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itgmania212121/src/BitmapText.cpp
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#include "global.h"
#include "BitmapText.h"
#include "XmlFile.h"
#include "FontManager.h"
#include "RageLog.h"
#include "RageTimer.h"
#include "RageDisplay.h"
#include "ThemeManager.h"
#include "Font.h"
#include "ActorUtil.h"
#include "LuaBinding.h"
#include "Foreach.h"
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REGISTER_ACTOR_CLASS( BitmapText );
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/* XXX: Changing a whole array of diffuse colors every frame (several times) is
* a waste, when we're usually setting them all to the same value. Rainbow and
* fading are annoying to optimize, but rarely used. Iterating over every
* character in Draw() is dumb. */
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/* XXX:
* We need some kind of font modifier string for metrics. For example,
* "valign=top;spacing = x+5,y+2"
*
* Better, we could go all the way, drop all of the actor-specific font aliases,
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* and do "font=header2;valign=top;...". */
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#define NUM_RAINBOW_COLORS THEME->GetMetricI("BitmapText","NumRainbowColors")
#define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))
static vector<RageColor> RAINBOW_COLORS;
BitmapText::BitmapText()
{
// Loading these theme metrics is slow, so only do it every 20th time.
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// todo: why not check to see if you need to bother updating this at all? -aj
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static int iReloadCounter = 0;
if( iReloadCounter % 20==0 )
{
RAINBOW_COLORS.resize( NUM_RAINBOW_COLORS );
for( unsigned i = 0; i < RAINBOW_COLORS.size(); ++i )
RAINBOW_COLORS[i] = RAINBOW_COLOR(i);
}
iReloadCounter++;
m_pFont = NULL;
m_bUppercase = false;
m_bRainbowScroll = false;
m_bJitter = false;
m_iWrapWidthPixels = -1;
m_fMaxWidth = 0;
m_fMaxHeight = 0;
m_iVertSpacing = 0;
m_bHasGlowAttribute = false;
// We'd be better off not adding strokes to things we can't control
// themewise (ScreenDebugOverlay for example). -Midiman
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m_StrokeColor = RageColor(0,0,0,0);
// Never, this way we dont have awkward settings between themes. -Midiman
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SetShadowLength( 0 );
// SM4SVN r28328, "draw glow using stroke texture" forces the BitmapText to
// glow both the inner and stroke elements. This makes BitmapText elements
// with an invisible stroke have a glowing stroke instead. Not good. -aj
m_TextGlowMode = TextGlowMode_Both; // Both used for compatibility with SM4
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}
BitmapText::~BitmapText()
{
if( m_pFont )
FONT->UnloadFont( m_pFont );
}
BitmapText & BitmapText::operator=(const BitmapText &cpy)
{
Actor::operator=(cpy);
#define CPY(a) a = cpy.a
CPY( m_bUppercase );
CPY( m_sText );
CPY( m_wTextLines );
CPY( m_iLineWidths );
CPY( m_iWrapWidthPixels );
CPY( m_fMaxWidth );
CPY( m_fMaxHeight );
CPY( m_bRainbowScroll );
CPY( m_bJitter );
CPY( m_iVertSpacing );
CPY( m_aVertices );
CPY( m_vpFontPageTextures );
CPY( m_mAttributes );
CPY( m_bHasGlowAttribute );
CPY( m_StrokeColor );
#undef CPY
if( m_pFont )
FONT->UnloadFont( m_pFont );
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if( cpy.m_pFont != NULL )
m_pFont = FONT->CopyFont( cpy.m_pFont );
else
m_pFont = NULL;
return *this;
}
BitmapText::BitmapText( const BitmapText &cpy ):
Actor( cpy )
{
m_pFont = NULL;
*this = cpy;
}
