Files
itgmania212121/stepmania/src/BitmapText.cpp
T

336 lines
9.5 KiB
C++
Raw Normal View History

2001-11-03 10:52:42 +00:00
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: BitmapText
2001-11-03 10:52:42 +00:00
Desc: See header.
Copyright (c) 2001-2002 by the names listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
2001-11-03 10:52:42 +00:00
#include "BitmapText.h"
#include "IniFile.h"
#include "FontManager.h"
#include "RageHelper.h"
2001-11-03 10:52:42 +00:00
BitmapText::BitmapText()
{
2002-01-16 10:01:32 +00:00
m_HorizAlign = align_center;
m_VertAlign = align_middle;
2001-12-19 01:50:57 +00:00
m_pFont = NULL;
2002-02-02 05:11:12 +00:00
m_iNumLines = 0;
m_iWidestLineWidth = 0;
m_iNumV = 0;
for( int i=0; i<MAX_TEXT_LINES; i++ )
2002-02-02 07:42:52 +00:00
{
m_szTextLines[i] = '\0';
m_iLineLengths[i] = -1;
m_iLineWidths[i] = 1;
2002-02-02 07:42:52 +00:00
}
2002-02-02 05:11:12 +00:00
}
BitmapText::~BitmapText()
{
if( m_pFont )
FONT->UnloadFont( m_pFont->m_sFontFilePath );
2001-11-25 04:31:44 +00:00
}
2001-11-03 10:52:42 +00:00
bool BitmapText::Load( const CString &sFontFilePath )
2001-11-25 04:31:44 +00:00
{
HELPER.Log( "BitmapText::LoadFromFontName(%s)", sFontFilePath );
2002-01-16 10:01:32 +00:00
// load font
m_pFont = FONT->LoadFont( sFontFilePath );
2002-01-16 10:01:32 +00:00
return true;
}
2002-01-16 10:01:32 +00:00
2002-03-31 07:55:25 +00:00
void BitmapText::SetText( CString sText )
{
2002-03-31 07:55:25 +00:00
if( m_pFont->m_bCapitalsOnly )
sText.MakeUpper();
//
// save the string and crop if necessary
//
strncpy( m_szText, sText, MAX_TEXT_CHARS );
m_szText[MAX_TEXT_CHARS-1] = '\0';
int iLength = strlen( m_szText );
//
// strip out non-low ASCII chars
//
for( int i=0; i<iLength; i++ ) // for each character
2002-01-16 10:01:32 +00:00
{
if( m_szText[i] < 0 || m_szText[i] > MAX_FONT_CHARS-1 )
m_szText[i] = ' ';
}
2002-01-16 10:01:32 +00:00
//
// break the string into lines
//
m_iNumLines = 0;
LPSTR token;
2002-01-16 10:01:32 +00:00
/* Establish string and get the first token: */
token = strtok( m_szText, "\n" );
while( token != NULL )
2002-01-16 10:01:32 +00:00
{
m_szTextLines[m_iNumLines++] = token;
token = strtok( NULL, "\n" );
2002-01-16 10:01:32 +00:00
}
//
// calculate line lengths and widths
//
m_iWidestLineWidth = 0;
for( int l=0; l<m_iNumLines; l++ ) // for each line
2002-01-16 10:01:32 +00:00
{
m_iLineLengths[l] = strlen( m_szTextLines[l] );
m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l], m_iLineLengths[l] );
if( m_iLineWidths[l] > m_iWidestLineWidth )
m_iWidestLineWidth = m_iLineWidths[l];
2002-01-16 10:01:32 +00:00
}
}
2001-11-03 10:52:42 +00:00
2002-01-16 10:01:32 +00:00
void BitmapText::RebuildVertexBuffer()
{
RageTexture* pTexture = m_pFont->m_pTexture;
2001-12-28 10:15:59 +00:00
2001-11-25 04:31:44 +00:00
2002-01-16 10:01:32 +00:00
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
2002-01-16 10:01:32 +00:00
CUSTOMVERTEX* v;
2002-02-02 07:42:52 +00:00
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
2002-01-16 10:01:32 +00:00
2002-02-02 07:42:52 +00:00
m_iNumV = 0; // the current vertex number
2002-01-16 10:01:32 +00:00
const int iHeight = pTexture->GetSourceFrameHeight(); // height of a character
const int iFrameWidth = pTexture->GetSourceFrameWidth(); // width of a character frame in logical units
int iY; // the center position of the first row of characters
2002-01-16 10:01:32 +00:00
switch( m_VertAlign )
2001-12-28 10:15:59 +00:00
{
case align_top: iY = -(m_iNumLines-1) * iHeight; break;
case align_middle: iY = -(m_iNumLines-1) * iHeight/2; break;
case align_bottom: iY = 0; break;
2002-02-11 04:46:31 +00:00
default: ASSERT( false );
2002-01-16 10:01:32 +00:00
}
2001-12-19 01:50:57 +00:00
for( int i=0; i<m_iNumLines; i++ ) // foreach line
2002-01-16 10:01:32 +00:00
{
LPCTSTR szLine = m_szTextLines[i];
const int iLineLength = m_iLineLengths[i];
const int iLineWidth = m_iLineWidths[i];
int iX;
2002-01-16 10:01:32 +00:00
switch( m_HorizAlign )
2001-12-28 10:15:59 +00:00
{
case align_left: iX = 0; break;
case align_center: iX = -(iLineWidth/2); break;
case align_right: iX = -iLineWidth; break;
default: ASSERT( false );
2001-12-19 01:50:57 +00:00
}
for( int j=0; j<iLineLength; j++ ) // for each character in the line
2002-01-16 10:01:32 +00:00
{
const char c = szLine[j];
const int iFrameNo = m_pFont->m_iCharToFrameNo[c];
if( iFrameNo == -1 ) // this font doesn't impelemnt this character
HELPER.FatalError( ssprintf("The font '%s' does not implement the character '%c'", m_sFontFilePath, c) );
const int iCharWidth = m_pFont->m_iFrameNoToWidth[iFrameNo];
2002-01-16 10:01:32 +00:00
// HACK:
// The right side of any italic letter is being cropped. So, we're going to draw a little bit
2002-01-16 10:01:32 +00:00
// to the right of the normal character.
