CFont: In-class initialize members where applicable

Provides a consistent initial state.
This commit is contained in:
Lioncash 2020-06-14 16:54:14 -04:00
parent 01e68ec5d8
commit b6b7bcace1
2 changed files with 11 additions and 12 deletions

View File

@ -7,13 +7,11 @@ std::optional<CDynamicVertexBuffer> CFont::smGlyphVertices;
CIndexBuffer CFont::smGlyphIndices;
bool CFont::smBuffersInitialized = false;
CFont::CFont(CResourceEntry *pEntry /*= 0*/) : CResource(pEntry)
CFont::CFont(CResourceEntry *pEntry) : CResource(pEntry)
{
}
CFont::~CFont()
{
}
CFont::~CFont() = default;
inline float PtsToFloat(int32 Pt)
{

View File

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