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path: root/Game/Code/Classes/UTextClasses.pas
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unit UTextClasses;

interface

{$I switches.inc}

uses  OpenGL12,
      SDL,
      UTexture,
      Classes,
      dialogs,
      SDL_ttf,
      ULog;

{
// okay i just outline what should be here, so we can create a nice and clean implementation of sdl_ttf
// based up on this uml: http://jnr.sourceforge.net/fusion_images/www_FRS.png
// thanks to Bob Pendelton and Koshmaar!
// (1) let's start with a glyph, this represents one character in a word

type
  TGlyph = record
    character        : Char;         // unsigned char, uchar is something else in delphi
    glyphsSolid[8]   : GlyphTexture; // fast, but not that
    glyphsBlended[8] : GlyphTexture; // slower than solid, but it look's more pretty

//this class has a method, which should be a deconstructor (mog is on his way to understand the principles of oop :P)
  deconstructor  procedure ReleaseTextures();
end;

// (2) okay, we now need the stuff that's even beneath this glyph - we're right at the birth of text in here :P

  GlyphTexture = record
    textureID         : GLuint;      // we need this for caching the letters, if the texture wasn't created before create it, should be very fast because of this one
    width,
    height            : Cardinal;
    charWidth,
    charHeight        : Integer;
    advance           : Integer;     // don't know yet for what this one is
}

{
// after the glyph is done, we now start to build whole words - this one is pretty important, and does most of the work we need
  TGlyphsContainer = record
    glyphs   array of TGlyph;
    FontName array of string;
    refCount          : uChar;       // unsigned char, uchar is something else in delphi
    font              : PTTF_font;
    size,
    lineSkip          : Cardinal;    // vertical distance between multi line text output
    descent           : Integer;



}


implementation

end.