game/sdlpp/sdlpp_textrenderer.hpp

44 lines
1.6 KiB
C++

#ifndef SDLPP_HPP_TEXT_RENDERER
#define SDLPP_HPP_TEXT_RENDERER
#include "sdlpp_common.hpp"
#include "sdlpp_rectrenderer.hpp"
#include <memory>
#include <string>
namespace SDLPP {
class SDLPPSCOPE TextRenderer : public RectangleRender {
public:
TextRenderer() = delete;
TextRenderer( double x, double y, double w, double h,
std::shared_ptr< Renderer > &r );
TextRenderer( double x, double y, double w, double h,
std::shared_ptr< Renderer > &r, Font &font,
const std::string &text, const std::string &color = "FFFFFF",
const std::string &outline_color = "000000",
double outline_size = -1, int flags = SDLPP_TEXT_CENTER );
void setText( Font &font, const std::string &text,
const std::string &color = "FFFFFF",
const std::string &outline_color = "000000",
double outline_size = -1 );
void setTextColor( Font &font, const std::string &color = "FFFFFF",
const std::string &outline_color = "000000",
double outline_size = -1 );
// TODO maybe store Font and actually update texture here
void changeText( const std::string &text );
void setFlags( int flags );
virtual void render() override;
virtual void updateSizeAndPosition() override;
virtual std::shared_ptr< RenderObject > copySelf() override;
private:
virtual void copyTo(std::shared_ptr<RenderObject> other) override;
void updateDstRect();
std::string _text{};
int position_flags = 0;
SDL_Rect dst_rect{};
};
} // end of namespace SDLPP
#endif