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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
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.
10
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.
14
15 See the GNU General Public License for more details.
16
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.
20 */
21
22 /**> HEADER FILES <**/
23 #include "Text.h"
24 #include "Game.h"
25 extern TGAImageRec texture;
26
27 void Text::LoadFontTexture(const char *fileName)
28 {
29     GLuint              type;
30
31     LOGFUNC;
32
33     LOG(std::string("Loading font texture...") + fileName);
34
35     FontTexture.load(fileName, false, false);
36     /*
37         //Load Image
38         //LoadTGA( fileName );
39         unsigned char fileNamep[256];
40         CopyCStringToPascal(fileName,fileNamep);
41         //Load Image
42         upload_image( fileNamep ,1);
43
44         //Is it valid?
45         if(1==1){
46                 //Alpha channel?
47                 if ( texture.bpp == 24 )
48                         type = GL_RGB;
49                 else
50                         type = GL_RGBA;
51
52                 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
53
54                 if(!FontTexture)glGenTextures( 1, &FontTexture );
55                 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
56
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 );
60
61                 gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
62         }
63     */
64     if (base) {
65         glDeleteLists(base, 512);
66         base = 0;
67     }
68 }
69
70 void Text::BuildFont()                                                          // Build Our Font Display List
71 {
72     float       cx;                                                                                     // Holds Our X Character Coord
73     float       cy;                                                                                     // Holds Our Y Character Coord
74     int loop;
75
76     LOGFUNC;
77
78     if (base) {
79         glDeleteLists(base, 512);
80         base = 0;
81         //LOG("Font already created...");
82         //return;
83     }
84
85 //      base=glGenLists(256);                                                           // Creating 256 Display Lists
86     base = glGenLists(512);                                                             // Creating 256 Display Lists
87     FontTexture.bind();
88     for (loop = 0; loop < 512; loop++) {                                        // Loop Through All 256 Lists
89         if (loop < 256) {
90             cx = float(loop % 16) / 16.0f;                                              // X Position Of Current Character
91             cy = float(loop / 16) / 16.0f;                                              // Y Position Of Current Character
92         } else {
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
95         }
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)
107         if (loop < 256)
108             glTranslated(10, 0, 0);                                             // Move To The Right Of The Character
109         else
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
113 }
114
115 void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height)        // Where The Printing Happens
116 {
117     glPrint(x, y, string, set, size, width, height, 0, strlen(string));
118 }
119
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
121 {
122     if (set > 1) {
123         set = 1;
124     }
125     glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
126     FontTexture.bind();
127     glDisable(GL_DEPTH_TEST);                                                   // Disables Depth Testing
128     glDisable(GL_LIGHTING);
129     glEnable(GL_BLEND);
130     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131     glMatrixMode(GL_PROJECTION);                                                // Select The Projection Matrix
132     glPushMatrix();                                                                             // Store The Projection Matrix
133     glLoadIdentity();                                                                   // Reset The Projection Matrix
134     glOrtho(0, width, 0, height, -100, 100);                                            // Set Up An Ortho Screen
135     glMatrixMode(GL_MODELVIEW);                                                 // Select The Modelview Matrix
136     glPushMatrix();                                                                             // Store The Modelview Matrix
137     glLoadIdentity();
138     glTranslated(x, y, 0);                                                              // Position The Text (0,0 - Bottom Left)
139     glScalef(size, size, 1);                                                                    // Reset The Modelview Matrix
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);                                                // Select The Projection Matrix
143     glPopMatrix();                                                                              // Restore The Old Projection Matrix
144     glMatrixMode(GL_MODELVIEW);                                                 // Select The Modelview Matrix
145     glPopMatrix();                                                                              // Restore The Old Projection Matrix
146     glEnable(GL_DEPTH_TEST);                                                    // Enables Depth Testing
147     glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
148 }
149
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
151 {
152     _glPrint(x, y, string, set, size, width, height, start, end, 0);
153 }
154
155 void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
156 {
157     glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
158 }
159
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
161 {
162     _glPrint(x, y, string, set, size, width, height, start, end, 256);
163 }
164 void Text::glPrintOutlined(float x, float y, const char *string, int set, float size, float width, float height)        // Where The Printing Happens
165 {
166     glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
167 }
168
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
170 {
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);
175 }
176
177 Text::Text()
178 {
179     base = 0;
180 }
181 Text::~Text()
182 {
183     if (base) {
184         glDeleteLists(base, 512);
185         base = 0;
186     }
187     FontTexture.destroy();
188 }
189