void BitmapText::LoadFromNode( const XNode* pNode )
{
RString sText;
pNode->GetAttrValue( "Text", sText );
RString sAltText;
pNode->GetAttrValue( "AltText", sAltText );
ThemeManager::EvaluateString( sText );
ThemeManager::EvaluateString( sAltText );
RString sFont;
if( !ActorUtil::GetAttrPath(pNode, "File", sFont) )
{
if( !pNode->GetAttrValue("Font", sFont) ) // accept "File" for backward compatibility
RageException::Throw( "%s: BitmapText: missing the File attribute",
ActorUtil::GetWhere(pNode).c_str() );
sFont = THEME->GetPathF( "", sFont );
}
LoadFromFont( sFont );
SetText( sText, sAltText );
Actor::LoadFromNode( pNode );
}
bool BitmapText::LoadFromFont( const RString& sFontFilePath )
{
CHECKPOINT_M( ssprintf("BitmapText::LoadFromFont(%s)", sFontFilePath.c_str()) );
if( m_pFont )
{
FONT->UnloadFont( m_pFont );
m_pFont = NULL;
}
m_pFont = FONT->LoadFont( sFontFilePath );
this->SetStrokeColor( m_pFont->GetDefaultStrokeColor() );
BuildChars();
return true;
}
bool BitmapText::LoadFromTextureAndChars( const RString& sTexturePath, const RString& sChars )
{
CHECKPOINT_M( ssprintf("BitmapText::LoadFromTextureAndChars(\"%s\",\"%s\")", sTexturePath.c_str(), sChars.c_str()) );
if( m_pFont )
{
FONT->UnloadFont( m_pFont );
m_pFont = NULL;
}
m_pFont = FONT->LoadFont( sTexturePath, sChars );
BuildChars();
return true;
}
void BitmapText::BuildChars()
{
// If we don't have a font yet, we'll do this when it loads.
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if( m_pFont == NULL )
return;
// calculate line lengths and widths
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m_size.x = 0;
m_iLineWidths.clear();
for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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{
m_iLineWidths.push_back(m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] ));
m_size.x = max( m_size.x, m_iLineWidths.back() );
}
/* Ensure that the width is always even. This maintains pixel alignment;
* fX below will always be an integer. */
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m_size.x = QuantizeUp( m_size.x, 2.0f );
m_aVertices.clear();
m_vpFontPageTextures.clear();
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if( m_wTextLines.empty() )
return;
m_size.y = float(m_pFont->GetHeight() * m_wTextLines.size());
// The height (from the origin to the baseline):
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int iPadding = m_pFont->GetLineSpacing() - m_pFont->GetHeight();
iPadding += m_iVertSpacing;
// There's padding between every line:
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m_size.y += iPadding * int(m_wTextLines.size()-1);
// the top position of the first row of characters
int iY = lrintf(-m_size.y/2.0f);
for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
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{
iY += m_pFont->GetHeight();
wstring sLine = m_wTextLines[i];
if( m_pFont->IsRightToLeft() )
reverse( sLine.begin(), sLine.end() );
const int iLineWidth = m_iLineWidths[i];
float fX = SCALE( m_fHorizAlign, 0.0f, 1.0f, -m_size.x/2.0f, +m_size.x/2.0f - iLineWidth );
int iX = lrintf( fX );
for( unsigned j = 0; j < sLine.size(); ++j )
{
RageSpriteVertex v[4];
const glyph &g = m_pFont->GetGlyph( sLine[j] );
if( m_pFont->IsRightToLeft() )
iX -= g.m_iHadvance;
// set vertex positions
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v[0].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift, 0 ); // top left
v[1].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom left
v[2].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom right
v[3].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift, 0 ); // top right
// Advance the cursor.
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iX += g.m_iHadvance;
// set texture coordinates
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v[0].t = RageVector2( g.m_TexRect.left, g.m_TexRect.top );
v[1].t = RageVector2( g.m_TexRect.left, g.m_TexRect.bottom );
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v[2].t = RageVector2( g.m_TexRect.right, g.m_TexRect.bottom );
v[3].t = RageVector2( g.m_TexRect.right, g.m_TexRect.top );
m_aVertices.insert( m_aVertices.end(), &v[0], &v[4] );
m_vpFontPageTextures.push_back( g.GetFontPageTextures() );
}
// The amount of padding a line needs:
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iY += iPadding;
}
}
void BitmapText::DrawChars( bool bUseStrokeTexture )
{
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// bail if cropped all the way
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if( m_pTempState->crop.left + m_pTempState->crop.right >= 1 ||
m_pTempState->crop.top + m_pTempState->crop.bottom >= 1 )
return;
const int iNumGlyphs = m_vpFontPageTextures.size();
int iStartGlyph = lrintf( SCALE( m_pTempState->crop.left, 0.f, 1.f, 0, (float) iNumGlyphs ) );
int iEndGlyph = lrintf( SCALE( m_pTempState->crop.right, 0.f, 1.f, (float) iNumGlyphs, 0 ) );
iStartGlyph = clamp( iStartGlyph, 0, iNumGlyphs );
iEndGlyph = clamp( iEndGlyph, 0, iNumGlyphs );
if( m_pTempState->fade.top > 0 ||
m_pTempState->fade.bottom > 0 ||
m_pTempState->fade.left > 0 ||
m_pTempState->fade.right > 0 )
{
// Handle fading by tweaking the alpha values of the vertices.
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// Actual size of the fade on each side:
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const RectF &FadeDist = m_pTempState->fade;
RectF FadeSize = FadeDist;
// If the cropped size is less than the fade distance, clamp.
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const float fHorizRemaining = 1.0f - (m_pTempState->crop.left + m_pTempState->crop.right);
if( FadeDist.left+FadeDist.right > 0 &&
fHorizRemaining < FadeDist.left+FadeDist.right )
{
const float LeftPercent = FadeDist.left/(FadeDist.left+FadeDist.right);
FadeSize.left = LeftPercent * fHorizRemaining;
FadeSize.right = (1.0f-LeftPercent) * fHorizRemaining;
}
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/* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade
* all the way to 0 if the crop is beyond the outer edge.) */
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const float fRightAlpha = SCALE( FadeSize.right, FadeDist.right, 0, 1, 0 );
const float fLeftAlpha = SCALE( FadeSize.left, FadeDist.left, 0, 1, 0 );
const float fStartFadeLeftPercent = m_pTempState->crop.left;
const float fStopFadeLeftPercent = m_pTempState->crop.left + FadeSize.left;
const float fLeftFadeStartGlyph = SCALE( fStartFadeLeftPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
const float fLeftFadeStopGlyph = SCALE( fStopFadeLeftPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
const float fStartFadeRightPercent = 1-(m_pTempState->crop.right + FadeSize.right);
const float fStopFadeRightPercent = 1-(m_pTempState->crop.right);
const float fRightFadeStartGlyph = SCALE( fStartFadeRightPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
const float fRightFadeStopGlyph = SCALE( fStopFadeRightPercent, 0.f, 1.f, 0, (float) iNumGlyphs );
for( int start = iStartGlyph; start < iEndGlyph; ++start )
{
int i = start*4;
float fAlpha = 1.0f;
if( FadeSize.left > 0.001f )
{
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// Add .5, so we fade wrt. the center of the vert, not the left side.
