CFont: In-class initialize members where applicable
Provides a consistent initial state.
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@ -4,16 +4,14 @@
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#include "Core/Render/CRenderer.h"
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std::optional<CDynamicVertexBuffer> CFont::smGlyphVertices;
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CIndexBuffer CFont::smGlyphIndices;
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bool CFont::smBuffersInitialized = false;
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CIndexBuffer CFont::smGlyphIndices;
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bool CFont::smBuffersInitialized = false;
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CFont::CFont(CResourceEntry *pEntry /*= 0*/) : CResource(pEntry)
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CFont::CFont(CResourceEntry *pEntry) : CResource(pEntry)
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{
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}
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CFont::~CFont()
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{
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}
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CFont::~CFont() = default;
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inline float PtsToFloat(int32 Pt)
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{
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@ -12,6 +12,7 @@
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#define CFONT_DEFAULT_SIZE -1
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@ -25,14 +26,14 @@ class CFont : public CResource
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static CIndexBuffer smGlyphIndices; // This is the index buffer used to draw glyphs. It uses a triangle strip.
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static bool smBuffersInitialized; // This bool indicates whether the vertex/index buffer have been initialized. Checked at the start of RenderString().
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uint32 mUnknown; // Value at offset 0x8. Not sure what this is. Including for experimentation purposes.
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uint32 mLineHeight; // Height of each line, in points
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uint32 mLineMargin; // Gap between lines, in points - this is added to the line height
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uint32 mVerticalOffset; // In points. This is used to reposition glyphs after the per-glyph vertical offset is applied
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uint32 mDefaultSize; // In points.
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uint32 mUnknown = 0; // Value at offset 0x8. Not sure what this is. Including for experimentation purposes.
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uint32 mLineHeight = 0; // Height of each line, in points
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uint32 mLineMargin = 0; // Gap between lines, in points - this is added to the line height
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uint32 mVerticalOffset = 0; // In points. This is used to reposition glyphs after the per-glyph vertical offset is applied
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uint32 mDefaultSize = 0; // In points.
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TString mFontName; // Self-explanatory
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TResPtr<CTexture> mpFontTexture; // The texture used by this font
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uint32 mTextureFormat; // Indicates which layers on the texture are for what - multiple glyph layers or fill/stroke
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uint32 mTextureFormat = 0; // Indicates which layers on the texture are for what - multiple glyph layers or fill/stroke
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struct SGlyph
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{
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