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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_TEXT_H
+#define QT3DS_RENDER_TEXT_H
+#include "Qt3DSRender.h"
+#include "Qt3DSRenderNode.h"
+#include "Qt3DSRenderTextTypes.h"
+
+namespace qt3ds {
+namespace render {
+
+ struct SText : public SNode, public STextRenderInfo
+ {
+ // Change any of these properties and you can expect
+ // that the text will force an expensive re-layer and render.
+ // For these you need to set TextDirty.
+
+ // These properties can change every frame with no additional cost.
+ QT3DSVec4 m_TextColor;
+ // Setup and utilized by the rendering system
+ NVRenderTexture2D *m_TextTexture;
+ STextTextureDetails m_TextTextureDetails;
+ // used for nv path rendering
+ NVRenderPathFontItem *m_PathFontItem;
+ NVRenderPathFontSpecification *m_PathFontDetails;
+
+ NVBounds3 m_Bounds;
+
+ SText();
+
+ NVBounds3 GetTextBounds() const;
+
+ // Generic method used during serialization
+ // to remap string and object pointers
+ template <typename TRemapperType>
+ void Remap(TRemapperType &inRemapper)
+ {
+ SNode::Remap(inRemapper);
+ inRemapper.Remap(m_Text);
+ inRemapper.Remap(m_Font);
+ inRemapper.NullPtr(m_TextTexture);
+ inRemapper.NullPtr(m_PathFontItem);
+ inRemapper.NullPtr(m_PathFontDetails);
+ }
+ };
+}
+}
+#endif