void GPUFont::render(const char * str, Nimble::Vector2 loc) { Nimble::Matrix3 transform; transform.identity(); transform[0][2] = loc.x; transform[1][2] = loc.y; internalRender(str, strlen(str), transform); }
void GPUFont::render(const char * str, float x, float y) { Nimble::Matrix3 transform; transform.identity(); transform[0][2] = x; transform[1][2] = y; internalRender(str, strlen(str), transform); }
void Piece::Render() { Vector2D total = position_.Scale(size_); glPushMatrix(); glLoadIdentity(); glTranslated(total.x, total.y, 0); //Start quad internalRender(); //Reset glPopMatrix(); }
void Piece::CustomRender(const Cursor& cursor, const Vector2D& topleft) const { Vector2D total = (cursor.position + position_ - topleft - cursor.offset).Scale(size_); glPushMatrix(); glLoadIdentity(); glTranslated(total.x, total.y, 0.0); //Start quad internalRender(); //Reset glPopMatrix(); }
void GPUFont::render(const std::wstring & str) { Nimble::Matrix3 transform; transform.identity(); internalRender(str.c_str(), str.length(), transform); }
void GPUFont::render(const wchar_t * str) { Nimble::Matrix3 transform; transform.identity(); internalRender(str, wcslen(str), transform); }
void GPUFont::render(const std::wstring & str, const Nimble::Vector2 & location) { internalRender(str.c_str(), str.size(), Nimble::Matrix3::translate2D(location)); }
void GPUFont::render(const std::string & str, const Nimble::Matrix3 & transform) { internalRender(str.c_str(), str.size(), transform); }
void GPUFont::render(const wchar_t * str, int n, const Nimble::Matrix3 & transform) { internalRender(str, n, transform); }
void GPUFont::render(const wchar_t * str, const Nimble::Matrix3 & m) { internalRender(str, wcslen(str), m); }
void GPUFont::render(const char * str, const Nimble::Matrix3 & m) { internalRender(str, strlen(str), m); }