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anon c2279b596d .
2023-08-01 19:50:29 +02:00

152 lines
5.4 KiB
C++

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