Change: Move Colored Text into it's own class.
Note: At a later time, it may make sense to put my text parsing system over the old one.
This commit is contained in:
+187
-58
@@ -71,15 +71,12 @@ BitmapText::BitmapText()
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m_pFont = NULL;
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m_bRainbow = false;
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m_bColored = false;
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m_iWrapWidthPixels = -1;
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m_fMaxWidth = 0;
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m_fMaxHeight = 0;
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SetShadowLength( 4 );
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m_vColors.clear();
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}
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BitmapText::~BitmapText()
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@@ -360,38 +357,6 @@ void BitmapText::SetText( const CString& _sText, const CString& _sAlternateText,
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m_sText = sNewText;
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m_iWrapWidthPixels = iWrapWidthPixels;
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//Split out color commands if text is colored.
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if ( m_bColored )
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{
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CString sEndText;
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m_vColors.clear();
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int i = m_sText.Find( "|c0", 0 );
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int last = 0;
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while ( ( i > -1 ) && ( i < ( int( m_sText.length() ) - 9 ) ) )
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{
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sEndText += m_sText.substr( last, i-last );
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ColorChange change;
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int k;
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sscanf( m_sText.substr( i+3, 2 ).c_str(), "%x", &k ); change.c.r = float( k ) / 255.0f;
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sscanf( m_sText.substr( i+5, 2 ).c_str(), "%x", &k ); change.c.g = float( k ) / 255.0f;
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sscanf( m_sText.substr( i+7, 2 ).c_str(), "%x", &k ); change.c.b = float( k ) / 255.0f;
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change.c.a = 1;
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change.l = sEndText.length();
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m_vColors.push_back( change );
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last = i+9;
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if ( last < (int)m_sText.length() )
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i = m_sText.Find( CString("|c0"), last );
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else
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i = -1;
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}
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if ( last < (int)m_sText.length() )
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sEndText += m_sText.substr( last, m_sText.length()-last );
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m_sText = sEndText;
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}
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// Break the string into lines.
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//
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@@ -473,9 +438,6 @@ void BitmapText::SetText( const CString& _sText, const CString& _sAlternateText,
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//XXX: YUCK! This is horrible... but basically, in order to make sure we are
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//in sync with all of the color changes, we have to add bogus spaces at the end
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//of all lines.
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if ( m_bColored )
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for ( unsigned int i = 0; i < m_wTextLines.size(); i++ )
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m_wTextLines[i] = CStringToWstring( WStringToCString( m_wTextLines[i] ) + CString( " " ) );
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BuildChars();
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UpdateBaseZoom();
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@@ -645,25 +607,6 @@ void BitmapText::DrawPrimitives()
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color_index = (color_index+1)%NUM_RAINBOW_COLORS;
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}
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}
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else if ( m_bColored )
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{
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int loc = 0, cur = 0;
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RageColor c = m_pTempState->diffuse[0];
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for( unsigned i=0; i<verts.size(); i+=4 )
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{
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loc++;
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if ( cur < (int)m_vColors.size() )
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if ( loc > m_vColors[cur].l )
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{
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c = m_vColors[cur].c;
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cur++;
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}
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for ( unsigned j=0; j<4; j++ )
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verts[i+j].c = c;
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}
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}
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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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@@ -735,8 +678,194 @@ void BitmapText::SetWrapWidthPixels( int iWrapWidthPixels )
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SetText( m_sText, "", iWrapWidthPixels );
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}
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ColorBitmapText::ColorBitmapText( ) : BitmapText()
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{
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m_vColors.clear();
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}
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void ColorBitmapText::SetText( const CString& _sText, const CString& _sAlternateText, int iWrapWidthPixels )
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{
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ASSERT( m_pFont );
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CString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText;
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if( iWrapWidthPixels == -1 ) // wrap not specified
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iWrapWidthPixels = m_iWrapWidthPixels;
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if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels )
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return;
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m_sText = sNewText;
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m_iWrapWidthPixels = iWrapWidthPixels;
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m_vColors.clear();
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m_wTextLines.clear();
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CString sCurrentLine = "";
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int iLineWidth = 0;
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CString sCurrentWord = "";
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int iWordWidth = 0;
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int iGlyphsSoFar = 0;
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for ( unsigned i = 0; i < m_sText.length(); i++ )
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{
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int iCharsLeft = m_sText.length() - i - 1;
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//First: Check for the special (color) case.
