Moved the remain inline osg::Font methods into Font.cpp to avoid problems with the

impossibly stupid visual studio compilers.
This commit is contained in:
Robert Osfield
2003-03-10 09:15:59 +00:00
parent 397edcd579
commit efea365412
3 changed files with 83 additions and 14 deletions

View File

@@ -60,8 +60,8 @@ public:
/** Set the pixel width and height hint.*/
virtual void setSize(unsigned int width, unsigned int height);
unsigned int getWidth() { return _width; }
unsigned int getHeight() { return _height; }
unsigned int getWidth();
unsigned int getHeight();
/** Get a Glyph for specified charcode, and the font size nearest to the current font size hint.*/
virtual Glyph* getGlyph(unsigned int charcode);
@@ -72,37 +72,36 @@ public:
/** Return true if this font provides vertical alignments and spacing or glyphs.*/
virtual bool hasVertical() const;
/** Set the margin around each glyph,
* to ensure that texture filtering doesn't bleed adjacent glyph's into each other.
* Default margin is 2 texels.*/
void setGlyphImageMargin(unsigned int margin) { _margin = margin; }
unsigned int getGlyphImageMargin() const { return _margin; }
void setGlyphImageMargin(unsigned int margin);
unsigned int getGlyphImageMargin() const;
/** Set the size of texture to create to store the glyph images when rendering.
* Note, this doesn't affect already created Texture Glhph's.*/
void setTextureSizeHint(unsigned int width,unsigned int height);
unsigned int getTextureWidthHint() const { return _textureWidthHint; }
unsigned int getTextureHeightHint() const { return _textureWidthHint; }
unsigned int getTextureWidthHint() const;
unsigned int getTextureHeightHint() const;
/** Set the minification texture filter to use when creating the texture to store the glyph images when rendering.
* Note, this doesn't affect already created Texture Glhph's.*/
void setMinFilterHint(osg::Texture::FilterMode mode);
osg::Texture::FilterMode getMinFilterHint() const { return _minFilterHint; }
osg::Texture::FilterMode getMinFilterHint() const;
/** Set the magnification texture filter to use when creating the texture to store the glyph images when rendering.
* Note, this doesn't affect already created Texture Glhph's.*/
void setMagFilterHint(osg::Texture::FilterMode mode);
osg::Texture::FilterMode getMagFilterHint() const { return _magFilterHint; }
osg::Texture::FilterMode getMagFilterHint() const;
// make Text a friend to allow it add and remove its entry in the Font's _textList.
friend class FontImplementation;
void setImplementation(FontImplementation* implementation);
FontImplementation* getImplementation() { return _implementation.get(); }
const FontImplementation* getImplementation() const { return _implementation.get(); }
FontImplementation* getImplementation();
const FontImplementation* getImplementation() const;
protected: