
37 }
virtual HRESULT RendererRecreated()
callback of listening the event that renderer was recreated on Android/WP8 all opengl related id has ...
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
used for rendering labels rendering a given font from TTF format.
Definition: FontRendererOpenGL.h:11
Definition: ManagedDef.h:18
rendering font
Definition: SpriteFontEntityOpenGL.h:9
std::string AssetKey
the unique key object for asset entity.
Definition: AssetEntity.h:13
virtual void Cleanup()
Clean up additional resources.
base class for sprite renderer
Definition: SpriteRenderer.h:55
Definition: SpriteFontEntity.h:26