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itgmania212121/stepmania/src/BitmapText.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: BitmapText
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
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#include "BitmapText.h"
#include "IniFile.h"
#include "FontManager.h"
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#include "RageLog.h"
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#include "RageException.h"
#include "RageTimer.h"
#include "RageDisplay.h"
#include "PrefsManager.h"
#include "ThemeManager.h"
#include "GameConstantsAndTypes.h"
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#include "Font.h"
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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,
* and do "font=header2;valign=top;...".
*
* However, let's wait until Pango support is in, so we can figure out how to
* integrate font selection at the same time.
*/
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/*
* Forward planning:
*
* This can't handle full CJK fonts; it's not reasonable to load a 2000+ glyph bitmap
* font into memory. We want to be able to fall back on a real font renderer when
* we're missing characters. However, we make use of custom glyphs, and we don't want
* custom glyphs and fallback fonts to be mutually exclusive.
*
* So, if we have a fallback font renderer active, and we're missing any characters at
* all, send the text to the fallback renderer. If it can't render a character
* (because it's a special-use character), render up to that character, render the
* special character ourself, then start again on the next character. The data
* rendered can be put into textures and put into the verts/tex lists as if it came
* from a regular font (nothing says we can't put more than one character per quad)
* and DrawChars won't have to be changed at all.
*
* Some mechanism to hint which fallback font size/style a given font wants, to make
* a best effort to line up font types. This could be a setting in the font INI.
*/
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#define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))
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const int NUM_RAINBOW_COLORS = 7;
RageColor RAINBOW_COLORS[NUM_RAINBOW_COLORS];
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BitmapText::BitmapText()
{
// Loading these theme metrics is slow, so only do it ever 20th time.
static int iReloadCounter = 0;
if( iReloadCounter%20==0 )
{
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for(int i = 0; i < NUM_RAINBOW_COLORS; ++i)
RAINBOW_COLORS[i] = RAINBOW_COLOR(i);
}
iReloadCounter++;
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m_HorizAlign = align_center;
m_VertAlign = align_middle;
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m_pFont = NULL;
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m_iWidestLineWidth = 0;
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m_bShadow = true;
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m_bRainbow = false;
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}
BitmapText::~BitmapText()
{
if( m_pFont )
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FONT->UnloadFont( m_pFont );
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}
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bool BitmapText::LoadFromFont( CString sFontFilePath )
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{
LOG->Trace( "BitmapText::LoadFromFontName(%s)", sFontFilePath.GetString() );
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if( m_pFont ) {
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FONT->UnloadFont( m_pFont );
m_pFont = NULL;
}
// load font
m_pFont = FONT->LoadFont( sFontFilePath );
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BuildChars();
return true;
}
bool BitmapText::LoadFromTextureAndChars( CString sTexturePath, CString sChars )
{
LOG->Trace( "BitmapText::LoadFromTextureAndChars(%s)", sTexturePath.GetString() );
if( m_pFont ) {
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FONT->UnloadFont( m_pFont );
m_pFont = NULL;
}
// load font
m_pFont = FONT->LoadFont( sTexturePath, sChars );
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BuildChars();
return true;
}
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void BitmapText::BuildChars()
{
/* If we don't have a font yet, we'll do this when it loads. */
if(m_pFont == NULL)
return;
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/* calculate line lengths and widths */
m_iWidestLineWidth = 0;
m_iLineWidths.clear();
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for( unsigned l=0; l<m_szTextLines.size(); l++ ) // for each line
{
m_iLineWidths.push_back(m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l] ));
m_iWidestLineWidth = max(m_iWidestLineWidth, m_iLineWidths.back());
}
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verts.clear();
tex.clear();
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if(m_szTextLines.empty()) return;
int TotalHeight = m_pFont->GetHeight() * m_szTextLines.size();
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unsigned i;
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int MinSpacing = 0;
/* The height (from the origin to the baseline): */
int Padding = max(m_pFont->GetLineSpacing(), MinSpacing) - m_pFont->GetHeight();
/* There's padding between every line: */
TotalHeight += Padding * (m_szTextLines.size()-1);
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int iY; // the top position of the first row of characters
switch( m_VertAlign )
{
case align_top: iY = 0; break;
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case align_middle: iY = -(int)roundf(TotalHeight/2.0f); break;
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case align_bottom: iY = -TotalHeight; break;
default: ASSERT( false ); return;
}
for( i=0; i<m_szTextLines.size(); i++ ) // foreach line
{
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iY += m_pFont->GetHeight();
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const wstring &szLine = m_szTextLines[i];
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const int iLineWidth = m_iLineWidths[i];
int iX;
switch( m_HorizAlign )
{
case align_left: iX = 0; break;
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case align_center: iX = -(int)roundf(iLineWidth/2.0f); break;
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case align_right: iX = -iLineWidth; break;
default: ASSERT( false ); return;
}
for( unsigned j=0; j<szLine.size(); j++ ) // for each character in the line
{
RageVertex v[4];
const glyph &g = m_pFont->GetGlyph(szLine[j]);
/* set vertex positions */
v[0].p = RageVector3( iX+g.hshift, iY+g.fp->vshift, 0 ); // top left
v[1].p = RageVector3( iX+g.hshift, iY+g.fp->vshift+g.height, 0 ); // bottom left
v[2].p = RageVector3( iX+g.hshift+g.width, iY+g.fp->vshift+g.height, 0 ); // bottom right
v[3].p = RageVector3( iX+g.hshift+g.width, iY+g.fp->vshift, 0 ); // top right
