more font work

This commit is contained in:
Glenn Maynard
2003-01-04 07:55:42 +00:00
parent d4c8420cb5
commit 5e8ced1a94
6 changed files with 193 additions and 139 deletions
+114 -92
View File
@@ -70,6 +70,8 @@ bool BitmapText::LoadFromFont( CString sFontFilePath )
// load font
m_pFont = FONT->LoadFont( sFontFilePath );
BuildChars();
return true;
}
@@ -86,15 +88,95 @@ bool BitmapText::LoadFromTextureAndChars( CString sTexturePath, CString sChars )
// load font
m_pFont = FONT->LoadFont( sTexturePath, sChars );
BuildChars();
return true;
}
void BitmapText::BuildChars()
{
/* If we don't have a font yet, we'll do this when it loads. */
if(m_pFont == NULL)
return;
verts.clear();
tex.clear();
int TotalHeight = 0;
unsigned i;
for(i = 0; i < m_szTextLines.size(); ++i)
TotalHeight += m_iLineHeights[i];
int iY; // the top position of the first row of characters
switch( m_VertAlign )
{
case align_top: iY = 0; break;
case align_middle: iY = -TotalHeight/2; break;
case align_bottom: iY = -TotalHeight; break;
default: ASSERT( false ); return;
}
for( i=0; i<m_szTextLines.size(); i++ ) // foreach line
{
const CString &szLine = m_szTextLines[i];
const int iLineWidth = m_iLineWidths[i];
int iX;
switch( m_HorizAlign )
{
case align_left: iX = 0; break;
case align_center: iX = -iLineWidth/2; break;
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.vshift, 0 ); // top left
v[1].p = RageVector3( iX+g.hshift, iY+g.vshift+g.height, 0 ); // bottom left
v[2].p = RageVector3( iX+g.hshift+g.width, iY+g.vshift+g.height, 0 ); // bottom right
v[3].p = RageVector3( iX+g.hshift+g.width, iY+g.vshift, 0 ); // top right
/* Advance the cursor. */
iX += g.hadvance;
/* 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 );
verts.insert(verts.end(), &v[0], &v[4]);
tex.push_back(m_pFont->GetGlyphTexture(szLine[j]));
}
iY += m_iLineHeights[i];
}
}
void BitmapText::DrawChars()
{
for(unsigned start = 0; start < tex.size(); ++start)
{
unsigned end = start;
while(end < tex.size() && tex[end] == tex[start])
end++;
DISPLAY->SetTexture( tex[start] );
DISPLAY->DrawQuads( &verts[start*4], (end-start)*4 );
start = end+1;
}
}
void BitmapText::SetText( CString sText )
{
ASSERT( m_pFont );
if(m_szText == sText)
return;
m_szText = sText;
@@ -114,6 +196,8 @@ void BitmapText::SetText( CString sText )
m_iLineHeights.push_back(m_pFont->GetLineHeightInSourcePixels( m_szTextLines[l] ));
m_iWidestLineWidth = max(m_iWidestLineWidth, m_iLineWidths.back());
}
BuildChars();
}
void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
@@ -136,82 +220,6 @@ void BitmapText::DrawPrimitives()
if( m_szTextLines.empty() )
return;
/* XXX */
RageTexture* pTexture = m_pFont->GetGlyph('0').Texture;
static RageVertex *v = NULL;
static int vcnt = 0;
{
int charcnt = 0;
for( unsigned i=0; i<m_szTextLines.size(); i++ )
charcnt += m_szTextLines[i].size();
charcnt *= 4; /* 4 vertices per char */
if(charcnt > vcnt)
{
vcnt = charcnt;
delete [] v;
v = new RageVertex[vcnt];
}
}
int iNumV = 0; // the current vertex number
float TotalHeight = 0;
unsigned i;
for(i = 0; i < m_szTextLines.size(); ++i)
