Remove irrlicht.h in font code
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@ -21,7 +21,7 @@
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#include "utils/leak_check.hpp"
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#include <irrlicht.h>
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#include "SColor.h"
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using namespace irr;
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@ -35,7 +35,10 @@
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#include FT_OUTLINE_H
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#endif
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#include <irrlicht.h>
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#include <GlyphLayout.h>
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#include <dimension2d.h>
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#include <irrString.h>
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#include <rect.h>
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using namespace irr;
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@ -45,6 +48,19 @@ class FaceTTF;
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class FontSettings;
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struct FontArea;
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namespace irr
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{
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namespace video
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{
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class ITexture;
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class SColor;
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}
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namespace gui
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{
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class IGUISpriteBank;
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}
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}
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/** An abstract class which contains functions which convert vector fonts into
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* bitmap and render them in STK. To make STK draw characters with different
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* render option (like scaling, shadow) using a same FontWithFace, you need
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@ -26,6 +26,8 @@
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#include <ge_spm.hpp>
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#include <ge_spm_buffer.hpp>
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#include <sstream>
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#include <IMeshBuffer.h>
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#include <ITexture.h>
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// ----------------------------------------------------------------------------
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STKTextBillboard::STKTextBillboard(const video::SColor& color_top,
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@ -531,5 +533,26 @@ void STKTextBillboard::removeGENode()
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}
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} // removeGENode
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// ----------------------------------------------------------------------------
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void STKTextBillboard::clearBuffer()
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{
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if (m_instanced_array != 0)
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{
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glDeleteBuffers(1, &m_instanced_array);
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}
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for (auto& p : m_vao_vbos)
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{
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glDeleteVertexArrays(1, &p.second.first);
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glDeleteBuffers(1, &p.second.second);
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}
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m_vao_vbos.clear();
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for (auto& p : m_gl_mb)
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{
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p.second->drop();
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}
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m_gl_mb.clear();
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m_gl_tbs.clear();
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} // clearBuffer
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#endif // !SERVER_ONLY
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@ -36,6 +36,7 @@ namespace irr
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namespace scene
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{
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class IMeshSceneNode;
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class IMeshBuffer;
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}
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}
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@ -87,7 +88,7 @@ private:
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std::unordered_map<video::ITexture*, std::pair<GLuint, GLuint> >
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m_vao_vbos;
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std::unordered_map<video::ITexture*, IMeshBuffer*> m_gl_mb;
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std::unordered_map<video::ITexture*, scene::IMeshBuffer*> m_gl_mb;
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core::aabbox3df m_bbox;
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@ -115,27 +116,7 @@ public:
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clearBuffer();
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}
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// ------------------------------------------------------------------------
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void clearBuffer()
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{
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#ifndef SERVER_ONLY
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if (m_instanced_array != 0)
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{
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glDeleteBuffers(1, &m_instanced_array);
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}
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for (auto& p : m_vao_vbos)
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{
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glDeleteVertexArrays(1, &p.second.first);
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glDeleteBuffers(1, &p.second.second);
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}
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m_vao_vbos.clear();
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for (auto& p : m_gl_mb)
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{
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p.second->drop();
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}
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m_gl_mb.clear();
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m_gl_tbs.clear();
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#endif
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}
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void clearBuffer();
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// ------------------------------------------------------------------------
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void reload();
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// ------------------------------------------------------------------------
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@ -21,6 +21,7 @@
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#include "graphics/texture_shader.hpp"
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#include <unordered_set>
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#include <ITexture.h>
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namespace TextBillboardDrawer
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{
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