From c32ed0b5dc3912d78dbf6d99baeaceb1f51799d7 Mon Sep 17 00:00:00 2001 From: Christian Ohm Date: Thu, 13 May 2010 20:01:23 +0200 Subject: [PATCH] Get rid of dupicated code in the text routines. --- Source/Text.cpp | 137 +++++++++--------------------------------------- Source/Text.h | 3 ++ 2 files changed, 28 insertions(+), 112 deletions(-) diff --git a/Source/Text.cpp b/Source/Text.cpp index 1298b38..e1c2878 100644 --- a/Source/Text.cpp +++ b/Source/Text.cpp @@ -85,30 +85,18 @@ void Text::BuildFont() // Build Our Font Display List // 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 + for (loop=0; loop<512; 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 - + 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) @@ -120,43 +108,20 @@ void Text::BuildFont() // Build Our Font Display List 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) { @@ -177,7 +142,7 @@ void Text::glPrint(float x, float y, char *string, int set, float size, float wi 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 @@ -187,75 +152,23 @@ void Text::glPrint(float x, float y, char *string, int set, float size, float wi 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 diff --git a/Source/Text.h b/Source/Text.h index 8627479..d2502ab 100644 --- a/Source/Text.h +++ b/Source/Text.h @@ -46,6 +46,9 @@ public: Text(); ~Text(); + +private: + void _glPrint(float x, float y, char *string, int set, float size, float width, float height, int start, int end, int offset); }; #endif -- 2.39.5