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/* Advance the cursor. */
iX += g.hadvance;
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/* set texture coordinates */
v[0].t = RageVector2( g.rect.left, g.rect.top );
v[1].t = RageVector2( g.rect.left, g.rect.bottom );
v[2].t = RageVector2( g.rect.right, g.rect.bottom );
v[3].t = RageVector2( g.rect.right, g.rect.top );
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verts.insert(verts.end(), &v[0], &v[4]);
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tex.push_back(g.GetTexture());
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}
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/* The amount of padding a line needs: */
iY += Padding;
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}
}
void BitmapText::DrawChars()
{
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for(unsigned start = 0; start < tex.size(); )
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{
unsigned end = start;
while(end < tex.size() && tex[end] == tex[start])
end++;
DISPLAY->SetTexture( tex[start] );
DISPLAY->DrawQuads( &verts[start*4], (end-start)*4 );
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start = end;
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}
}
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/* sText is UTF-8. If PREFSMAN->m_bUseAlternateText is enabled, and not all
* of the characters in sText are available in the font, sAlternateText
* will be used instead. This is normally enabled; the option exists
* as a troubleshooting option (so should only be shown in a debug options
* menu) for the case that a string isn't being displayed, to find out
* which character is causing problems. If there are unavailable characters
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* in sAlternateText, too, just use sText. */
void BitmapText::SetText( CString sText, CString sAlternateText )
{
ASSERT( m_pFont );
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if(StringWillUseAlternate(sText, sAlternateText))
sText = sAlternateText;
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if(m_szText == sText)
return;
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m_szText = sText;
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/* Break the string into lines. */
m_szTextLines.clear();
split(CStringToWstring(m_szText), L"\n", m_szTextLines, false);
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BuildChars();
}
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bool BitmapText::StringWillUseAlternate(CString sText, CString sAlternateText) const
{
ASSERT( m_pFont );
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if(!PREFSMAN->m_bUseAlternateText) return false;
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/* Can't use the alternate if there isn't one. */
if(!sAlternateText.size()) return false;
/* False if the alternate isn't needed. */
if(m_pFont->FontCompleteForString(CStringToWstring(sText))) return false;
/* False if the alternate is also incomplete. */
if(!m_pFont->FontCompleteForString(CStringToWstring(sAlternateText))) return false;
return true;
}
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void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
{
iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
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for( unsigned l=0; l<m_szTextLines.size(); l++ ) // for each line
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{
while( m_iLineWidths[l] > iMaxWidthInSourcePixels )
{
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m_szTextLines[l].erase(m_szTextLines[l].end()-1, m_szTextLines[l].end());
m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l] );
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}
}
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BuildChars();
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}
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// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::DrawPrimitives()
{
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if( m_szTextLines.empty() )
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return;
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DISPLAY->SetTextureModeModulate();
if( m_bBlendAdd )
DISPLAY->SetBlendModeAdd();
else
DISPLAY->SetBlendModeNormal();
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/* Draw if we're not fully transparent or the zbuffer is enabled (which ignores
* alpha). */
if( m_temp.diffuse[0].a != 0 || DISPLAY->ZBufferEnabled())
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{
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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RageColor dim(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
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for( unsigned i=0; i<verts.size(); i++ )
verts[i].c = dim;
DrawChars();
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DISPLAY->PopMatrix();
}
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//////////////////////
// render the diffuse pass
//////////////////////
if( m_bRainbow )
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{
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int color_index = int(RageTimer::GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
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for( unsigned i=0; i<verts.size(); i+=4 )
{
const RageColor color = RAINBOW_COLORS[color_index];
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for( unsigned j=i; j<i+4; j++ )
verts[j].c = color;
color_index = (color_index+1)%NUM_RAINBOW_COLORS;
}
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}
else
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{
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for( unsigned i=0; i<verts.size(); i+=4 )
{
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verts[i+0].c = m_temp.diffuse[0]; // top left
verts[i+1].c = m_temp.diffuse[2]; // bottom left
verts[i+2].c = m_temp.diffuse[3]; // bottom right
verts[i+3].c = m_temp.diffuse[1]; // top right
}
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}
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DrawChars();
}
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/* render the glow pass */
if( m_temp.glow.a != 0 )
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{
DISPLAY->SetTextureModeGlow();
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for( unsigned i=0; i<verts.size(); i++ )
verts[i].c = m_temp.glow;
DrawChars();
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}
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}
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/* Rebuild when these change. */
void BitmapText::SetHorizAlign( HorizAlign ha )
{
if(ha == m_HorizAlign) return;
Actor::SetHorizAlign(ha);
BuildChars();
}
void BitmapText::SetVertAlign( VertAlign va )
{
if(va == m_VertAlign) return;
Actor::SetVertAlign(va);
BuildChars();
}