85 lines
2.7 KiB
C
85 lines
2.7 KiB
C
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef ISCHEMESURFACE_H
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#define ISCHEMESURFACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui_surfacelib/ifontsurface.h"
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#include "appframework/IAppSystem.h"
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class IMaterial;
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//-----------------------------------------------------------------------------
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// Purpose: Wraps functions that the scheme system needs access to.
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//-----------------------------------------------------------------------------
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abstract_class ISchemeSurface : public IAppSystem
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{
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public:
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virtual InitReturnVal_t Init() = 0;
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// creates an empty handle to a vgui font. windows fonts can be add to this via SetFontGlyphSet().
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virtual FontHandle_t CreateFont() = 0;
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virtual bool SetFontGlyphSet( FontHandle_t font, const char *windowsFontName, int tall, int weight,
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int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0) = 0;
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virtual const char *GetFontName( FontHandle_t font ) = 0;
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virtual int GetFontTall( FontHandle_t font ) = 0;
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virtual int GetCharacterWidth( FontHandle_t font, int ch ) = 0;
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virtual void GetCharABCwide( FontHandle_t font, int ch, int &a, int &b, int &c ) = 0;
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// Custom font support
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virtual bool AddCustomFontFile(const char *fontFileName) = 0;
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// Bitmap Font support
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virtual bool AddBitmapFontFile(const char *fontFileName) = 0;
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virtual void SetBitmapFontName( const char *pName, const char *pFontFilename ) = 0;
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virtual const char *GetBitmapFontName( const char *pName ) = 0;
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virtual bool SetBitmapFontGlyphSet( FontHandle_t font, const char *windowsFontName, float scalex,
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float scaley, int flags) = 0;
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virtual bool SupportsFontFeature( FontFeature_t feature ) = 0;
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// Console-only. Get the string to use for the current video mode for layout files.
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virtual const char *GetResolutionKey( void ) const = 0;
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virtual void GetScreenSize(int &wide, int &tall) = 0;
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// Gets the base resolution used in proportional mode
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virtual void GetProportionalBase( int &width, int &height ) = 0;
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// Functions used by game ui editor.
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virtual IMaterial *GetTextureForChar( FontCharRenderInfo &info, float **texCoords )
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{
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Assert(0);
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return NULL;
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}
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// Returns an array of the 4 render positions for the character.
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virtual bool GetUnicodeCharRenderPositions( FontCharRenderInfo& info, Vector2D *pPositions )
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{
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Assert(0);
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return false;
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}
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virtual IMaterial *GetMaterial( int textureId )
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{
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Assert(0);
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return false;
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}
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virtual void SetLanguage( const char *pLanguage ) = 0;
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virtual const char *GetLanguage() = 0;
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};
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#endif // ISCHEMESURFACE_H
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