## text

text — Enables capabilities to write some text on rendering screen.

## Synopsis

    enum                OpenGLTextSize;
    void                openGLText_drawChars                (gchar *s,
                                                             OpenGLTextSize size);
    void                openGLText_initFontList             ();
    void                openGLText_rebuildFontList          ();
    void                openGLText_onNewContext             ();

## Description

For the moment, this module is very basic and the only fonts available is the helvetica 12 one. This module is currently broken under Windows.

## Details

### enum OpenGLTextSize

    typedef enum
      {
        TEXT_NORMAL,
        TEXT_SMALL
      } OpenGLTextSize;

Different text size available in V_Sim.

`TEXT_NORMAL` | normal size (14) ;
`TEXT_SMALL` | small text (12).

### openGLText_drawChars ()

    void                openGLText_drawChars                (gchar *s,
                                                             OpenGLTextSize size);

Draw the given string on the current raster position with default font.

`s` : | a string.
`size` : | the size of the text to render.

### openGLText_initFontList ()

    void                openGLText_initFontList             ();

Initialise the font drawing with default font (depending on system). It must be called before `openGLText_drawChars()` and not in a `glNewList()`. Can be called several times, fonts are initialized once only. Use `openGLText_rebuildFontList()` to force to build a new font list.

### openGLText_rebuildFontList ()

    void                openGLText_rebuildFontList          ();

Force to buid a new font list (for example new context has changed.

### openGLText_onNewContext ()

    void                openGLText_onNewContext             ();

Set the flag for text list build to FALSE. It will force to rebuild the text lists at next call of `openGLText_initFontList()`.

Since 3.6