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.