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float fPercent = SCALE( start+0.5f, fLeftFadeStartGlyph, fLeftFadeStopGlyph, 0.0f, 1.0f );
fPercent = clamp( fPercent, 0.0f, 1.0f );
fAlpha *= fPercent * fLeftAlpha;
}
if( FadeSize.right > 0.001f )
{
float fPercent = SCALE( start+0.5f, fRightFadeStartGlyph, fRightFadeStopGlyph, 1.0f, 0.0f );
fPercent = clamp( fPercent, 0.0f, 1.0f );
fAlpha *= fPercent * fRightAlpha;
}
for( int j = 0; j < 4; ++j )
m_aVertices[i+j].c.a = (unsigned char)( m_aVertices[i+j].c.a * fAlpha );
}
}
for( int start = iStartGlyph; start < iEndGlyph; )
{
int end = start;
while( end < iEndGlyph && m_vpFontPageTextures[end] == m_vpFontPageTextures[start] )
end++;
bool bHaveATexture = !bUseStrokeTexture || (bUseStrokeTexture && m_vpFontPageTextures[start]->m_pTextureStroke);
if( bHaveATexture )
{
DISPLAY->ClearAllTextures();
if( bUseStrokeTexture )
DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureStroke->GetTexHandle() );
else
DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureMain->GetTexHandle() );
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/* Don't bother setting texture render states for text. We never go outside of 0..1. */
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/* We should call SetTextureRenderStates because it does more than just setting
* the texture wrapping state. If setting the wrapping state is found to be slow,
* there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */
Actor::SetTextureRenderStates();
RageSpriteVertex &start_vertex = m_aVertices[start*4];
int iNumVertsToDraw = (end-start)*4;
DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
}
start = end;
}
}
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/* sText is UTF-8. If not all of the characters in sText are available in the
* font, sAlternateText will be used instead. If there are unavailable characters
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* in sAlternateText, too, just use sText. */
void BitmapText::SetText( const RString& _sText, const RString& _sAlternateText, int iWrapWidthPixels )
{
ASSERT( m_pFont );
RString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText;
if( m_bUppercase )
sNewText.MakeUpper();
if( iWrapWidthPixels == -1 ) // wrap not specified
iWrapWidthPixels = m_iWrapWidthPixels;
if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels )
return;
m_sText = sNewText;
m_iWrapWidthPixels = iWrapWidthPixels;
ClearAttributes();
SetTextInternal();
}
void BitmapText::SetTextInternal()
{
// Break the string into lines.
m_wTextLines.clear();
if( m_iWrapWidthPixels == -1 )
{
split( RStringToWstring(m_sText), L"\n", m_wTextLines, false );
}
else
{
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// Break sText into lines that don't exceed iWrapWidthPixels. (if only
// one word fits on the line, it may be larger than iWrapWidthPixels).
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// This does not work in all languages:
/* "...I can add Japanese wrapping, at least. We could handle hyphens
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* and soft hyphens and pretty easily, too." -glenn */
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// TODO: Move this wrapping logic into Font.
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vector<RString> asLines;
split( m_sText, "\n", asLines, false );
for( unsigned line = 0; line < asLines.size(); ++line )
{
vector<RString> asWords;
split( asLines[line], " ", asWords );
RString sCurLine;
int iCurLineWidth = 0;
for( unsigned i=0; i<asWords.size(); i++ )
{
const RString &sWord = asWords[i];
int iWidthWord = m_pFont->GetLineWidthInSourcePixels( RStringToWstring(sWord) );
if( sCurLine.empty() )
{
sCurLine = sWord;
iCurLineWidth = iWidthWord;
continue;
}
RString sToAdd = " " + sWord;
int iWidthToAdd = m_pFont->GetLineWidthInSourcePixels(L" ") + iWidthWord;
if( iCurLineWidth + iWidthToAdd <= m_iWrapWidthPixels ) // will fit on current line
{
sCurLine += sToAdd;
iCurLineWidth += iWidthToAdd;
}
else
{
m_wTextLines.push_back( RStringToWstring(sCurLine) );
sCurLine = sWord;
iCurLineWidth = iWidthWord;
}
}
m_wTextLines.push_back( RStringToWstring(sCurLine) );
}
}
BuildChars();
UpdateBaseZoom();
}
void BitmapText::SetVertSpacing( int iSpacing )
{
m_iVertSpacing = iSpacing;
BuildChars();
}
void BitmapText::SetMaxWidth( float fMaxWidth )
{
m_fMaxWidth = fMaxWidth;
UpdateBaseZoom();
}
void BitmapText::SetMaxHeight( float fMaxHeight )
{
m_fMaxHeight = fMaxHeight;
UpdateBaseZoom();
}
void BitmapText::SetUppercase( bool b )
{
m_bUppercase = b;
BuildChars();
}
void BitmapText::UpdateBaseZoom()
{
if( m_fMaxWidth == 0 )
{
this->SetBaseZoomX( 1 );
}
else
{
const float fWidth = GetUnzoomedWidth();
if( fWidth != 0 ) // don't divide by 0
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{
// Never decrease the zoom.
