f8270c6, "draw glow using stroke texture" forces the BitmapText to glow both the inner and stroke elements. This makes BitmapText elementswith an invisible stroke have a glowing stroke instead. Not good.
To combat this, I have developed the BitmapText::textglowmode command, along with the TextGlowMode enum. Valid values include 'TextGlowMode_Inner', 'TextGlowMode_Stroke', 'TextGlowMode_Both'.
This commit is contained in:
+46
-38
@@ -56,10 +56,14 @@ BitmapText::BitmapText()
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m_iVertSpacing = 0;
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m_bHasGlowAttribute = false;
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// We'd be better off not adding strokes to things we can't control
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// themewise (ScreenDebugOverlay for example).
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// themewise (ScreenDebugOverlay for example). -Midiman
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m_StrokeColor = RageColor(0,0,0,0);
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// Never, this way we dont have awkward settings between themes.
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// Never, this way we dont have awkward settings between themes. -Midiman
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SetShadowLength( 0 );
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// SM4SVN r28328, "draw glow using stroke texture" forces the BitmapText to
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// glow both the inner and stroke elements. This makes BitmapText elements
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// with an invisible stroke have a glowing stroke instead. Not good. -aj
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m_TextGlowMode = TextGlowMode_Both; // Both used for compatibility with SM4
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}
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BitmapText::~BitmapText()
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@@ -174,22 +178,22 @@ bool BitmapText::LoadFromTextureAndChars( const RString& sTexturePath, const RSt
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void BitmapText::BuildChars()
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{
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/* If we don't have a font yet, we'll do this when it loads. */
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// If we don't have a font yet, we'll do this when it loads.
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if( m_pFont == NULL )
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return;
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/* calculate line lengths and widths */
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// calculate line lengths and widths
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m_size.x = 0;
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m_iLineWidths.clear();
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for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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{
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m_iLineWidths.push_back(m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] ));
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m_size.x = max( m_size.x, m_iLineWidths.back() );
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}
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/* Ensure that the width is always even. This maintains pixel alignment; fX below will
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* always be an integer. */
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/* Ensure that the width is always even. This maintains pixel alignment;
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* fX below will always be an integer. */
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m_size.x = QuantizeUp( m_size.x, 2.0f );
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m_aVertices.clear();
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@@ -200,17 +204,17 @@ void BitmapText::BuildChars()
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m_size.y = float(m_pFont->GetHeight() * m_wTextLines.size());
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/* The height (from the origin to the baseline): */
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// The height (from the origin to the baseline):
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int iPadding = m_pFont->GetLineSpacing() - m_pFont->GetHeight();
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iPadding += m_iVertSpacing;
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/* There's padding between every line: */
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// There's padding between every line:
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m_size.y += iPadding * int(m_wTextLines.size()-1);
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// the top position of the first row of characters
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int iY = lrintf(-m_size.y/2.0f);
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for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
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for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
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{
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iY += m_pFont->GetHeight();
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@@ -230,16 +234,16 @@ void BitmapText::BuildChars()
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if( m_pFont->IsRightToLeft() )
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iX -= g.m_iHadvance;
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/* set vertex positions */
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// set vertex positions
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v[0].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift, 0 ); // top left
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v[1].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom left
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v[2].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom right
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v[3].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift, 0 ); // top right
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/* Advance the cursor. */
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// Advance the cursor.
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iX += g.m_iHadvance;
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/* set texture coordinates */
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// set texture coordinates
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v[0].t = RageVector2( g.m_TexRect.left, g.m_TexRect.top );
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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 );
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@@ -249,7 +253,7 @@ void BitmapText::BuildChars()
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m_vpFontPageTextures.push_back( g.GetFontPageTextures() );
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}
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/* The amount of padding a line needs: */
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// The amount of padding a line needs:
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iY += iPadding;
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}
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}
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@@ -272,13 +276,13 @@ void BitmapText::DrawChars( bool bUseStrokeTexture )
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m_pTempState->fade.left > 0 ||
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m_pTempState->fade.right > 0 )
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{
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/* Handle fading by tweaking the alpha values of the vertices. */
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// 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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// Actual size of the fade on each side:
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const RectF &FadeDist = m_pTempState->fade;
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RectF FadeSize = FadeDist;
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/* If the cropped size is less than the fade distance, clamp. */
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// 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);
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if( FadeDist.left+FadeDist.right > 0 &&
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fHorizRemaining < FadeDist.left+FadeDist.right )
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@@ -385,7 +389,6 @@ void BitmapText::SetText( const RString& _sText, const RString& _sAlternateText,
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void BitmapText::SetTextInternal()
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{
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// Break the string into lines.
