The TextLabelBase class provides a generic implementation of a text drawable.
#include <avogadro/rendering/textlabelbase.h>
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void | setAnchorInternal (const Vector3f &anchor) |
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Vector3f | getAnchorInternal () const |
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void | setRadiusInternal (float radius) |
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float | getRadiusInternal () const |
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void | markDirty () |
| void | setParent (GeometryNode *parent) |
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std::string | m_text |
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TextProperties | m_textProperties |
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Vector2i | m_imageDimensions |
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Core::Array< unsigned char > | m_imageRgba |
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GeometryNode * | m_parent |
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bool | m_visible |
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RenderPass | m_renderPass |
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Identifier | m_identifier |
◆ render()
| void render |
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const Camera & | camera | ) |
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overridevirtual |
◆ buildTexture()
Render the string to the internal texture buffer.
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| tren | The text rendering strategy to use. |
◆ setText()
| void setText |
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const std::string & | str | ) |
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The text that will be rendered.
◆ text()
| const std::string & text |
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The text that will be rendered.
◆ setTextProperties()
The properties of the rendered text.
◆ textProperties()
The properties of the rendered text.
◆ setPixelRatio()
| void setPixelRatio |
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float | ratio | ) |
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The ratio of device pixels to logical pixels. The label is rasterized and positioned in device pixels, so it stays sharp on high-DPI displays. Changing the ratio forces the texture to be regenerated.
◆ pixelRatio()
| float pixelRatio |
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The ratio of device pixels to logical pixels. The label is rasterized and positioned in device pixels, so it stays sharp on high-DPI displays. Changing the ratio forces the texture to be regenerated.
◆ resetTexture()
Clear the texture, forcing it to be regenerated on the next render.
The documentation for this class was generated from the following file: