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)
+ 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)
+ 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
+ } else {
glTranslated(8, 0, 0); // Move To The Right Of The Character
+ }
glEndList(); // Done Building The Display List
- } // Loop Until All 256 Are Built
+ } // Loop Until All 256 Are Built
}
-void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
-{
- glPrint(x, y, string, set, size, width, height, 0, strlen(string));
-}
-
-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
+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 );
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
FontTexture.bind();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glLoadIdentity();
glTranslated(x, y, 0);
glScalef(size, size, 1);
- glListBase(base - 32 + (128 * set) + offset); // Choose The Font Set (0 or 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 );
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
-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
+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 char *string, int set, float size, float width, float height) // Where The Printing Happens
-{
- glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
-}
-
-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
+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 char *string, int set, float size, float width, float height) // Where The Printing Happens
+
+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, x, y, string, set, size, width, height);
+ glPrintOutlined(1, 1, 1, 1, x, y, string, set, size, width, height, start, end);
}
-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
+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, 1);
- glPrintOutline( x - 2 * size, y - 2 * size, string, set, size * 2.5 / 2, width, height);
- glColor4f(r, g, b, 1);
- glPrint( x, y, string, set, size, width, height);
+ 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;
}
- FontTexture.destroy();
}
-