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CString FirstThree = m_sText.substr( i, 3 );
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if ( ( FirstThree.CompareNoCase( "|c0" ) == 0 ) && ( iCharsLeft > 8 ) )
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{
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ColorChange change;
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int k;
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sscanf( m_sText.substr( i+3, 2 ).c_str(), "%x", &k ); change.c.r = float( k ) / 255.0f;
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sscanf( m_sText.substr( i+5, 2 ).c_str(), "%x", &k ); change.c.g = float( k ) / 255.0f;
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sscanf( m_sText.substr( i+7, 2 ).c_str(), "%x", &k ); change.c.b = float( k ) / 255.0f;
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change.c.a = 1;
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change.l = iGlyphsSoFar;
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m_vColors.push_back( change );
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i+=8;
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continue;
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}
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CString curCStr = m_sText.substr( i, 1 );
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char curChar = curCStr.c_str()[0];
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int iCharLen = m_pFont->GetLineWidthInSourcePixels( CStringToWstring( curCStr ) );
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switch ( curChar )
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{
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case ' ':
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if ( /*( iLineWidth == 0 ) &&*/ ( iWordWidth == 0 ) )
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break;
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sCurrentLine += sCurrentWord + " ";
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iLineWidth += iWordWidth + iCharLen;
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sCurrentWord = "";
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iWordWidth = 0;
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iGlyphsSoFar++;
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break;
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case '\n':
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if ( iLineWidth + iWordWidth > iWrapWidthPixels )
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{
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SimpleAddLine( sCurrentLine, iLineWidth );
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if ( iWordWidth > 0 )
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iLineWidth = iWordWidth + //Add the width of a space
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m_pFont->GetLineWidthInSourcePixels( CStringToWstring( " " ) );
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sCurrentLine = sCurrentWord + " ";
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iWordWidth = 0;
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sCurrentWord = "";
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iGlyphsSoFar++;
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}
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else
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{
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SimpleAddLine( sCurrentLine + sCurrentWord, iLineWidth + iWordWidth );
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sCurrentLine = ""; iLineWidth = 0;
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sCurrentWord = ""; iWordWidth = 0;
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}
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break;
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default:
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if ( ( iWordWidth + iCharLen > iWrapWidthPixels ) && ( iLineWidth == 0 ) )
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{
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SimpleAddLine( sCurrentWord, iWordWidth );
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sCurrentWord = curChar; iWordWidth = iCharLen;
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}
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else if ( iWordWidth + iLineWidth + iCharLen > iWrapWidthPixels )
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{
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SimpleAddLine( sCurrentLine, iLineWidth );
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sCurrentLine = "";
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iLineWidth = 0;
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sCurrentWord += curChar;
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iWordWidth += iCharLen;
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}
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else
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{
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sCurrentWord += curChar;
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iWordWidth += iCharLen;
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}
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iGlyphsSoFar++;
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break;
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}
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}
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if ( iWordWidth > 0 )
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{
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sCurrentLine += sCurrentWord;
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iLineWidth += iWordWidth;
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}
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if ( iLineWidth > 0 )
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SimpleAddLine( sCurrentLine, iLineWidth );
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BuildChars();
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UpdateBaseZoom();
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}
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void ColorBitmapText::SimpleAddLine( const CString &sAddition, const int iWidthPixels)
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{
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m_wTextLines.push_back( CStringToWstring( sAddition ) );
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m_iLineWidths.push_back( iWidthPixels );
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}
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void ColorBitmapText::DrawPrimitives( )
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureModeModulate();
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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_fShadowLength != 0 )
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{
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DISPLAY->PushMatrix();
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DISPLAY->TranslateWorld( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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RageColor dim(0,0,0,0.5f*m_pTempState->diffuse[0].a); // semi-transparent black
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for( unsigned i=0; i<verts.size(); i++ )
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verts[i].c = dim;
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DrawChars();
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DISPLAY->PopMatrix();
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}
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//////////////////////
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// render the diffuse pass
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//////////////////////
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int loc = 0, cur = 0;
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RageColor c = m_pTempState->diffuse[0];
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for( unsigned i=0; i<verts.size(); i+=4 )
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{
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loc++;
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if ( cur < (int)m_vColors.size() )
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if ( loc > m_vColors[cur].l )
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{
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c = m_vColors[cur].c;
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cur++;
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}
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for ( unsigned j=0; j<4; j++ )
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verts[i+j].c = c;
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}
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DrawChars();
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}
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/* render the glow pass */
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if( m_pTempState->glow.a > 0.0001f )
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{
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DISPLAY->SetTextureModeGlow();
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for( unsigned i=0; i<verts.size(); i++ )
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verts[i].c = m_pTempState->glow;
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DrawChars();
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}
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Actor::DrawPrimitives();
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}
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/*
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* (c) 2003-2004 Chris Danford
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* (c) 2003-2004 Chris Danford, Charles Lohr
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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