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 modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru 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. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
20 /**> HEADER FILES <**/
23 extern TGAImageRec texture;
25 void Text::LoadFontTexture(const char *fileName)
29 LOG(std::string("Loading font texture...") + fileName);
31 FontTexture.load(fileName, false, false);
34 //LoadTGA( fileName );
35 unsigned char fileNamep[256];
36 CopyCStringToPascal(fileName,fileNamep);
38 upload_image( fileNamep ,1);
43 if ( texture.bpp == 24 )
48 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
50 if(!FontTexture)glGenTextures( 1, &FontTexture );
51 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
53 glBindTexture( GL_TEXTURE_2D, FontTexture);
54 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
55 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
57 gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
61 glDeleteLists(base, 512);
66 void Text::BuildFont() // Build Our Font Display List
68 float cx; // Holds Our X Character Coord
69 float cy; // Holds Our Y Character Coord
75 glDeleteLists(base, 512);
77 //LOG("Font already created...");
81 //base=glGenLists(256); // Creating 256 Display Lists
82 base = glGenLists(512); // Creating 256 Display Lists
84 for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists
86 cx = float(loop % 16) / 16.0f; // X Position Of Current Character
87 cy = float(loop / 16) / 16.0f; // Y Position Of Current Character
89 cx = float((loop - 256) % 16) / 16.0f; // X Position Of Current Character
90 cy = float((loop - 256) / 16) / 16.0f; // Y Position Of Current Character
92 glNewList(base + loop, GL_COMPILE); // Start Building A List
93 glBegin(GL_QUADS); // Use A Quad For Each Character
94 glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
95 glVertex2i(0, 0); // Vertex Coord (Bottom Left)
96 glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
97 glVertex2i(16, 0); // Vertex Coord (Bottom Right)
98 glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
99 glVertex2i(16, 16); // Vertex Coord (Top Right)
100 glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
101 glVertex2i(0, 16); // Vertex Coord (Top Left)
102 glEnd(); // Done Building Our Quad (Character)
104 glTranslated(10, 0, 0); // Move To The Right Of The Character
106 glTranslated(8, 0, 0); // Move To The Right Of The Character
107 glEndList(); // Done Building The Display List
108 } // Loop Until All 256 Are Built
111 void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
113 glPrint(x, y, string, set, size, width, height, 0, strlen(string));
116 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
121 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
123 glDisable(GL_DEPTH_TEST);
124 glDisable(GL_LIGHTING);
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 glMatrixMode(GL_PROJECTION);
130 glOrtho(0, width, 0, height, -100, 100);
131 glMatrixMode(GL_MODELVIEW);
134 glTranslated(x, y, 0);
135 glScalef(size, size, 1);
136 glListBase(base - 32 + (128 * set) + offset); // Choose The Font Set (0 or 1)
137 glCallLists(end - start, GL_BYTE, &string[start]); // Write The Text To The Screen
138 glMatrixMode(GL_PROJECTION);
140 glMatrixMode(GL_MODELVIEW);
142 glEnable(GL_DEPTH_TEST);
143 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
146 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
148 _glPrint(x, y, string, set, size, width, height, start, end, 0);
151 void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
153 glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
156 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
158 _glPrint(x, y, string, set, size, width, height, start, end, 256);
160 void Text::glPrintOutlined(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
162 glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
165 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
167 glColor4f(0, 0, 0, 1);
168 glPrintOutline( x - 2 * size, y - 2 * size, string, set, size * 2.5 / 2, width, height);
169 glColor4f(r, g, b, 1);
170 glPrint( x, y, string, set, size, width, height);
180 glDeleteLists(base, 512);
183 FontTexture.destroy();