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const float fZoom = min( 1, m_fMaxWidth/fWidth );
this->SetBaseZoomX( fZoom );
}
}
if( m_fMaxHeight == 0 )
{
this->SetBaseZoomY( 1 );
}
else
{
const float fHeight = GetUnzoomedHeight();
if( fHeight != 0 ) // don't divide by 0
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{
// Never decrease the zoom.
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const float fZoom = min( 1, m_fMaxHeight/fHeight );
this->SetBaseZoomY( fZoom );
}
}
}
bool BitmapText::StringWillUseAlternate( const RString& sText, const RString& sAlternateText ) const
{
ASSERT( m_pFont );
// Can't use the alternate if there isn't one.
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if( !sAlternateText.size() )
return false;
// False if the alternate isn't needed.
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if( m_pFont->FontCompleteForString(RStringToWstring(sText)) )
return false;
// False if the alternate is also incomplete.
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if( !m_pFont->FontCompleteForString(RStringToWstring(sAlternateText)) )
return false;
return true;
}
void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
{
iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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{
while( m_iLineWidths[l] > iMaxWidthInSourcePixels )
{
m_wTextLines[l].erase( m_wTextLines[l].end()-1, m_wTextLines[l].end() );
m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] );
}
}
BuildChars();
}
bool BitmapText::EarlyAbortDraw() const
{
return m_wTextLines.empty();
}
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::DrawPrimitives()
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
// Draw if we're not fully transparent or the zbuffer is enabled
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if( m_pTempState->diffuse[0].a != 0 )
{
// render the shadow
if( m_fShadowLengthX != 0 || m_fShadowLengthY != 0 )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateWorld( m_fShadowLengthX, m_fShadowLengthY, 0 );
RageColor c = m_ShadowColor;
c.a *= m_pTempState->diffuse[0].a;
for( unsigned i=0; i<m_aVertices.size(); i++ )
m_aVertices[i].c = c;
DrawChars( false );
DISPLAY->PopMatrix();
}
// render the stroke
if( m_StrokeColor.a > 0 )
{
RageColor c = m_StrokeColor;
c.a *= m_pTempState->diffuse[0].a;
for( unsigned i=0; i<m_aVertices.size(); i++ )
m_aVertices[i].c = c;
DrawChars( true );
}
// render the diffuse pass
if( m_bRainbowScroll )
{
int color_index = int(RageTimer::GetTimeSinceStartFast() / 0.200) % RAINBOW_COLORS.size();
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
{
const RageColor color = RAINBOW_COLORS[color_index];
for( unsigned j=i; j<i+4; j++ )
m_aVertices[j].c = color;
color_index = (color_index+1) % RAINBOW_COLORS.size();
}
}
else
{
size_t i = 0;
map<size_t,Attribute>::const_iterator iter = m_mAttributes.begin();
while( i < m_aVertices.size() )
{
// Set the colors up to the next attribute.
size_t iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
iEnd = min( iEnd, m_aVertices.size() );
for( ; i < iEnd; i += 4 )
{
m_aVertices[i+0].c = m_pTempState->diffuse[0]; // top left
m_aVertices[i+1].c = m_pTempState->diffuse[2]; // bottom left
m_aVertices[i+2].c = m_pTempState->diffuse[3]; // bottom right
m_aVertices[i+3].c = m_pTempState->diffuse[1]; // top right
}
if( iter == m_mAttributes.end() )
break;
// Set the colors according to this attribute.
