text: /* This file is part of the Pangolin Project.
   * http://github.com/stevenlovegrove/Pangolin
   *
   * Copyright (c) 2013 Steven Lovegrove
   *
   * Permission is hereby granted, free of charge, to any person
   * obtaining a copy of this software and associated documentation
   * files (the "Software"), to deal in the Software without
   * restriction, including without limitation the rights to use,
   * copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the
   * Software is furnished to do so, subject to the following
   * conditions:
   *
   * The above copyright notice and this permission notice shall be
   * included in all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
   * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
   * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
   * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
   * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
   * OTHER DEALINGS IN THE SOFTWARE.
   */
  
  #pragma once
  
  #include <pangolin/gl/glplatform.h>
  #include <map>
  
  namespace pangolin {
  
  struct PANGOLIN_EXPORT XYUV
  {
      XYUV() {}
      XYUV(GLfloat x, GLfloat y, GLfloat tu, GLfloat tv)
          : x(x), y(y), tu(tu), tv(tv) {}
  
      XYUV operator+(float dx) const {
          return XYUV(x+dx,y,tu,tv);
      }
      
      GLfloat x, y, tu, tv;
  };
  
  class PANGOLIN_EXPORT GlChar
  {
  public:
      GlChar();
      GlChar(int tw, int th, int x, int y, int w, int h, GLfloat x_step, GLfloat ox, GLfloat oy);
      
      inline const XYUV& GetVert(size_t i) const {
          return vs[i];
      }    
      
      inline GLfloat StepX() const {
          return x_step;
      }
  
      inline GLfloat YMin() const {
          return y_min;
      }
  
      inline GLfloat YMax() const {
          return y_max;
      }
  
      void Draw() const;
          
  protected:
      XYUV vs[4];
      GLfloat x_step;
      GLfloat y_min, y_max;
  };
  
  }
  