refactor to allow various gfx backends (work-in-progress)

This commit is contained in:
Erwin Coumans
2014-09-23 18:27:16 -07:00
parent 76f4bd9a9d
commit e314f56f9d
49 changed files with 1171 additions and 296 deletions

View File

@@ -5,6 +5,8 @@
#include "Gwen/Gwen.h"
#include "Gwen/BaseRender.h"
#include "GLPrimitiveRenderer.h"
#include "OpenGLWindow/OpenGLInclude.h"
struct sth_stash;
#include "fontstash.h"
#include "Gwen/Texture.h"
@@ -74,14 +76,14 @@ class GwenOpenGL3CoreRenderer : public Gwen::Renderer::Base
GLuint m_fontTextureId;
MyTextureLoader* m_textureLoader;
public:
GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale)
GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale, MyTextureLoader* loader=0)
:m_primitiveRenderer(primRender),
m_font(font),
m_screenWidth(screenWidth),
m_screenHeight(screenHeight),
m_retinaScale(retinaScale),
m_useTrueTypeFont(false),
m_textureLoader(0)
m_textureLoader(loader)
{
///only enable true type fonts on Macbook Retina, it looks gorgeous
if (retinaScale==2.0f)
@@ -323,10 +325,6 @@ public:
return Gwen::Renderer::Base::MeasureText(pFont,text);
}
void setTextureLoader(MyTextureLoader* loader)
{
m_textureLoader = loader;
}
virtual void LoadTexture( Gwen::Texture* pTexture )
{