const Attribute &attr = iter->second;
++iter;
if( attr.length < 0 )
iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
else
iEnd = i + attr.length*4;
iEnd = min( iEnd, m_aVertices.size() );
for( ; i < iEnd; i += 4 )
{
m_aVertices[i+0].c = attr.diffuse[0]; // top left
m_aVertices[i+1].c = attr.diffuse[2]; // bottom left
m_aVertices[i+2].c = attr.diffuse[3]; // bottom right
m_aVertices[i+3].c = attr.diffuse[1]; // top right
}
}
}
// apply jitter to verts
vector<RageVector3> vGlyphJitter;
if( m_bJitter )
{
int iSeed = lrintf( RageTimer::GetTimeSinceStartFast()*8 );
RandomGen rnd( iSeed );
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
{
RageVector3 jitter( rnd()%2, rnd()%3, 0 );
vGlyphJitter.push_back( jitter );
m_aVertices[i+0].p += jitter; // top left
m_aVertices[i+1].p += jitter; // bottom left
m_aVertices[i+2].p += jitter; // bottom right
m_aVertices[i+3].p += jitter; // top right
}
}
DrawChars( false );
// undo jitter to verts
if( m_bJitter )
{
ASSERT( vGlyphJitter.size() == m_aVertices.size()/4 );
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
{
const RageVector3 &jitter = vGlyphJitter[i/4];;
m_aVertices[i+0].p -= jitter; // top left
m_aVertices[i+1].p -= jitter; // bottom left
m_aVertices[i+2].p -= jitter; // bottom right
m_aVertices[i+3].p -= jitter; // top right
}
}
}
// render the glow pass
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if( m_pTempState->glow.a > 0.0001f || m_bHasGlowAttribute )
{
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
size_t i = 0;
map<size_t,Attribute>::const_iterator iter = m_mAttributes.begin();
while( i < m_aVertices.size() )
{
// Set the glow up to the next attribute.
size_t iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
iEnd = min( iEnd, m_aVertices.size() );
for( ; i < iEnd; ++i )
m_aVertices[i].c = m_pTempState->glow;
if( iter == m_mAttributes.end() )
break;
// Set the glow according to this attribute.
const Attribute &attr = iter->second;
++iter;
if( attr.length < 0 )
iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4;
else
iEnd = i + attr.length*4;
iEnd = min( iEnd, m_aVertices.size() );
for( ; i < iEnd; ++i )
m_aVertices[i].c = attr.glow;
}
/* Draw glow using the base texture and the glow texture. Otherwise,
* glow looks too tame on BitmapText that has a stroke. - Chris Danford */
/* This doesn't work well if the font is using an invisible stroke, as
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* the invisible stroke will glow as well. Time for TextGlowMode.
* Only draw the strokes if the glow mode is not inner only. -aj */
DrawChars(m_TextGlowMode != TextGlowMode_Inner);
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}
}
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// Rebuild when these change.
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void BitmapText::SetHorizAlign( float f )
{
float fHorizAlign = m_fHorizAlign;
Actor::SetHorizAlign(f);
if( fHorizAlign == m_fHorizAlign )
return;
BuildChars();
}
void BitmapText::SetWrapWidthPixels( int iWrapWidthPixels )
{
ASSERT( m_pFont ); // always load a font first
if( m_iWrapWidthPixels == iWrapWidthPixels )
return;
m_iWrapWidthPixels = iWrapWidthPixels;
SetTextInternal();
}
BitmapText::Attribute BitmapText::GetDefaultAttribute() const
{
Attribute attr;
for( int i = 0; i < 4; ++i )
attr.diffuse[i] = GetDiffuses( i );
attr.glow = GetGlow();
return attr;
}
void BitmapText::AddAttribute( size_t iPos, const Attribute &attr )
{
// Fixup position for new lines.
int iLines = 0;
size_t iAdjustedPos = iPos;
FOREACH_CONST( wstring, m_wTextLines, line )
{
size_t length = line->length();
if( length >= iAdjustedPos )
break;
iAdjustedPos -= length;
++iLines;
}
m_mAttributes[iPos-iLines] = attr;
m_bHasGlowAttribute = m_bHasGlowAttribute || attr.glow.a > 0.0001f;
}
void BitmapText::ClearAttributes()
{
m_mAttributes.clear();
m_bHasGlowAttribute = false;
}
void BitmapText::Attribute::FromStack( lua_State *L, int iPos )
{
if( lua_type(L, iPos) != LUA_TTABLE )
return;
lua_pushvalue( L, iPos );
const int iTab = lua_gettop( L );
// Get the length.
