]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Text.cpp
CLEANED UP WHITESPACE
[lugaru.git] / Source / Text.cpp
index 934093aaa7598ca3ed26dabbb20a5b1bb1344855..06ff6cdcfb1efb9f47e814000aa48b83361b7092 100644 (file)
@@ -26,7 +26,7 @@ extern TGAImageRec texture;
 
 void Text::LoadFontTexture(const char *fileName)
 {
-    GLuint             type;
+    GLuint type;
 
     LOGFUNC;
 
@@ -34,32 +34,32 @@ void Text::LoadFontTexture(const char *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 );
-       }
+        //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);
@@ -67,10 +67,10 @@ void Text::LoadFontTexture(const char *fileName)
     }
 }
 
-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;
@@ -82,91 +82,91 @@ void Text::BuildFont()                                                              // Build Our Font Display List
         //return;
     }
 
-//     base=glGenLists(256);                                                           // Creating 256 Display Lists
-    base = glGenLists(512);                                                            // Creating 256 Display Lists
+//base=glGenLists(256); // 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);