in the middle of working on 1.70. Now compiles in Visual Studio.net
This commit is contained in:
+128
-283
@@ -1,160 +1,52 @@
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: BitmapText.h
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File: BitmapText
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Desc: A font class that draws characters from a bitmap.
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Desc: See header.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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Copyright (c) 2001-2002 by the names listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "BitmapText.h"
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#include "IniFile.h"
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#include <stdio.h>
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#include "RageTextureManager.h"
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#include "FontManager.h"
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#include "RageHelper.h"
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BitmapText::BitmapText()
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{
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// m_colorTop = D3DXCOLOR(1,1,1,1);
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// m_colorBottom = D3DXCOLOR(1,1,1,1);
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for( int i=0; i<NUM_CHARS; i++ )
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{
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m_iCharToFrameNo[i] = -1;
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m_fFrameNoToWidth[i] = -1;
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}
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m_HorizAlign = align_center;
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m_VertAlign = align_middle;
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// m_bHasShadow = false;
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m_pFont = NULL;
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// create the vertex buffer
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HRESULT hr = SCREEN->GetDevice()->CreateVertexBuffer(
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MAX_NUM_VERTICIES * sizeof(CUSTOMVERTEX),
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D3DUSAGE_WRITEONLY,
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D3DFVF_CUSTOMVERTEX,
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D3DPOOL_MANAGED,
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&m_pVB );
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if( FAILED( hr ) )
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{
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RageErrorHr( "Vertex Buffer Could Not Be Created", hr );
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}
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m_iNumLines = 0;
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m_iWidestLineWidth = 0;
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m_iNumV = 0;
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for( int i=0; i<MAX_TEXT_LINES; i++ )
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{
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m_szTextLines[i] = '\0';
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m_iLineLengths[i] = -1;
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m_iLineWidths[i] = 1;
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}
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}
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BitmapText::~BitmapText()
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{
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SAFE_RELEASE( m_pVB );
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if( m_pFont )
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FONT->UnloadFont( m_pFont->m_sFontFilePath );
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}
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bool BitmapText::Load( CString sFontFilePath )
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bool BitmapText::Load( const CString &sFontFilePath )
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{
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//RageLog( "BitmapText::LoadFromFontName(%s)", sFontFilePath );
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m_sFontFilePath = sFontFilePath; // save
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HELPER.Log( "BitmapText::LoadFromFontName(%s)", sFontFilePath );
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// Split for the directory. We'll need it below
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CString sFontDir, sFontFileName, sFontExtension;
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splitrelpath( sFontFilePath, sFontDir, sFontFileName, sFontExtension );
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// Read .font file
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IniFile ini;
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ini.SetPath( m_sFontFilePath );
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if( !ini.ReadFile() )
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RageError( ssprintf("Error opening Font file '%s'.", m_sFontFilePath) );
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// load texture
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CString sTextureFile = ini.GetValue( "Font", "Texture" );
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if( sTextureFile == "" )
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RageError( ssprintf("Error reading value 'Texture' from %s.", m_sFontFilePath) );
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CString sTexturePath = sFontDir + sTextureFile; // save the path of the new texture
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// is this the first time the texture is being loaded?
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bool bFirstTimeBeingLoaded = !TM->IsTextureLoaded( sTexturePath );
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LoadTexture( sTexturePath );
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// the size of the sprite is the size of the image before it was scaled
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SetWidth( (float)m_pTexture->GetSourceFrameWidth() );
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SetHeight( (float)m_pTexture->GetSourceFrameHeight() );
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// find out what characters are in this font
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CString sCharacters = ini.GetValue( "Font", "Characters" );
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if( sCharacters != "" ) // the creator supplied characters
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{
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// sanity check
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if( sCharacters.GetLength() != (int)Sprite::GetNumStates() )
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RageError( ssprintf("The characters in '%s' does not match the number of frames in the texture.", m_sFontFilePath) );
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// set the char to frameno map
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for( int i=0; i<sCharacters.GetLength(); i++ )
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{
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char c = sCharacters[i];
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int iFrameNo = i;
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m_iCharToFrameNo[c] = iFrameNo;
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}
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}
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else // no creator supplied characters. Assume this is a full high ASCII set
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{
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for( int i=0; i<NUM_CHARS; i++ )
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m_iCharToFrameNo[i] = i;
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}
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// and load character widths
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CString sWidthsValue = ini.GetValue( "Font", "Widths" );
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if( sWidthsValue != "" ) // the creator supplied witdths
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{
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CStringArray arrayCharWidths;
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split( sWidthsValue, ",", arrayCharWidths );
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if( arrayCharWidths.GetSize() != (int)Sprite::GetNumStates() )
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RageError( ssprintf("The number of widths specified in '%s' (%d) do not match the number of frames in the texture (%u).", m_sFontFilePath, arrayCharWidths.GetSize(), Sprite::GetNumStates()) );
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for( int i=0; i<arrayCharWidths.GetSize(); i++ )
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{
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m_fFrameNoToWidth[i] = (float)atof( arrayCharWidths[i] );
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}
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}
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else // no creator supplied withds. Assume each character is the width of the frame
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{
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for( int i=0; i<(int)Sprite::GetNumStates(); i++ )
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{
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m_fFrameNoToWidth[i] = (float)m_pTexture->GetSourceFrameWidth();
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}
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}
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if( bFirstTimeBeingLoaded )
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{
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// tweak the textures frame rectangles so we don't draw extra to the left and right of the character
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for( int i=0; i<(int)Sprite::GetNumStates(); i++ )
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{
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FRECT* pFrect = m_pTexture->GetTextureCoordRect( i );
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float fPixelsToChopOff = m_fFrameNoToWidth[i] - GetUnzoomedWidth();
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float fTexCoordsToChopOff = fPixelsToChopOff / m_pTexture->GetSourceWidth();
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pFrect->left -= fTexCoordsToChopOff/2;
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pFrect->right += fTexCoordsToChopOff/2;
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}
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}
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// load font
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m_pFont = FONT->LoadFont( sFontFilePath );
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return true;
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}
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@@ -162,126 +54,141 @@ bool BitmapText::Load( CString sFontFilePath )
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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::GetWidestLineWidthInSourcePixels()
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void BitmapText::SetText( const CString &sText )
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{
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float fWidestLineWidth = 0;
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//
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// save the string and crop if necessary
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//
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strncpy( m_szText, sText, MAX_TEXT_CHARS );
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m_szText[MAX_TEXT_CHARS-1] = '\0';
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for( int i=0; i<m_sTextLines.GetSize(); i++ )
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int iLength = strlen( m_szText );
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//
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// strip out non-low ASCII chars
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//
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for( int i=0; i<iLength; i++ ) // for each character
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{
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float fLineWidth = GetLineWidthInSourcePixels(i);
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if( fLineWidth > fWidestLineWidth )
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fWidestLineWidth = fLineWidth;
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if( m_szText[i] < 0 || m_szText[i] > MAX_FONT_CHARS-1 )
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m_szText[i] = ' ';
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}
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return fWidestLineWidth;
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}
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//
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// break the string into lines
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//
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m_iNumLines = 0;
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LPSTR token;
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float BitmapText::GetLineWidthInSourcePixels( int iLineNo )
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{
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CString &sLine = m_sTextLines[iLineNo];
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float fLineWidth = 0;
