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"}#
str::TextAlign m_Align {str::TextAlign::Left}#
VerticalAlign m_VerticalAlign {VerticalAlign::Center}#
media::Font const * m_Font {nullptr}#
video::ITexture * m_Texture {nullptr}#
str::String m_ResolvedFontPath {}