Main interface for a type of font in the engine, allowing drawing onto the 2D viewport and textures. More...
#include 
| Public Member Functions | |
| virtual void | Release ()=0 | 
| Releases the font object. | |
| virtual bool | Load (const char *pFontFilePath, unsigned int width, unsigned int height, unsigned int flags)=0 | 
| Loads a font from a TTF file. | |
| virtual bool | Load (const char *pXMLFile)=0 | 
| Loads a font from a XML file. | |
| virtual void | Free ()=0 | 
| Frees internally memory internally allocated by Load(). | |
| virtual void | DrawString (float x, float y, const char *pStr, const bool asciiMultiLine, const STextDrawContext &ctx)=0 | 
| Draws a formatted string (UTF-8). | |
| virtual void | DrawString (float x, float y, float z, const char *pStr, const bool asciiMultiLine, const STextDrawContext &ctx)=0 | 
| Draws a formatted string (UTF-8), taking z into account. | |
| virtual Vec2 | GetTextSize (const char *pStr, const bool asciiMultiLine, const STextDrawContext &ctx)=0 | 
| Computes the text size (UTF-8). | |
| virtual size_t | GetTextLength (const char *pStr, const bool asciiMultiLine) const =0 | 
| Computes virtual text-length (UTF-8) (because of special chars...). | |
| virtual void | WrapText (string &result, float maxWidth, const char *pStr, const STextDrawContext &ctx)=0 | 
| Wraps text based on specified maximum line width (UTF-8) | |
| virtual void | GetMemoryUsage (ICrySizer *pSizer) const =0 | 
| Puts the memory used by this font into the given sizer. | |
| virtual void | GetGradientTextureCoord (float &minU, float &minV, float &maxU, float &maxV) const =0 | 
| useful for special feature rendering interleaved with fonts (e.g. box behind the text) | |
| virtual unsigned int | GetEffectId (const char *pEffectName) const =0 | 
| virtual void | RenderCallback (float x, float y, float z, const char *pStr, const bool asciiMultiLine, const STextDrawContext &ctx, IRenderAuxGeom *pAux)=0 | 
| Only to be used by renderer, from the render thread. | |
Main interface for a type of font in the engine, allowing drawing onto the 2D viewport and textures.