#include <renderabletextcomponent.h>
Public Attributes | |
ResourcePtr< Font > | mFont |
Property: 'Font' that represents the style of the text. More... | |
std::string | mText |
Property: 'Text' to draw. More... | |
RGBColorFloat | mColor = { 1.0f, 1.0f, 1.0f } |
Property: 'TextColor' the color of the text. More... | |
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bool | mVisible = true |
Property: 'Visible' if this object is rendered to target by the render service. More... | |
ResourcePtr< RenderLayer > | mLayer |
Property: 'Layer' the render layer assigned to this component. More... | |
std::vector< ResourcePtr< RenderTag > > | mTags |
Property: 'Tags' List of tags specifying the category this render component belongs to. More... | |
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std::string | mID |
Property: 'mID' unique name of the object. Used as an identifier by the system. More... | |
Additional Inherited Members | |
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virtual void | getDependentComponents (std::vector< rtti::TypeInfo > &components) const |
virtual const rtti::TypeInfo | getInstanceType () const =0 |
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Resource () | |
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Object () | |
virtual | ~Object () |
virtual bool | init (utility::ErrorState &errorState) |
virtual void | onDestroy () |
Object (Object &)=delete | |
Object & | operator= (const Object &)=delete |
Object (Object &&)=delete | |
Object & | operator= (Object &&)=delete |
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static bool | isIDProperty (rtti::Instance &object, const rtti::Property &property) |
Draws text into the currently active render target using. Use the Renderable2DTextComponent to render text in screen space and the Renderable3DTextComopnent to render text in 3D space.
The nap::RenderableTextComponentInstance can cache multiple lines at once, where each line can be selected and drawn individually inside a render loop. This is useful when you want the same component to render multiple lines of text, removing the need to declare a component for each individual line. You cannot update or add a line of text when rendering a frame: inside the render loop. Only update or add new lines of text on update. You can however change the position and line of text to draw inside the render loop.
RGBColorFloat mColor = { 1.0f, 1.0f, 1.0f } |
Property: 'TextColor' the color of the text.
ResourcePtr<Font> mFont |
Property: 'Font' that represents the style of the text.
std::string mText |
Property: 'Text' to draw.