]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Text.cpp
BEAUTIFIED ALL SOURCE CODE
[lugaru.git] / Source / Text.cpp
index 1298b38fc8ddaf19792ce227fe3451aacfb168a1..934093aaa7598ca3ed26dabbb20a5b1bb1344855 100644 (file)
@@ -10,7 +10,7 @@ of the License, or (at your option) any later version.
 
 This program 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.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -26,258 +26,164 @@ extern TGAImageRec texture;
 
 void Text::LoadFontTexture(const char *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); 
-
-       //Is it valid?
-       if(1==1){
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               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;
-       }
+    GLuint             type;
+
+    LOGFUNC;
+
+    LOG(std::string("Loading font texture...") + fileName);
+
+    FontTexture.load(fileName, false, false);
+    /*
+       //Load Image
+       //LoadTGA( fileName );
+       unsigned char fileNamep[256];
+       CopyCStringToPascal(fileName,fileNamep);
+       //Load Image
+       upload_image( fileNamep ,1);
+
+       //Is it valid?
+       if(1==1){
+               //Alpha channel?
+               if ( texture.bpp == 24 )
+                       type = GL_RGB;
+               else
+                       type = GL_RGBA;
+
+               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;
+    }
 }
 
 void Text::BuildFont()                                                         // Build Our Font Display List
 {
-       float   cx;                                                                                     // Holds Our X Character Coord
-       float   cy;                                                                                     // Holds Our Y Character Coord
-       int loop;
+    float      cx;                                                                                     // Holds Our X Character Coord
+    float      cy;                                                                                     // Holds Our Y Character Coord
+    int loop;
 
-       LOGFUNC;
+    LOGFUNC;
 
-       if (base)
-       {
-               LOG("Font already created...");
-               return;
-       }
+    if (base) {
+        glDeleteLists(base, 512);
+        base = 0;
+        //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
+    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);                                                  // 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) + offset);                                              // 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 );
 }
 
-
-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();
 }