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xyginext
0.2.0
Second generation of xygine game creation framework
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BitmapText class. BitmapText components are used to render text with a BitmapFont. BitmapText work similarly to Text components, in that they require a reference to a BitmapFont that exists at least as long as the BitmapText instance. Entities with a BitmapText component also require a Drawable component and a Transform component. More...
#include <BitmapText.hpp>
Public Member Functions | |
BitmapText () | |
Default constructor. | |
BitmapText (const BitmapFont &) | |
Constructs a BitmapText component with the given BitmapFont. | |
void | setFont (const BitmapFont &) |
Sets the font used with this text. | |
void | setString (const std::string &) |
void | setColour (sf::Color) |
Set the text colour. As with other drawable items, this colour is multiplied with the base colour of the texture used by the current font. | |
const BitmapFont * | getFont () const |
Returns a pointer to the currently active font. | |
const std::string & | getString () const |
Returns a reference to the active string used by the BitmapText component. | |
sf::Color | getColour () const |
Returns the current colour of the BitmapText. | |
Static Public Member Functions | |
static sf::FloatRect | getLocalBounds (Entity) |
Helper function to get the local bounds of the BitmapText. The passed entity should have at least a BitmapText component and Drawable component attached to it. | |
Friends | |
class | BitmapTextSystem |
BitmapText class. BitmapText components are used to render text with a BitmapFont. BitmapText work similarly to Text components, in that they require a reference to a BitmapFont that exists at least as long as the BitmapText instance. Entities with a BitmapText component also require a Drawable component and a Transform component.
BitmapText components also require a BitmapTextSystem active in the current scene to render them.