HipTextRenderer.draw

Implementation for unchanging text. The text will be saved, represented as an internal ID to a managed static HipText. Which means the texture will be baked so it is possible to actually draw it a lot faster as all the preprocessings are done once.

  1. void draw(string text, int x, int y, HipTextAlign alignh, HipTextAlign alignv, int boundsWidth, int boundsHeight, bool wordWrap)
    class HipTextRenderer
    void
    draw
    (
    string text
    ,
    int x
    ,
    int y
    ,
    HipTextAlign alignh = HipTextAlign.CENTER
    ,
    HipTextAlign alignv = HipTextAlign.CENTER
    ,
    int boundsWidth = -1
    ,
    int boundsHeight = -1
    ,
    bool wordWrap = false
    )
  2. void draw()

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