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itgmania212121/stepmania/src/BitmapText.h
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#ifndef BITMAPTEXT_H
#define BITMAPTEXT_H
/*
-----------------------------------------------------------------------------
File: BitmapText
Desc: An actor that holds a Font and draws text to the screen.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
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#include "Sprite.h"
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class Font;
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class BitmapText : public Actor
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{
public:
BitmapText();
virtual ~BitmapText();
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bool LoadFromFont( CString sFontName );
bool LoadFromNumbers( CString sTexturePath ) { return LoadFromTextureAndChars(sTexturePath,"0123456789%. :x"); };
bool LoadFromTextureAndChars( CString sTexturePath, CString sChars );
void SetText( CString sText, CString sAlternateText = "" );
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void SetTextMaxWidth( float MaxWidth, const CString &text, const CString &alttext = "" );
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int GetWidestLineWidthInSourcePixels() { return m_iWidestLineWidth; };
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void CropToWidth( int iWidthInSourcePixels );
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virtual void DrawPrimitives();
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void TurnRainbowOn() { m_bRainbow = true; };
void TurnRainbowOff() { m_bRainbow = false; };
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void SetHorizAlign( HorizAlign ha );
void SetVertAlign( VertAlign va );
CString GetText() const { return m_szText; }
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/* Return true if the string 's' will use an alternate string, if available. */
bool StringWillUseAlternate(CString sText, CString sAlternateText) const;
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public:
Font* m_pFont;
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protected:
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// recalculate the items below on SetText()
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CString m_szText;
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vector<wstring> m_szTextLines;
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vector<int> m_iLineWidths; // in source pixels
int m_iWidestLineWidth; // in source pixels
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bool m_bRainbow;
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vector<RageSpriteVertex> verts;
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vector<RageTexture *> tex;
void BuildChars();
void DrawChars();
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};
#endif