2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 /**> HEADER FILES <**/
25 extern TGAImageRec texture;
27 void Text::LoadFontTexture(const char *fileName)
33 LOG(std::string("Loading font texture...") + fileName);
35 FontTexture.load(fileName, false, false);
38 //LoadTGA( fileName );
39 unsigned char fileNamep[256];
40 CopyCStringToPascal(fileName,fileNamep);
42 upload_image( fileNamep ,1);
47 if ( texture.bpp == 24 )
52 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
54 if(!FontTexture)glGenTextures( 1, &FontTexture );
55 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
57 glBindTexture( GL_TEXTURE_2D, FontTexture);
58 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
59 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
61 gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
65 glDeleteLists(base, 512);
70 void Text::BuildFont() // Build Our Font Display List
72 float cx; // Holds Our X Character Coord
73 float cy; // Holds Our Y Character Coord
79 glDeleteLists(base, 512);
81 //LOG("Font already created...");
85 //base=glGenLists(256); // Creating 256 Display Lists
86 base = glGenLists(512); // Creating 256 Display Lists
88 for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists
90 cx = float(loop % 16) / 16.0f; // X Position Of Current Character
91 cy = float(loop / 16) / 16.0f; // Y Position Of Current Character
93 cx = float((loop - 256) % 16) / 16.0f; // X Position Of Current Character
94 cy = float((loop - 256) / 16) / 16.0f; // Y Position Of Current Character
96 glNewList(base + loop, GL_COMPILE); // Start Building A List
97 glBegin(GL_QUADS); // Use A Quad For Each Character
98 glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
99 glVertex2i(0, 0); // Vertex Coord (Bottom Left)
100 glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
101 glVertex2i(16, 0); // Vertex Coord (Bottom Right)
102 glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
103 glVertex2i(16, 16); // Vertex Coord (Top Right)
104 glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
105 glVertex2i(0, 16); // Vertex Coord (Top Left)
106 glEnd(); // Done Building Our Quad (Character)
108 glTranslated(10, 0, 0); // Move To The Right Of The Character
110 glTranslated(8, 0, 0); // Move To The Right Of The Character
111 glEndList(); // Done Building The Display List
112 } // Loop Until All 256 Are Built
115 void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
117 glPrint(x, y, string, set, size, width, height, 0, strlen(string));
120 void Text::_glPrint(float x, float y, const char *string, int set, float size, float width, float height, int start, int end, int offset) // Where The Printing Happens
125 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
127 glDisable(GL_DEPTH_TEST);
128 glDisable(GL_LIGHTING);
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 glMatrixMode(GL_PROJECTION);
134 glOrtho(0, width, 0, height, -100, 100);
135 glMatrixMode(GL_MODELVIEW);
138 glTranslated(x, y, 0);
139 glScalef(size, size, 1);
140 glListBase(base - 32 + (128 * set) + offset); // Choose The Font Set (0 or 1)
141 glCallLists(end - start, GL_BYTE, &string[start]); // Write The Text To The Screen
142 glMatrixMode(GL_PROJECTION);
144 glMatrixMode(GL_MODELVIEW);
146 glEnable(GL_DEPTH_TEST);
147 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
150 void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height, int start, int end) // Where The Printing Happens
152 _glPrint(x, y, string, set, size, width, height, start, end, 0);
155 void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
157 glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
160 void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height, int start, int end) // Where The Printing Happens
162 _glPrint(x, y, string, set, size, width, height, start, end, 256);
164 void Text::glPrintOutlined(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
166 glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
169 void Text::glPrintOutlined(float r, float g, float b, float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
171 glColor4f(0, 0, 0, 1);
172 glPrintOutline( x - 2 * size, y - 2 * size, string, set, size * 2.5 / 2, width, height);
173 glColor4f(r, g, b, 1);
174 glPrint( x, y, string, set, size, width, height);
184 glDeleteLists(base, 512);
187 FontTexture.destroy();