const float fPercentExtra = min(
0.20f,
(iFrameWidth-iCharWidth)/(float)iFrameWidth
);
2002-01-16 10:01:32 +00:00
const float fExtraPixels = fPercentExtra * pTexture->GetSourceFrameWidth();
2002-01-16 10:01:32 +00:00
// first triangle
v[m_iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
v[m_iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
iX += iCharWidth;
v[m_iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
// 2nd triangle
v[m_iNumV++].p = v[m_iNumV-1].p; // top right
v[m_iNumV++].p = v[m_iNumV-3].p; // bottom left
v[m_iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
2002-01-16 10:01:32 +00:00
// set texture coordinates
m_iNumV -= 6;
2002-01-16 10:01:32 +00:00
FRECT* pTexCoordRect = pTexture->GetTextureCoordRect( iFrameNo );
2002-01-16 10:01:32 +00:00
const float fExtraTexCoords = fPercentExtra * pTexture->GetTextureFrameWidth() / pTexture->GetTextureWidth();
2002-01-16 10:01:32 +00:00
2002-02-02 07:42:52 +00:00
v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->top; // top left
v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom left
2002-02-02 07:42:52 +00:00
v[m_iNumV].tu = pTexCoordRect->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->top; // top right
v[m_iNumV].tu = v[m_iNumV-1].tu; v[m_iNumV++].tv = v[m_iNumV-1].tv; // top right
v[m_iNumV].tu = v[m_iNumV-3].tu; v[m_iNumV++].tv = v[m_iNumV-3].tv; // bottom left
v[m_iNumV].tu = pTexCoordRect->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom right
2002-01-16 10:01:32 +00:00
/*
v[m_iNumV].tu = 0.0f; v[m_iNumV++].tv = 1.0f-1.0f/16; // top left
v[m_iNumV].tu = 0.0f; v[m_iNumV++].tv = 1.0f; // bottom left
v[m_iNumV].tu = 1.0f/16; v[m_iNumV++].tv = 1.0f-1.0f/16; // top right
v[m_iNumV].tu = 1.0f/16; v[m_iNumV++].tv = 1.0f-1.0f/16; // top right
v[m_iNumV].tu = 0.0f; v[m_iNumV++].tv = 1.0f; // bottom left
v[m_iNumV].tu = 1.0f/16; v[m_iNumV++].tv = 1.0f; // bottom right
*/
2002-01-16 10:01:32 +00:00
}
iY += iHeight;
2001-12-19 01:50:57 +00:00
}
2002-01-16 10:01:32 +00:00
pVB->Unlock();
2002-02-02 07:42:52 +00:00
}
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::RenderPrimitives()
{
if( m_iNumLines == 0 )
2002-02-02 07:42:52 +00:00
return;
RageTexture* pTexture = m_pFont->m_pTexture;
2002-02-02 07:42:52 +00:00
// fill the RageScreen's vertex buffer with what we're going to draw
RebuildVertexBuffer();
2002-02-02 07:42:52 +00:00
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
2002-02-02 07:42:52 +00:00
CUSTOMVERTEX* v;
2002-01-16 10:01:32 +00:00
// Set the stage...
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
pd3dDevice->SetTexture( 0, pTexture->GetD3DTexture() );
2002-01-16 10:01:32 +00:00
pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
//pd3dDevice->SetRenderState( D3DRS_SRCBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
if( m_temp_colorDiffuse[0].a != 0 )
2002-01-16 10:01:32 +00:00
{
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow )
2002-01-16 10:01:32 +00:00
{
SCREEN->PushMatrix();
2002-03-31 07:55:25 +00:00
SCREEN->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
2002-01-16 10:01:32 +00:00
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
2002-02-02 07:42:52 +00:00
for( int i=0; i<m_iNumV; i++ )
v[i].color = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
2002-01-16 10:01:32 +00:00
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
2002-01-16 10:01:32 +00:00
SCREEN->PopMatrix();
}
//////////////////////
// render the diffuse pass
//////////////////////
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
2002-02-02 07:42:52 +00:00
for( int i=0; i<m_iNumV; i++ )
2002-01-16 10:01:32 +00:00
{
2002-02-02 07:42:52 +00:00
if( i%2 == 0 ) // this is a bottom vertex
v[i].color = m_temp_colorDiffuse[0];
2002-01-16 10:01:32 +00:00
else // this is a top vertex
v[i].color = m_temp_colorDiffuse[1];
2002-01-16 10:01:32 +00:00
}
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
2002-01-16 10:01:32 +00:00
}
//////////////////////
// render the add pass
//////////////////////
if( m_temp_colorAdd.a != 0 )
2002-01-16 10:01:32 +00:00
{
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
2002-02-02 07:42:52 +00:00
for( int i=0; i<m_iNumV; i++ )
v[i].color = m_temp_colorAdd;
2002-01-16 10:01:32 +00:00
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
2002-01-16 10:01:32 +00:00
}
2001-12-19 01:50:57 +00:00
}