results fixed, rolling score changed

This commit is contained in:
Chris Danford
2002-02-02 05:11:12 +00:00
parent b8e1ee1b22
commit 29f886e679
25 changed files with 291 additions and 201 deletions
+113 -4
View File
@@ -29,7 +29,19 @@ BitmapText::BitmapText()
m_HorizAlign = align_center;
m_VertAlign = align_middle;
// m_bHasShadow = false;
// allocate a vertex buffer
HRESULT hr;
if( FAILED( hr = SCREEN->GetDevice()->CreateVertexBuffer(
MAX_NUM_VERTICIES * sizeof(CUSTOMVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &m_pVB ) ) )
RageErrorHr( "Vertex Buffer Could Not Be Created", hr );
}
BitmapText::~BitmapText()
{
SAFE_RELEASE( m_pVB );
}
bool BitmapText::Load( CString sFontFilePath )
@@ -230,16 +242,20 @@ void BitmapText::RenderPrimitives()
break;
}
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
CUSTOMVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
int iVNum = 0; // the current vertex number
int &iVNum = m_iNumVerticies; // the current vertex number
iVNum = 0;
float fHeight = GetUnzoomedHeight();
float fY;
@@ -450,3 +466,96 @@ CString BitmapText::GetText()
{
return join( "\n", m_sTextLines );
}
void BitmapText::RebuildVertexBuffer()
{
// make the object in logical units centered at the origin
CUSTOMVERTEX* v;
m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
int &iVNum = m_iNumVerticies; // the current vertex number
iVNum = 0;
float fHeight = GetUnzoomedHeight();
float fY;
switch( m_VertAlign )
{
case align_top: fY = -(m_sTextLines.GetSize()) * fHeight / 2; break; break;
case align_middle: fY = 0; break;
case align_bottom: fY = (m_sTextLines.GetSize()) * fHeight / 2; break;
default: ASSERT( true );
}
for( i=0; i<m_sTextLines.GetSize(); i++ ) // foreach line
{
CString &sLine = m_sTextLines[i];
float fLineWidth = GetLineWidthInSourcePixels(i);
float fX;
switch( m_HorizAlign )
{
case align_left: fX = 0; break;
case align_center: fX = -(fLineWidth/2); break;
case align_right: fX = -fLineWidth; break;
default: ASSERT( true );
}
for( int j=0; j<sLine.GetLength(); j++ ) // for each character in the line
{
char c = sLine[j];
int iFrameNo = m_iCharToFrameNo[c];
ASSERT( iFrameNo != -1 ); // this font doesn't implement this character
float fCharWidth = m_fFrameNoToWidth[iFrameNo];
// HACK:
// The right side of italic letters is being cropped. So, we're going to draw a little bit
// to the right of the normal character.
float fPercentExtra = 0.20f;
// don't go over the frame boundary and draw part of the adjacent character
float fPercentageOfFrame = fCharWidth / GetUnzoomedWidth();
if( fPercentExtra > 1-fPercentageOfFrame )
fPercentExtra = 1-fPercentageOfFrame;
// set vertex positions
v[iVNum++].p = D3DXVECTOR3( fX, fY+fHeight/2, 0 ); // bottom left
v[iVNum++].p = D3DXVECTOR3( fX, fY-fHeight/2, 0 ); // top left
fX += fCharWidth;
float fExtraPixels = fPercentExtra * GetUnzoomedWidth();
v[iVNum++].p = D3DXVECTOR3( fX+fExtraPixels, fY+fHeight/2, 0 ); // bottom right
v[iVNum++].p = D3DXVECTOR3( fX+fExtraPixels, fY-fHeight/2, 0 ); // top right
// set texture coordinates
iVNum -= 4;
FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( iFrameNo );
float fExtraTexCoords = fPercentExtra * m_pTexture->GetTextureFrameWidth() / m_pTexture->GetTextureWidth();
v[iVNum].tu = pTexCoordRect->left; v[iVNum++].tv = pTexCoordRect->bottom; // bottom left
v[iVNum].tu = pTexCoordRect->left; v[iVNum++].tv = pTexCoordRect->top; // top left
v[iVNum].tu = pTexCoordRect->right + fExtraTexCoords; v[iVNum++].tv = pTexCoordRect->bottom; // bottom right
v[iVNum].tu = pTexCoordRect->right + fExtraTexCoords; v[iVNum++].tv = pTexCoordRect->top; // top right
}
fY += fHeight;
}
m_pVB->Unlock();
}