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frogtag

Old Code?

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USING Cpp/OpenGL/SDL/VCpp 2008exp I've just integrated SDL into my old OpenGL code and have started looking at my font routine. This seems a bit out-of-date? Straight away I can see it needs to be updated to use strings. Can anyone suggest any new way of updating the following code?
void Font::Print(char *format, ...)
{
  if(format == NULL)
    return;
	
  char text[256];

  va_list args;
		
  va_start(args, format);
    vsprintf_s(text, 256, format, args);
  va_end(args);

  glPushAttrib(GL_LIST_BIT);
    glListBase(base - 32);
    glCallLists(text.length(), GL_UNSIGNED_BYTE, text);
  glPopAttrib();
}

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Well if you are using a va_list and OpenGL's glCallLists then these both require the use of C strings, so the only thing extra you will be doing with std::strings is converting them using .c_str() when calling the functions.
I use pretty much the same code as you (and with std::strings) and i don't think there is anything wrong with it.

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Code that uses printf-style formatting is very tricky, subtle stuff. It can cause a lot of bugs with type safety, and we don't like that in C++.

If you really want to preserve that kind of formatting for the calling code, check out boost::format. But if you just want to be able to build up the output text easily, and you don't mind changing the calling code a little, check this out:


class Text {
std::stringstream ss;
Font* owner;
Text(const Text&);
Text& operator=(const Text&);

public:
Text(const Font& f): ss(), owner(&f) {}

template <typename T>
Text& operator()(const T& t) { ss << t; return *this; }

void Print() {
owner->Print(ss.str());
}
}

void Font::Print(const std::string& s) {
glPushAttrib(GL_LIST_BIT);
glListBase(base - 32);
glCallLists(text.size(), GL_UNSIGNED_BYTE, s.c_str());
glPopAttrib();
}

// Text(myFont)("hi mom")(42.3f)(foo).Print();

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