--- /dev/null
+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - 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/>.
+*/
+
+/**> HEADER FILES <**/
+#include "Graphic/Text.h"
+#include "Game.h"
+
+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 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
+{
+ 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 char *string, int set, float size, float width, float height, int start, int end) // Where The Printing Happens
+{
+ _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
+{
+ _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
+{
+ glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
+}
+
+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
+{
+ 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);
+}
+
+Text::Text()
+{
+ base = 0;
+}
+Text::~Text()
+{
+ if (base) {
+ glDeleteLists(base, 512);
+ base = 0;
+ }
+ FontTexture.destroy();
+}
+