/*
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 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.
-This program is distributed in the hope that it will be useful,
+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.
+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 this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
/**> HEADER FILES <**/
#include "Text.h"
#include "Game.h"
-extern TGAImageRec texture;
-void Text::LoadFontTexture(char *fileName)
+void Text::LoadFontTexture(const std::string& fileName)
{
- GLuint type;
-
- LOGFUNC;
-
- LOG(std::string("Loading font texture...") + fileName);
-
- Game::LoadTexture(fileName, &FontTexture, false, false);
-/*
- //Load Image
- //LoadTGA( fileName );
- unsigned char fileNamep[256];
- CopyCStringToPascal(fileName,fileNamep);
- //Load Image
- upload_image( fileNamep ,1);
+ LOGFUNC;
- //Is it valid?
- if(1==1){
- //Alpha channel?
- if ( texture.bpp == 24 )
- type = GL_RGB;
- else
- type = GL_RGBA;
+ LOG(std::string("Loading font texture...") + fileName);
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- if(!FontTexture)glGenTextures( 1, &FontTexture );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- glBindTexture( GL_TEXTURE_2D, FontTexture);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
- }
-*/
- if (base)
- {
- glDeleteLists(base, 512);
- base = 0;
- }
+ FontTexture.load(fileName, false);
+ if (base) {
+ glDeleteLists(base, 512);
+ base = 0;
+ }
}
-void Text::BuildFont() // Build Our Font Display List
+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)
- {
- LOG("Font already created...");
- return;
- }
-
-// base=glGenLists(256); // Creating 256 Display Lists
- base=glGenLists(512); // Creating 256 Display Lists
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- for (loop=0; loop<256; loop++) // Loop Through All 256 Lists
- {
- cx=float(loop%16)/16.0f; // X Position Of Current Character
- cy=float(loop/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)
- glTranslated(10,0,0); // Move To The Right Of The Character
- glEndList(); // Done Building The Display List
- } // Loop Until All 256 Are Built
- for (loop=256; loop<512; loop++) // Loop Through All 256 Lists
- {
- 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)
- glTranslated(8,0,0); // Move To The Right Of The Character
- glEndList(); // Done Building The Display List
- } // Loop Until All 256 Are Built
+ 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, char *string, int set, float size, float width, float height) // Where The Printing Happens
+void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
{
- if (set>1)
- {
- set=1;
- }
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity();
- glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
- glScalef(size,size,1); // Reset The Modelview Matrix
- glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)
- glCallLists(strlen(string),GL_BYTE,string); // Write The Text To The Screen
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glPrint(x, y, string, set, size, width, height, 0, strlen(string));
}
-void Text::glPrint(float x, float y, 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 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 );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity();
- glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
- glScalef(size,size,1); // Reset The Modelview Matrix
- glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)
- glCallLists(end-start,GL_BYTE,&string[start]); // Write The Text To The Screen
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ 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::glPrintOutline(float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+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
{
- if (set>1)
- {
- set=1;
- }
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity();
- glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
- glScalef(size,size,1); // Reset The Modelview Matrix
- glListBase(base-32+(128*set)+256); // Choose The Font Set (0 or 1)
- glCallLists(strlen(string),GL_BYTE,string); // Write The Text To The Screen
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ _glPrint(x, y, string, set, size, width, height, start, end, 0);
}
-void Text::glPrintOutline(float x, float y, 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 char *string, int set, float size, float width, float height) // Where The Printing Happens
{
- if (set>1)
- {
- set=1;
- }
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity();
- glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
- glScalef(size,size,1); // Reset The Modelview Matrix
- glListBase(base-32+(128*set)+256); // Choose The Font Set (0 or 1)
- glCallLists(end-start,GL_BYTE,&string[start]); // Write The Text To The Screen
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
}
-void Text::glPrintOutlined(float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+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
{
- glColor4f(0,0,0,1);
- glPrintOutline( x-2*size, y-2*size, string, set, size*2.5/2, width, height);
- glColor4f(1,1,1,1);
- glPrint( x, y, string, set, size, width, height);
+ glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
}
-void Text::glPrintOutlined(float r, float g, float b, float x, float y, char *string, int set, float size, float width, float height) // Where The Printing Happens
+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);
+ 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;
- FontTexture = 0;
+ base = 0;
}
Text::~Text()
{
- if (base)
- {
- glDeleteLists(base, 512);
- base = 0;
- }
- if (FontTexture) glDeleteTextures( 1, &FontTexture );
+ if (base) {
+ glDeleteLists(base, 512);
+ base = 0;
+ }
+ FontTexture.destroy();
}