CNC_TS_and_RA2_Mission_Editor/MissionEditor/TextDrawer.h
brbarnesEA a547a31a37 TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
2024-03-05 11:56:45 -08:00

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/*
FinalSun/FinalAlert 2 Mission Editor
Copyright (C) 1999-2024 Electronic Arts, Inc.
Authored by Matthias Wagner
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <ddraw.h>
#include <afx.h>
#include <string>
#include "Vec2.h"
// Very simple class that renders text through a prepared DirectDraw surface
// Only supports ASCII chars 32 to 126, only supports monospace font
// This is for rendering waypoint ids or credits on map without using GDI during rendering, nothing fancy
class TextDrawer
{
public:
TextDrawer(IDirectDraw4* pDirectDraw, int fontSizeInPoints, COLORREF col, COLORREF shadowCol=CLR_INVALID);
bool isValid() const;
void RenderText(IDirectDrawSurface4* target, int x, int y, const std::string& text, bool centered=false) const;
ProjectedVec GetExtent(const std::string& text) const;
private:
CComPtr<IDirectDrawSurface4> m_fontSurface;
ProjectedVec m_charExtent;
int m_fontSizeInPoints;
int m_fontSizeInPixels;
COLORREF m_col;
COLORREF m_shadowCol;
};