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OgreFontManager.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreFontManager.h
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/*------------------------------------------------------------------------- This source file is a part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License (LGPL) as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA or go to http://www.gnu.org/copyleft/lesser.txt -------------------------------------------------------------------------*/ #ifndef _FontManager_H__ #define _FontManager_H__ #include "OgrePrerequisites.h" #include "OgreSingleton.h" #include "OgreResourceManager.h" #include "OgreFont.h" namespace Ogre { /** Manages Font resources, parsing .fontdef files and generally organising them.*/ class _OgreExport FontManager : public ResourceManager, public Singleton< FontManager > { public: FontManager(); ~FontManager(); /** @copydoc ScriptLoader::parseScript */ void parseScript(DataStreamPtr& stream, const String& groupName); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static FontManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static FontManager* getSingletonPtr(void); protected: /// Internal methods Resource* createImpl(const String& name, ResourceHandle handle, const String& group, bool isManual, ManualResourceLoader* loader, const NameValuePairList* params); void parseAttribute(const String& line, FontPtr& pFont); void logBadAttrib(const String& line, FontPtr& pFont); }; } #endif
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