unit UTextClasses;
interface
{$I switches.inc}
uses OpenGL12,
SDL,
UTexture,
Classes,
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.