half-finished codes, options icons, and two new modifiers.
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@@ -90,6 +90,8 @@ void BitmapText::SetText( CString sText )
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{
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//LOG->Trace( "BitmapText::SetText()" );
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ASSERT( m_pFont );
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if( m_pFont->m_bCapitalsOnly )
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sText.MakeUpper();
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@@ -270,7 +272,7 @@ void BitmapText::DrawPrimitives()
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DISPLAY->SetBlendModeNormal();
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if( m_temp_colorDiffuse[0].a != 0 )
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if( m_temp.diffuse[0].a != 0 )
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{
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//////////////////////
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// render the shadow
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@@ -280,7 +282,7 @@ void BitmapText::DrawPrimitives()
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DISPLAY->PushMatrix();
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DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
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DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
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int i;
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for( i=0; i<iNumV; i++ )
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@@ -310,10 +312,10 @@ void BitmapText::DrawPrimitives()
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{
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for( int i=0; i<iNumV; i+=4 )
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{
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v[i+0].color = m_temp_colorDiffuse[0]; // top left
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v[i+1].color = m_temp_colorDiffuse[1]; // top right
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v[i+2].color = m_temp_colorDiffuse[2]; // bottom left
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v[i+3].color = m_temp_colorDiffuse[3]; // bottom right
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v[i+0].color = m_temp.diffuse[0]; // top left
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v[i+1].color = m_temp.diffuse[1]; // top right
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v[i+2].color = m_temp.diffuse[2]; // bottom left
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v[i+3].color = m_temp.diffuse[3]; // bottom right
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}
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}
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@@ -324,13 +326,13 @@ void BitmapText::DrawPrimitives()
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//////////////////////
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// render the glow pass
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//////////////////////
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if( m_temp_colorGlow.a != 0 )
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if( m_temp.glow.a != 0 )
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{
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DISPLAY->SetColorDiffuse();
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int i;
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for( i=0; i<iNumV; i++ )
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v[i].color = m_temp_colorGlow;
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v[i].color = m_temp.glow;
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for( i=0; i<iNumV; i+=4 )
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DISPLAY->AddQuad( &v[i] );
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}
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