TotalHeight += m_iLineHeights[i];
float iY; // the top position of the first row of characters
switch( m_VertAlign )
{
case align_top: iY = 0; break;
case align_middle: iY = -TotalHeight/2.0f; break;
case align_bottom: iY = -TotalHeight; break;
default: ASSERT( false ); return;
}
for( i=0; i<m_szTextLines.size(); i++ ) // foreach line
{
const CString &szLine = m_szTextLines[i];
const float fLineWidth = float(m_iLineWidths[i]);
float iX;
switch( m_HorizAlign )
{
case align_left: iX = 0; break;
case align_center: iX = -fLineWidth/2.0f; break;
case align_right: iX = -fLineWidth; break;
default: ASSERT( false ); return;
}
for( unsigned j=0; j<szLine.size(); j++ ) // for each character in the line
{
const glyph &g = m_pFont->GetGlyph(szLine[j]);
/* set vertex positions */
v[iNumV++].p = RageVector3( (float)iX+g.hshift, iY+g.vshift, 0 ); // top left
v[iNumV++].p = RageVector3( (float)iX+g.hshift, iY+g.vshift+g.height, 0 ); // bottom left
v[iNumV++].p = RageVector3( (float)iX+g.hshift+g.width, iY+g.vshift+g.height, 0 ); // bottom right
v[iNumV++].p = RageVector3( (float)iX+g.hshift+g.width, iY+g.vshift, 0 ); // top right
/* Advance the cursor. */
iX += g.hadvance;
/* set texture coordinates */
iNumV -= 4;
v[iNumV++].t = RageVector2( g.rect.left, g.rect.top );
v[iNumV++].t = RageVector2( g.rect.left, g.rect.bottom );
v[iNumV++].t = RageVector2( g.rect.right, g.rect.bottom );
v[iNumV++].t = RageVector2( g.rect.right, g.rect.top );
}
iY += m_iLineHeights[i];
}
DISPLAY->SetTexture( pTexture );
DISPLAY->SetTextureModeModulate();
if( m_bBlendAdd )
DISPLAY->SetBlendModeAdd();
@@ -232,9 +240,9 @@ void BitmapText::DrawPrimitives()
RageColor dim(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
for( int i=0; i<iNumV; i++ )
v[i].c = dim;
DISPLAY->DrawQuads( v, iNumV );
for( unsigned i=0; i<verts.size(); i++ )
verts[i].c = dim;
DrawChars();
DISPLAY->PopMatrix();
}
@@ -245,27 +253,27 @@ void BitmapText::DrawPrimitives()
if( m_bRainbow )
{
int color_index = int(RageTimer::GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
for( int i=0; i<iNumV; i+=4 )
for( unsigned i=0; i<verts.size(); i+=4 )
{
const RageColor color = RAINBOW_COLORS[color_index];
for( int j=i; j<i+4; j++ )
v[j].c = color;
for( unsigned j=i; j<i+4; j++ )
verts[j].c = color;
color_index = (color_index+1)%NUM_RAINBOW_COLORS;
}
}
else
{
for( int i=0; i<iNumV; i+=4 )
for( unsigned i=0; i<verts.size(); i+=4 )
{
v[i+0].c = m_temp.diffuse[0]; // top left
v[i+1].c = m_temp.diffuse[2]; // bottom left
v[i+2].c = m_temp.diffuse[3]; // bottom right
v[i+3].c = m_temp.diffuse[1]; // top right
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
}
}
DISPLAY->DrawQuads( v, iNumV );
DrawChars();
}
/* render the glow pass */
@@ -273,9 +281,23 @@ void BitmapText::DrawPrimitives()
{
DISPLAY->SetTextureModeGlow();
int i;
for( i=0; i<iNumV; i++ )
v[i].c = m_temp.glow;
DISPLAY->DrawQuads( v, iNumV );
for( unsigned i=0; i<verts.size(); i++ )
verts[i].c = m_temp.glow;
DrawChars();
}
}
/* 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();
}