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/* Establish string and get the first token: */
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token = strtok( m_szText, "\n" );
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while( token != NULL )
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{
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m_szTextLines[m_iNumLines++] = token;
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token = strtok( NULL, "\n" );
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}
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for( int i=0; i<sLine.GetLength(); i++ )
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//
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// calculate line lengths and widths
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//
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m_iWidestLineWidth = 0;
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for( int l=0; l<m_iNumLines; l++ ) // for each line
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{
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char c = sLine[i];
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int iFrameNo = m_iCharToFrameNo[c];
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if( iFrameNo == -1 ) // this font doesn't impelemnt this character
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RageError( ssprintf("The font '%s' does not implement the character '%c'", m_sFontFilePath, c) );
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fLineWidth += m_fFrameNoToWidth[iFrameNo];
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m_iLineLengths[l] = strlen( m_szTextLines[l] );
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m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l], m_iLineLengths[l] );
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if( m_iLineWidths[l] > m_iWidestLineWidth )
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m_iWidestLineWidth = m_iLineWidths[l];
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}
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return fLineWidth;
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}
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void BitmapText::RebuildVertexBuffer()
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{
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RageTexture* pTexture = m_pFont->m_pTexture;
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// make the object in logical units centered at the origin
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LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
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LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
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CUSTOMVERTEX* v;
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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m_iNumV = 0; // the current vertex number
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float fHeight = GetUnzoomedHeight();
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float fY; // the center of the first line
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const int iHeight = pTexture->GetSourceFrameHeight(); // height of a character
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const int iFrameWidth = pTexture->GetSourceFrameWidth(); // width of a character frame in logical units
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int iY; // the center position of the first row of characters
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switch( m_VertAlign )
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{
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case align_top: fY = -(m_sTextLines.GetSize()-1) * fHeight; break;
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case align_middle: fY = -(m_sTextLines.GetSize()-1) * fHeight / 2; break;
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case align_bottom: fY = 0; break;
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case align_top: iY = -(m_iNumLines-1) * iHeight; break;
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case align_middle: iY = -(m_iNumLines-1) * iHeight/2; break;
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case align_bottom: iY = 0; break;
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default: ASSERT( false );
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}
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for( int i=0; i<m_sTextLines.GetSize(); i++ ) // foreach line
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for( int i=0; i<m_iNumLines; i++ ) // foreach line
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{
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CString &sLine = m_sTextLines[i];
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float fLineWidth = GetLineWidthInSourcePixels(i);
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float fX;
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LPCTSTR szLine = m_szTextLines[i];
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const int iLineLength = m_iLineLengths[i];
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const int iLineWidth = m_iLineWidths[i];
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int iX;
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switch( m_HorizAlign )
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{
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case align_left: fX = 0; break;
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case align_center: fX = -(fLineWidth/2); break;
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case align_right: fX = -fLineWidth; break;
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default: ASSERT( false );
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case align_left: iX = 0; break;
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case align_center: iX = -(iLineWidth/2); break;
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case align_right: iX = -iLineWidth; break;
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default: ASSERT( false );
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}
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for( int j=0; j<sLine.GetLength(); j++ ) // for each character in the line
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for( int j=0; j<iLineLength; j++ ) // for each character in the line
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{
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char c = sLine[j];
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int iFrameNo = m_iCharToFrameNo[c];
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const char c = szLine[j];
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const int iFrameNo = m_pFont->m_iCharToFrameNo[c];
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if( iFrameNo == -1 ) // this font doesn't impelemnt this character
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RageError( ssprintf("The font '%s' does not implement the character '%c'", m_sFontFilePath, c) );
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float fCharWidth = m_fFrameNoToWidth[iFrameNo];
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//if( c == ' ' )
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//{
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// fX += fCharWidth;
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// continue;
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//}
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HELPER.FatalError( ssprintf("The font '%s' does not implement the character '%c'", m_sFontFilePath, c) );
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const int iCharWidth = m_pFont->m_iFrameNoToWidth[iFrameNo];
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// HACK:
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// The right side of italic letters is being cropped. So, we're going to draw a little bit
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// The right side of any italic letter is being cropped. So, we're going to draw a little bit
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// to the right of the normal character.
