simplify textglowmode check
This commit is contained in:
+16
-22
@@ -136,7 +136,6 @@ void BitmapText::LoadFromNode( const XNode* pNode )
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Actor::LoadFromNode( pNode );
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}
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bool BitmapText::LoadFromFont( const RString& sFontFilePath )
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{
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CHECKPOINT_M( ssprintf("BitmapText::LoadFromFont(%s)", sFontFilePath.c_str()) );
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@@ -156,7 +155,6 @@ bool BitmapText::LoadFromFont( const RString& sFontFilePath )
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return true;
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}
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bool BitmapText::LoadFromTextureAndChars( const RString& sTexturePath, const RString& sChars )
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{
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CHECKPOINT_M( ssprintf("BitmapText::LoadFromTextureAndChars(\"%s\",\"%s\")", sTexturePath.c_str(), sChars.c_str()) );
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@@ -345,7 +343,7 @@ void BitmapText::DrawChars( bool bUseStrokeTexture )
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else
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DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureMain->GetTexHandle() );
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/* Don't bother setting texture render states for text. We never go outside of 0..1. */
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/* Don't bother setting texture render states for text. We never go outside of 0..1. */
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/* We should call SetTextureRenderStates because it does more than just setting
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* the texture wrapping state. If setting the wrapping state is found to be slow,
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* there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */
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@@ -360,8 +358,8 @@ void BitmapText::DrawChars( bool bUseStrokeTexture )
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}
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}
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/* sText is UTF-8. If not all of the characters in sText are available in the
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* font, sAlternateText will be used instead. If there are unavailable characters
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/* sText is UTF-8. If not all of the characters in sText are available in the
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* font, sAlternateText will be used instead. If there are unavailable characters
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* in sAlternateText, too, just use sText. */
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void BitmapText::SetText( const RString& _sText, const RString& _sAlternateText, int iWrapWidthPixels )
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{
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@@ -396,13 +394,13 @@ void BitmapText::SetTextInternal()
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}
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else
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{
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// Break sText into lines that don't exceed iWrapWidthPixels
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// (if only one word fits on the line, it may be larger than iWrapWidthPixels).
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// Break sText into lines that don't exceed iWrapWidthPixels. (if only
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// one word fits on the line, it may be larger than iWrapWidthPixels).
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// This does not work in all languages:
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/* "...I can add Japanese wrapping, at least. We could handle hyphens
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* and soft hyphens and pretty easily, too." -glenn */
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// TODO: Move this wrapping logic into Font
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// TODO: Move this wrapping logic into Font.
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vector<RString> asLines;
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split( m_sText, "\n", asLines, false );
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@@ -695,15 +693,9 @@ void BitmapText::DrawPrimitives()
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/* Draw glow using the base texture and the glow texture. Otherwise,
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* glow looks too tame on BitmapText that has a stroke. - Chris Danford */
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/* This doesn't work well if the font is using an invisible stroke, as
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* the invisible stroke will glow as well. Time for TextGlowMode. -aj */
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if(m_TextGlowMode == TextGlowMode_Inner || m_TextGlowMode == TextGlowMode_Both)
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{
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DrawChars( false );
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}
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if(m_TextGlowMode == TextGlowMode_Stroke || m_TextGlowMode == TextGlowMode_Both)
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{
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DrawChars( true );
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}
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* the invisible stroke will glow as well. Time for TextGlowMode.
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* Only draw the strokes if the glow mode is not inner only. -aj */
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DrawChars(m_TextGlowMode != TextGlowMode_Inner);
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}
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}
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@@ -813,11 +805,11 @@ public:
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{
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RString s = SArg(1);
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RString sAlt;
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// XXX: Lua strings should simply use "\n" natively. However, some
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// settext calls may be made from GetMetric() calls to other strings,
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// and it's confusing for :: to work in some strings and not others.
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// Eventually, all strings should be Lua expressions, but until then
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// continue to support this.
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/* XXX: Lua strings should simply use "\n" natively. However, some
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* settext calls may be made from GetMetric() calls to other strings, and
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* it's confusing for :: to work in some strings and not others.
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* Eventually, all strings should be Lua expressions, but until then,
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* continue to support this. */
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s.Replace("::","\n");
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FontCharAliases::ReplaceMarkers( s );
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@@ -863,6 +855,8 @@ public:
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ADD_METHOD( strokecolor );
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ADD_METHOD( uppercase );
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ADD_METHOD( textglowmode );
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//ADD_METHOD( LoadFromFont );
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//ADD_METHOD( LoadFromTextureAndChars );
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}
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};
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