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asge::game::components::UILabel

A text label drawn with a baked Font atlas.

#include <UILabel.hpp>

Collaboration

classDiagram
    class N1["asge::game::components::UILabel"]
    class N2["asge::graphics::RGBA_Color"]
    class N3["asge::media::Font"]
    class N4["asge::video::ITexture"]
    N1 --> N2 : m_Color
    N1 --> N3 : m_Font
    N1 --> N4 : m_Texture
    click N1 href "structasge_1_1game_1_1components_1_1UILabel.html"
    click N2 href "structasge_1_1graphics_1_1RGBA__Color.html"
    click N3 href "classasge_1_1media_1_1Font.html"
    click N4 href "classasge_1_1video_1_1ITexture.html"

m_FontPath is resolved into m_Font by asset::Resolver<UILabel> (see its own doc comment) via AssetManager::GetFont, re-resolving whenever it differs from m_ResolvedFontPath. m_Font is a non-owning pointer into AssetManager's own font pool, which never evicts entries the same guarantee Sprite::m_Texture relies on for AssetManager's texture cache.

Public Attributes

#str::String m_FontPath {}
#str::String m_Text {"Placeholder"}
#int m_FontPixelHeight {16}
#bool m_AutoSize {true}
#bool m_WordWrap {false}
#str::String m_ResolvedFontPath {}
#int m_ResolvedFontPixelHeight {}