152 lines
5.4 KiB
C++
152 lines
5.4 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Graphic/Text.hpp"
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#include "Game.hpp"
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void Text::LoadFontTexture(const std::string& fileName)
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{
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LOGFUNC;
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LOG(std::string("Loading font texture...") + fileName);
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FontTexture.load(fileName, false);
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if (base) {
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glDeleteLists(base, 512);
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base = 0;
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}
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}
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void Text::BuildFont() // Build Our Font Display List
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{
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float cx; // Holds Our X Character Coord
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float cy; // Holds Our Y Character Coord
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int loop;
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LOGFUNC;
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if (base) {
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glDeleteLists(base, 512);
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base = 0;
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}
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base = glGenLists(512); // Creating 256 Display Lists
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FontTexture.bind();
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for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists
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if (loop < 256) {
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cx = float(loop % 16) / 16.0f; // X Position Of Current Character
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cy = float(loop / 16) / 16.0f; // Y Position Of Current Character
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} else {
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cx = float((loop - 256) % 16) / 16.0f; // X Position Of Current Character
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cy = float((loop - 256) / 16) / 16.0f; // Y Position Of Current Character
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}
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glNewList(base + loop, GL_COMPILE); // Start Building A List
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glBegin(GL_QUADS); // Use A Quad For Each Character
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glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
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glVertex2i(0, 0); // Vertex Coord (Bottom Left)
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glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
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glVertex2i(16, 0); // Vertex Coord (Bottom Right)
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glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
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glVertex2i(16, 16); // Vertex Coord (Top Right)
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glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
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glVertex2i(0, 16); // Vertex Coord (Top Left)
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glEnd(); // Done Building Our Quad (Character)
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if (loop < 256) {
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glTranslated(10, 0, 0); // Move To The Right Of The Character
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} else {
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glTranslated(8, 0, 0); // Move To The Right Of The Character
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}
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glEndList(); // Done Building The Display List
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} // Loop Until All 256 Are Built
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}
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void Text::_glPrint(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end, int offset) // Where The Printing Happens
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{
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if (set > 1) {
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set = 1;
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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FontTexture.bind();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, width, 0, height, -100, 100);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslated(x, y, 0);
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glScalef(size, size, 1);
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glListBase(base - 32 + (128 * set) + offset); // Choose The Font Set (0 or 1)
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glCallLists(end - start, GL_BYTE, &string[start]); // Write The Text To The Screen
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glEnable(GL_DEPTH_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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void Text::glPrint(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end)
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{
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if (end < 0) {
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end = string.size();
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}
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_glPrint(x, y, string, set, size, width, height, start, end, 0);
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}
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void Text::glPrintOutline(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end)
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{
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if (end < 0) {
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end = string.size();
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}
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_glPrint(x, y, string, set, size, width, height, start, end, 256);
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}
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void Text::glPrintOutlined(float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end)
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{
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glPrintOutlined(1, 1, 1, 1, x, y, string, set, size, width, height, start, end);
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}
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void Text::glPrintOutlined(float r, float g, float b, float a, float x, float y, const std::string& string, int set, float size, float width, float height, int start, int end)
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{
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glColor4f(0, 0, 0, a);
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glPrintOutline(x - 2 * size, y - 2 * size, string, set, size * 2.5 / 2, width, height, start, end);
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glColor4f(r, g, b, a);
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glPrint(x, y, string, set, size, width, height, start, end);
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}
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Text::Text()
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{
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base = 0;
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}
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Text::~Text()
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{
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if (base) {
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glDeleteLists(base, 512);
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base = 0;
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}
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}
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