in the middle of working on 1.70. Now compiles in Visual Studio.net

This commit is contained in:
Chris Danford
2002-03-30 20:00:13 +00:00
parent 1c6533c283
commit d2eeed810c
72 changed files with 2726 additions and 1321 deletions
+25 -25
View File
@@ -1,10 +1,11 @@
/*
-----------------------------------------------------------------------------
File: BitmapText.h
File: BitmapText
Desc: A font class that draws characters from a bitmap.
Desc: An actor that holds a Font and draws text to the screen.
Copyright (c) 2001 Chris Danford. All rights reserved.
Copyright (c) 2001-2002 by the names listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
@@ -13,13 +14,13 @@
#include "Sprite.h"
#include "BitmapText.h"
#include "Font.h"
const int NUM_CHARS = 256;
const int MAX_TEXT_LINES = 20;
const int MAX_TEXT_CHARS = MAX_NUM_QUADS;
class BitmapText : public Sprite
class BitmapText : public Actor
{
protected:
@@ -27,31 +28,30 @@ public:
BitmapText();
~BitmapText();
bool Load( const CString &sFontName );
void SetText( const CString &sText );
int GetWidestLineWidthInSourcePixels() { return m_iWidestLineWidth; };
void RebuildVertexBuffer(); // fill the RageScreen's vertex buffer with what we're going to draw
virtual void RenderPrimitives();
bool Load( CString sFontName );
void SetText( CString sText );
CString GetText();
bool LoadFontWidths( CString sFilePath );
float GetWidestLineWidthInSourcePixels(); // in logical, pre-zoomed units
float GetLineWidthInSourcePixels( int iLineNo );
protected:
bool LoadCharWidths( CString sWidthFilePath );
// a vertex buffer for all to share
CString m_sFontFilePath;
int m_iCharToFrameNo[NUM_CHARS];
float m_fFrameNoToWidth[NUM_CHARS]; // in soure coordinate space
Font* m_pFont;
LPDIRECT3DVERTEXBUFFER8 m_pVB; // our vertex buffer only needs to be rebuilt when the text changes
int m_iNumV; // number of verticies used in the vertex buffer
void RebuildVertexBuffer(); // this should be called when the text changes
// recalculate the items below on SetText()
TCHAR m_szText[MAX_TEXT_CHARS];
TCHAR* m_szTextLines[MAX_TEXT_LINES]; // pointers into m_szText
int m_iLineLengths[MAX_TEXT_LINES]; // in characters
int m_iNumLines;
int m_iLineWidths[MAX_TEXT_LINES]; // in source pixels
int m_iWidestLineWidth; // in source pixels
CStringArray m_sTextLines;
// recalculate on RebuildVertexBuffer()
int m_iNumV; // number of verticies we filled in the vertex buffer
};