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float fPercentExtra = 0.20f;
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const float fPercentExtra = min(
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0.20f,
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(iFrameWidth-iCharWidth)/(float)iFrameWidth
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);
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// don't go over the frame boundary and draw part of the adjacent character
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float fPercentageOfFrame = fCharWidth / GetUnzoomedWidth();
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if( fPercentExtra > 1-fPercentageOfFrame )
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fPercentExtra = 1-fPercentageOfFrame;
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float fExtraPixels = fPercentExtra * GetUnzoomedWidth();
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const float fExtraPixels = fPercentExtra * pTexture->GetSourceFrameWidth();
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// first triangle
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v[m_iNumV++].p = D3DXVECTOR3( fX, fY-fHeight/2, 0 ); // top left
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v[m_iNumV++].p = D3DXVECTOR3( fX, fY+fHeight/2, 0 ); // bottom left
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fX += fCharWidth;
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v[m_iNumV++].p = D3DXVECTOR3( fX+fExtraPixels, fY-fHeight/2, 0 ); // top right
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v[m_iNumV++].p = D3DXVECTOR3( (float)iX, iY-iHeight/2.0f, 0 ); // top left
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v[m_iNumV++].p = D3DXVECTOR3( (float)iX, iY+iHeight/2.0f, 0 ); // bottom left
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iX += iCharWidth;
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v[m_iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY-iHeight/2.0f, 0 ); // top right
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// 2nd triangle
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v[m_iNumV++].p = v[m_iNumV-1].p; // top right
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v[m_iNumV++].p = v[m_iNumV-3].p; // bottom left
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v[m_iNumV++].p = D3DXVECTOR3( fX+fExtraPixels, fY+fHeight/2, 0 ); // bottom right
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v[m_iNumV++].p = D3DXVECTOR3( iX+fExtraPixels, iY+iHeight/2.0f, 0 ); // bottom right
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// set texture coordinates
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m_iNumV -= 6;
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FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( iFrameNo );
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FRECT* pTexCoordRect = pTexture->GetTextureCoordRect( iFrameNo );
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float fExtraTexCoords = fPercentExtra * m_pTexture->GetTextureFrameWidth() / m_pTexture->GetTextureWidth();
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const float fExtraTexCoords = fPercentExtra * pTexture->GetTextureFrameWidth() / pTexture->GetTextureWidth();
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v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->top; // top left
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v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom left
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@@ -290,84 +197,46 @@ void BitmapText::RebuildVertexBuffer()
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v[m_iNumV].tu = v[m_iNumV-3].tu; v[m_iNumV++].tv = v[m_iNumV-3].tv; // bottom left
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v[m_iNumV].tu = pTexCoordRect->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom right
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/*
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v[m_iNumV].tu = 0.0f; v[m_iNumV++].tv = 1.0f-1.0f/16; // top left
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v[m_iNumV].tu = 0.0f; v[m_iNumV++].tv = 1.0f; // bottom left
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v[m_iNumV].tu = 1.0f/16; v[m_iNumV++].tv = 1.0f-1.0f/16; // top right
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v[m_iNumV].tu = 1.0f/16; v[m_iNumV++].tv = 1.0f-1.0f/16; // top right
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v[m_iNumV].tu = 0.0f; v[m_iNumV++].tv = 1.0f; // bottom left
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v[m_iNumV].tu = 1.0f/16; v[m_iNumV++].tv = 1.0f; // bottom right
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*/
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}
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fY += fHeight;
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iY += iHeight;
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}
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pVB->Unlock();
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}
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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::RenderPrimitives()
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{
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if( m_sTextLines.GetSize() == 0 )
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if( m_iNumLines == 0 )
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return;
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if( m_pTexture == NULL )
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return;
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D3DXCOLOR colorDiffuse[4];
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for(int i=0; i<4; i++)
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colorDiffuse[i] = m_colorDiffuse[i];
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D3DXCOLOR colorAdd = m_colorAdd;
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// update properties based on SpriteEffects
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switch( m_Effect )
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{
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case no_effect:
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break;
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case blinking:
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{
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for(int i=0; i<4; i++)
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colorDiffuse[i] = m_bTweeningTowardEndColor ? m_effect_colorDiffuse1 : m_effect_colorDiffuse2;
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}
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break;
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case camelion:
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{
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||||
for(int i=0; i<4; i++)
|
||||
colorDiffuse[i] = m_effect_colorDiffuse1*m_fPercentBetweenColors + m_effect_colorDiffuse2*(1.0f-m_fPercentBetweenColors);
|
||||
}
|
||||
break;
|
||||
case glowing:
|
||||
colorAdd = m_effect_colorAdd1*m_fPercentBetweenColors + m_effect_colorAdd2*(1.0f-m_fPercentBetweenColors);
|
||||
break;
|
||||
case wagging:
|
||||
break;
|
||||
case spinning:
|
||||
// nothing special needed
|
||||
break;
|
||||
case vibrating:
|
||||
break;
|
||||
case flickering:
|
||||
m_bVisibleThisFrame = !m_bVisibleThisFrame;
|
||||
if( !m_bVisibleThisFrame )
|
||||
for(int i=0; i<4; i++)
|
||||
colorDiffuse[i] = D3DXCOLOR(0,0,0,0); // don't draw the frame
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
RageTexture* pTexture = m_pFont->m_pTexture;
|
||||
|
||||
|
||||
// fill the RageScreen's vertex buffer with what we're going to draw
|
||||
RebuildVertexBuffer();
|
||||
|
||||
|
||||
LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
|
||||
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
|
||||
CUSTOMVERTEX* v;
|
||||
|
||||
|
||||
// Set the stage...