lua_getfield( L, iTab, "Length" );
length = lua_tointeger( L, -1 );
lua_settop( L, iTab );
// Get the diffuse colors.
lua_getfield( L, iTab, "Diffuses" );
if( !lua_isnil(L, -1) )
{
for( int i = 1; i <= 4; ++i )
{
lua_rawgeti( L, -i, i );
diffuse[i-1].FromStack( L, -1 );
}
}
lua_settop( L, iTab );
// Get a single diffuse color.
lua_getfield( L, iTab, "Diffuse" );
if( !lua_isnil(L, -1) )
{
diffuse[0].FromStack( L, -1 );
diffuse[1] = diffuse[2] = diffuse[3] = diffuse[0];
}
lua_settop( L, iTab );
// Get the glow color.
lua_getfield( L, iTab, "Glow" );
glow.FromStack( L, -1 );
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lua_settop( L, iTab - 1 );
}
// lua start
#include "FontCharAliases.h"
class LunaBitmapText: public Luna<BitmapText>
{
public:
static int wrapwidthpixels( T* p, lua_State *L ) { p->SetWrapWidthPixels( IArg(1) ); return 0; }
static int maxwidth( T* p, lua_State *L ) { p->SetMaxWidth( FArg(1) ); return 0; }
static int maxheight( T* p, lua_State *L ) { p->SetMaxHeight( FArg(1) ); return 0; }
static int vertspacing( T* p, lua_State *L ) { p->SetVertSpacing( IArg(1) ); return 0; }
static int settext( T* p, lua_State *L )
{
RString s = SArg(1);
RString sAlt;
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/* XXX: Lua strings should simply use "\n" natively. However, some
* settext calls may be made from GetMetric() calls to other strings, and
* it's confusing for :: to work in some strings and not others.
* Eventually, all strings should be Lua expressions, but until then,
* continue to support this. */
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s.Replace("::","\n");
FontCharAliases::ReplaceMarkers( s );
if( lua_gettop(L) > 1 )
{
sAlt = SArg(2);
sAlt.Replace("::","\n");
FontCharAliases::ReplaceMarkers( sAlt );
}
p->SetText( s, sAlt );
return 0;
}
static int rainbowscroll( T* p, lua_State *L ) { p->SetRainbowScroll( BArg(1) ); return 0; }
static int jitter( T* p, lua_State *L ) { p->SetJitter( BArg(1) ); return 0; }
static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; }
static int AddAttribute( T* p, lua_State *L )
{
size_t iPos = IArg(1);
BitmapText::Attribute attr = p->GetDefaultAttribute();
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attr.FromStack( L, 2 );
p->AddAttribute( iPos, attr );
return 0;
}
static int ClearAttributes( T* p, lua_State *L ) { p->ClearAttributes(); return 0; }
static int strokecolor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetStrokeColor( c ); return 0; }
static int uppercase( T* p, lua_State *L ) { p->SetUppercase( BArg(1) ); return 0; }
static int textglowmode( T* p, lua_State *L ) { p->SetTextGlowMode( Enum::Check<TextGlowMode>(L, 1) ); return 0; }
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LunaBitmapText()
{
ADD_METHOD( wrapwidthpixels );
ADD_METHOD( maxwidth );
ADD_METHOD( maxheight );
ADD_METHOD( vertspacing );
ADD_METHOD( settext );
ADD_METHOD( rainbowscroll );
ADD_METHOD( jitter );
ADD_METHOD( GetText );
ADD_METHOD( AddAttribute );
ADD_METHOD( ClearAttributes );
ADD_METHOD( strokecolor );
ADD_METHOD( uppercase );
ADD_METHOD( textglowmode );
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//ADD_METHOD( LoadFromFont );
//ADD_METHOD( LoadFromTextureAndChars );
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}
};
LUA_REGISTER_DERIVED_CLASS( BitmapText, Actor )
// lua end
/*
* (c) 2003-2007 Chris Danford, Charles Lohr, Steve Checkoway
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/