X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FText.cpp;h=5b90b6ac6495bb0c7be1b17de47347b233bf6c06;hb=8a6a4b71914b97fb154abdceef4db768633e71df;hp=934093aaa7598ca3ed26dabbb20a5b1bb1344855;hpb=24004d6ab1e68faaf85ece11b566449997da5013;p=lugaru.git diff --git a/Source/Text.cpp b/Source/Text.cpp index 934093a..5b90b6a 100644 --- a/Source/Text.cpp +++ b/Source/Text.cpp @@ -1,76 +1,44 @@ /* 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 . */ /**> HEADER FILES <**/ #include "Text.h" #include "Game.h" -extern TGAImageRec texture; void Text::LoadFontTexture(const char *fileName) { - 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 ); - } - */ + 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 + float cx; // Holds Our X Character Coord + float cy; // Holds Our Y Character Coord int loop; LOGFUNC; @@ -78,95 +46,92 @@ void Text::BuildFont() // Build Our Font Display List 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 + base = glGenLists(512); // Creating 256 Display Lists FontTexture.bind(); - for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists + 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 + 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 + 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) + 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 + 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 + 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 +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 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); // Disables Depth Testing + glDisable(GL_DEPTH_TEST); 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 + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, width, 0, height, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); 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 + 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 +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 +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 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 +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 +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);