Mercurial > fife-parpg
view engine/core/video/fonts/abstractfont.h @ 524:6037f79b0dcf
Multiple quests now work.
Added the item layer.
Made movement more like diablo by allowing you to hold and drag the left mouse button.
All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 27 May 2010 21:11:37 +0000 |
parents | 7887f3854862 |
children | 47b49b9b0c0a |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_ABSTRACT_FONT_H #define FIFE_ABSTRACT_FONT_H // Standard C++ library includes #include <string> // Platform specific includes // 3rd party library includes #include <SDL.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder namespace FIFE { class Image; /** Pure abstract Font interface */ class AbstractFont { public: virtual ~AbstractFont() {} /** * Sets the spacing between rows in pixels. Default is 0 pixels. * The spacing can be negative. * * @param spacing the spacing in pixels. */ virtual void setRowSpacing (int spacing) = 0; /** * Gets the spacing between rows in pixels. * * @return the spacing. */ virtual int getRowSpacing() const = 0; /** * Sets the spacing between letters in pixels. Default is 0 pixels. * The spacing can be negative. * * @param spacing the spacing in pixels. */ virtual void setGlyphSpacing(int spacing) = 0; /** * Gets the spacing between letters in pixels. * * @return the spacing. */ virtual int getGlyphSpacing() const = 0; /** * Sets the use of anti aliasing.. * * @param antaAlias true for use of antia aliasing. */ virtual void setAntiAlias(bool antiAlias) = 0; /** * Checks if anti aliasing is used. * * @return true if anti aliasing is used. */ virtual bool isAntiAlias() = 0; virtual int getStringIndexAt(const std::string &text, int x) const = 0; /** Gets given text as Image * The rsulting image is pooled, so it's not that time critical */ virtual Image* getAsImage(const std::string& text) = 0; /** Gets given text as Image. Text is splitted on multiple lines based "\n" marks * The rsulting image is pooled, so it's not that time critical */ virtual Image* getAsImageMultiline(const std::string& text) = 0; virtual std::string splitTextToWidth (const std::string& text, int render_width) = 0; /** Set the color the text should be rendered in */ virtual void setColor(uint8_t r,uint8_t g,uint8_t b) = 0; /** Get the color the text was rendered in */ virtual SDL_Color getColor() const = 0; /** gets width of given text */ virtual int getWidth(const std::string& text) const = 0; /** gets height of this font */ virtual int getHeight() const = 0; }; } #endif