2 #include "SpriteFontEntity.h" 6 class CFontRendererOpenGL;
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);
22 virtual HRESULT InitDeviceObjects();
24 virtual HRESULT DeleteDeviceObjects();
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