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//
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m_wTextLines.clear();
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@@ -480,9 +483,9 @@ void BitmapText::UpdateBaseZoom()
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else
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{
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const float fWidth = GetUnzoomedWidth();
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if( fWidth != 0 ) // don't divide by 0
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if( fWidth != 0 ) // don't divide by 0
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{
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/* Never decrease the zoom. */
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// Never decrease the zoom.
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const float fZoom = min( 1, m_fMaxWidth/fWidth );
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this->SetBaseZoomX( fZoom );
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}
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@@ -495,9 +498,9 @@ void BitmapText::UpdateBaseZoom()
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else
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{
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const float fHeight = GetUnzoomedHeight();
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if( fHeight != 0 ) // don't divide by 0
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if( fHeight != 0 ) // don't divide by 0
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{
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/* Never decrease the zoom. */
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// Never decrease the zoom.
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const float fZoom = min( 1, m_fMaxHeight/fHeight );
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this->SetBaseZoomY( fZoom );
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}
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@@ -508,15 +511,15 @@ bool BitmapText::StringWillUseAlternate( const RString& sText, const RString& sA
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{
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ASSERT( m_pFont );
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/* Can't use the alternate if there isn't one. */
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// Can't use the alternate if there isn't one.
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if( !sAlternateText.size() )
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return false;
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/* False if the alternate isn't needed. */
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// False if the alternate isn't needed.
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if( m_pFont->FontCompleteForString(RStringToWstring(sText)) )
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return false;
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/* False if the alternate is also incomplete. */
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// False if the alternate is also incomplete.
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if( !m_pFont->FontCompleteForString(RStringToWstring(sAlternateText)) )
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return false;
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@@ -527,7 +530,7 @@ void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
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{
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iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
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for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
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{
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while( m_iLineWidths[l] > iMaxWidthInSourcePixels )
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{
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@@ -547,15 +550,13 @@ bool BitmapText::EarlyAbortDraw() const
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// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
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void BitmapText::DrawPrimitives()
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
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/* Draw if we're not fully transparent or the zbuffer is enabled */
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// Draw if we're not fully transparent or the zbuffer is enabled
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if( m_pTempState->diffuse[0].a != 0 )
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{
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//
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// render the shadow
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//
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if( m_fShadowLengthX != 0 || m_fShadowLengthY != 0 )
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{
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DISPLAY->PushMatrix();
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@@ -570,9 +571,7 @@ void BitmapText::DrawPrimitives()
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DISPLAY->PopMatrix();
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}
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//
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// render the stroke
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//
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if( m_StrokeColor.a > 0 )
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{
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RageColor c = m_StrokeColor;
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@@ -582,9 +581,7 @@ void BitmapText::DrawPrimitives()
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DrawChars( true );
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}
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//
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// render the diffuse pass
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//
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if( m_bRainbowScroll )
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{
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int color_index = int(RageTimer::GetTimeSinceStartFast() / 0.200) % RAINBOW_COLORS.size();
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@@ -670,7 +667,7 @@ void BitmapText::DrawPrimitives()
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}
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}
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/* render the glow pass */
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// render the glow pass
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if( m_pTempState->glow.a > 0.0001f || m_bHasGlowAttribute )
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{
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DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
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@@ -697,9 +694,18 @@ void BitmapText::DrawPrimitives()
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for( ; i < iEnd; ++i )
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m_aVertices[i].c = attr.glow;
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}
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// draw glow using the base texture and the glow texture. Otherwise, glow looks too tame on BitmapText that has a stroke.
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DrawChars( false );
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DrawChars( true );
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/* Draw glow using the base texture and the glow texture. Otherwise,
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* glow looks too tame on BitmapText that has a stroke. - Chris Danford */
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/* 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. -aj */
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if(m_TextGlowMode == TextGlowMode_Inner || m_TextGlowMode == TextGlowMode_Both)
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{
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DrawChars( false );
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}
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if(m_TextGlowMode == TextGlowMode_Stroke || m_TextGlowMode == TextGlowMode_Both)
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{
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DrawChars( true );
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}
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}
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}
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@@ -842,6 +848,7 @@ public:
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static int ClearAttributes( T* p, lua_State *L ) { p->ClearAttributes(); return 0; }
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static int strokecolor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetStrokeColor( c ); return 0; }
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static int uppercase( T* p, lua_State *L ) { p->SetUppercase( BArg(1) ); return 0; }
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static int textglowmode( T* p, lua_State *L ) { p->SetTextGlowMode( Enum::Check<TextGlowMode>(L, 1) ); return 0; }
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LunaBitmapText()
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{
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@@ -857,6 +864,7 @@ public:
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ADD_METHOD( ClearAttributes );
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ADD_METHOD( strokecolor );
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ADD_METHOD( uppercase );
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ADD_METHOD( textglowmode );
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}
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};
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