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@@ -22,6 +22,8 @@ BitmapText::BitmapText()
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for( int i=0; i<NUM_CHARS; i++ )
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m_fCharWidthsInSourcePixels[i] = 16;
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// m_bHasShadow = false;
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}
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bool BitmapText::LoadFromFontName( CString sFontName )
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@@ -55,7 +57,7 @@ bool BitmapText::LoadCharWidths( CString sWidthFilePath )
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// get a rectangle for the text, considering a possible text scaling.
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// useful to know if some text is visible or not
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float BitmapText::GetTextWidthInSourcePixels()
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float BitmapText::GetWidthInSourcePixels()
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{
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float fTextWidth = 0;
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@@ -70,10 +72,55 @@ float BitmapText::GetTextWidthInSourcePixels()
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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::Draw()
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{
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float fCenterX = GetX();
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float fTextWidthInSourcePixels = GetTextWidthInSourcePixels();
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// some basic properties of the text
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float fTextWidthInSourcePixels = GetWidthInSourcePixels();
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float fTextWidth = fTextWidthInSourcePixels* GetZoom();
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float fFrameWidth = GetZoomedWidth();
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/*
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if( m_bHasShadow )
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{
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// do a pass for the shadow
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float fOriginalX = GetX();
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float fOriginalY = GetY();
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D3DXCOLOR colorOriginalDiffuse[4];
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for( int i=0; i<4; i++ )
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colorOriginalDiffuse[i] = GetDiffuseColors(i);
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D3DXCOLOR colorOriginalAdd = GetAddColor();
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float fX = fOriginalX - (fTextWidth/2) + 10;
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float fY = fOriginalY + 10;
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SetY( fY );
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SetDiffuseColor( D3DXCOLOR(0,0,0,0) ); // transparent
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SetAddColor( D3DXCOLOR(0,0,0,0.5f) ); // semi-transparent black
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for( i=0; i<m_sText.GetLength(); i++ ) {
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char c = m_sText[i];
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float fCharWidthZoomed = m_fCharWidthsInSourcePixels[c] * GetZoom();
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SetState( c );
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fX += fCharWidthZoomed/2;
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SetX( fX );
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Sprite::Draw();
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fX += fCharWidthZoomed/2;
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}
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// set properties back to original
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SetX( fOriginalX );
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SetY( fOriginalY );
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for( i=0; i<4; i++ )
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SetDiffuseColors( i, colorOriginalDiffuse[i] );
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SetAddColor( colorOriginalAdd );
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}
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*/
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// draw the text
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float fCenterX = GetX();
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float fX = fCenterX - (fTextWidth/2);
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@@ -82,7 +129,7 @@ void BitmapText::Draw()
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float fCharWidthZoomed = m_fCharWidthsInSourcePixels[c] * GetZoom();
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SetState( c );
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fX += fCharWidthZoomed/2;
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SetX( roundf(fX) ); // set X acording to offset and round to help blurring
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SetX( fX );
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Sprite::Draw();
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fX += fCharWidthZoomed/2;
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}
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