|
||||
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
|
||||
pd3dDevice->SetTexture( 0, m_pTexture->GetD3DTexture() );
|
||||
pd3dDevice->SetTexture( 0, pTexture->GetD3DTexture() );
|
||||
|
||||
pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
|
||||
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
|
||||
@@ -381,12 +250,12 @@ void BitmapText::RenderPrimitives()
|
||||
|
||||
|
||||
|
||||
if( colorDiffuse[0].a != 0 )
|
||||
if( m_temp_colorDiffuse[0].a != 0 )
|
||||
{
|
||||
//////////////////////
|
||||
// render the shadow
|
||||
//////////////////////
|
||||
if( m_bHasShadow )
|
||||
if( m_bShadow )
|
||||
{
|
||||
SCREEN->PushMatrix();
|
||||
SCREEN->Translate( 5, 5, 0 ); // shift by 5 units
|
||||
@@ -394,7 +263,7 @@ void BitmapText::RenderPrimitives()
|
||||
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
||||
|
||||
for( int i=0; i<m_iNumV; i++ )
|
||||
v[i].color = D3DXCOLOR(0,0,0,0.5f*colorDiffuse[0].a); // semi-transparent black
|
||||
v[i].color = D3DXCOLOR(0,0,0,0.5f*m_temp_colorDiffuse[0].a); // semi-transparent black
|
||||
|
||||
pVB->Unlock();
|
||||
|
||||
@@ -419,9 +288,9 @@ void BitmapText::RenderPrimitives()
|
||||
for( int i=0; i<m_iNumV; i++ )
|
||||
{
|
||||
if( i%2 == 0 ) // this is a bottom vertex
|
||||
v[i].color = colorDiffuse[0];
|
||||
v[i].color = m_temp_colorDiffuse[0];
|
||||
else // this is a top vertex
|
||||
v[i].color = colorDiffuse[1];
|
||||
v[i].color = m_temp_colorDiffuse[1];
|
||||
}
|
||||
|
||||
|
||||
@@ -442,12 +311,12 @@ void BitmapText::RenderPrimitives()
|
||||
//////////////////////
|
||||
// render the add pass
|
||||
//////////////////////
|
||||
if( colorAdd.a != 0 )
|
||||
if( m_temp_colorAdd.a != 0 )
|
||||
{
|
||||
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
||||
|
||||
for( int i=0; i<m_iNumV; i++ )
|
||||
v[i].color = colorAdd;
|
||||
v[i].color = m_temp_colorAdd;
|
||||
|
||||
pVB->Unlock();
|
||||
|
||||
@@ -461,28 +330,4 @@ void BitmapText::RenderPrimitives()
|
||||
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumV/3 );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BitmapText::SetText( CString sText )
|
||||
{
|
||||
if( sText.GetLength() > MAX_NUM_VERTICIES )
|
||||
sText = sText.Left( MAX_NUM_VERTICIES );
|
||||
|
||||
// strip out foreign chars
|
||||
for( int i=0; i<sText.GetLength(); i++ ) // for each character
|
||||
if( sText[i] < 0 || sText[i] > NUM_CHARS-1 )
|
||||
sText.SetAt( i, ' ' );
|
||||
|
||||
|
||||
m_sTextLines.RemoveAll();
|
||||
split( sText, "\n", m_sTextLines, false );
|
||||
|
||||
|
||||
RebuildVertexBuffer();
|
||||
}
|
||||
|
||||
CString BitmapText::GetText()
|
||||
{
|
||||
return join( "\n", m_sTextLines );
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user