/* -*- Mode: C++; tab-width: 3; indent-tabs-mode: nil c-basic-offset: 3 -*- */ // vim:cindent:ts=3:sw=3:et:tw=80:sta: /*************************************************************** gltext-cpr beg * * GLText - OpenGL TrueType Font Renderer * GLText is (C) Copyright 2002 by Ben Scott * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * * ----------------------------------------------------------------- * File: $RCSfile: GLTextureGlyph.h,v $ * Date modified: $Date: 2003/03/15 04:04:12 $ * Version: $Revision: 1.4 $ * ----------------------------------------------------------------- * ************************************************************ gltext-cpr-end */ #ifndef GLTEXT_GLTEXTUREGLYPH_H #define GLTEXT_GLTEXTUREGLYPH_H #include "GLGlyph.h" #include "OpenGL.h" namespace gltext { /** * Implementation of GLGlyph that handles texture-based data. The glyph will * be bound to a texture and be rendered as bitmapped quads. */ class GLTextureGlyph : public GLGlyph { public: /** * Creates a new OpenGL ready glyph with the given data. This glyph will * take ownership of the data memory. */ GLTextureGlyph(int offx, int offy, int width, int height, u8* data, bool mipmap); /** * Frees memory used by this glyph. */ ~GLTextureGlyph(); /** * Draws this glyph using the given pen position. */ void render(int penX, int penY) const; private: int mOffsetX; int mOffsetY; int mWidth; int mHeight; int mTexWidth; int mTexHeight; GLuint mTexName; }; } #endif