+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+
+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.
+
+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.
+
+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.
+*/
+
/**> HEADER FILES <**/
#include "Text.h"
#include "Game.h"
extern TGAImageRec texture;
-void Text::LoadFontTexture(char *fileName)
+void Text::LoadFontTexture(const char *fileName)
{
GLuint type;
// 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
+ for (loop=0; 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
-
+ 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)
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
+ 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
{
- 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, char *string, int set, float size, float width, float height,int start,int end, int offset) // Where The Printing Happens
{
if (set>1)
{
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)
+ 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
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
+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
+{
+ _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) // 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 );
+ glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
}
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
{
- 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 );
+ _glPrint(x, y, string, set, size, width, height, start, end, 256);
}
-
void Text::glPrintOutlined(float x, float y, 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
glDeleteLists(base, 512);
base = 0;
}
- if (FontTexture) glDeleteTextures( 1, (const unsigned long *)&FontTexture );
+ if (FontTexture) glDeleteTextures( 1, &FontTexture );
}
+