LOG(std::string("Loading font texture...") + fileName);
- Game::LoadTexture(fileName, &FontTexture, false, false);
+ FontTexture.load(fileName, false, false);
/*
//Load Image
//LoadTGA( fileName );
if (base)
{
- LOG("Font already created...");
- return;
+ glDeleteLists(base, 512);
+ base = 0;
+ //LOG("Font already created...");
+ //return;
}
// base=glGenLists(256); // Creating 256 Display Lists
base=glGenLists(512); // Creating 256 Display Lists
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
+ FontTexture.bind();
for (loop=0; loop<512; loop++) // Loop Through All 256 Lists
{
if (loop < 256)
} // Loop Until All 256 Are Built
}
-void Text::glPrint(float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
{
glPrint(x, y, string, set, size, width, height, 0, strlen(string));
}
-void Text::_glPrint(float x, float y, char *string, int set, float size, float width, float height,int start,int end, int offset) // Where The Printing Happens
+void Text::_glPrint(float x, float y, const char *string, int set, float size, float width, float height,int start,int end, int offset) // Where The Printing Happens
{
if (set>1)
{
set=1;
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
+ FontTexture.bind();
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
-void Text::glPrint(float x, float y, char *string, int set, float size, float width, float height,int start,int end) // Where The Printing Happens
+void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height,int start,int end) // Where The Printing Happens
{
_glPrint(x, y, string, set, size, width, height, start, end, 0);
}
-void Text::glPrintOutline(float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
{
glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
}
-void Text::glPrintOutline(float x, float y, char *string, int set, float size, float width, float height,int start,int end) // Where The Printing Happens
+void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height,int start,int end) // Where The Printing Happens
{
_glPrint(x, y, string, set, size, width, height, start, end, 256);
}
-void Text::glPrintOutlined(float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+void Text::glPrintOutlined(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
{
glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
}
-void Text::glPrintOutlined(float r, float g, float b, float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+void Text::glPrintOutlined(float r, float g, float b, float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
{
glColor4f(0,0,0,1);
glPrintOutline( x-2*size, y-2*size, string, set, size*2.5/2, width, height);
glPrint( x, y, string, set, size, width, height);
}
-Text::Text()
-{
+Text::Text() {
base = 0;
- FontTexture = 0;
}
-Text::~Text()
-{
- if (base)
- {
+Text::~Text() {
+ if (base) {
glDeleteLists(base, 512);
base = 0;
}
- if (FontTexture) glDeleteTextures( 1, &FontTexture );
+ FontTexture.destroy();
}