#include "global.h" #include "BitmapText.h" #include "XmlFile.h" #include "FontManager.h" #include "RageLog.h" #include "RageTimer.h" #include "RageDisplay.h" #include "ThemeManager.h" #include "Font.h" #include "ActorUtil.h" #include "LuaBinding.h" #include "Foreach.h" REGISTER_ACTOR_CLASS( BitmapText ); /* XXX: * We need some kind of font modifier string for metrics. For example, * "valign=top;spacing = x+5,y+2" * * Better, we could go all the way, drop all of the actor-specific font aliases, * and do "font=header2;valign=top;...". */ /* XXX: Changing a whole array of diffuse colors every frame (several times) is * a waste, when we're usually setting them all to the same value. Rainbow and * fading are annoying to optimize, but rarely used. Iterating over every * character in Draw() is dumb. */ #define NUM_RAINBOW_COLORS THEME->GetMetricI("BitmapText","NumRainbowColors") #define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1)) static vector RAINBOW_COLORS; BitmapText::BitmapText() { // Loading these theme metrics is slow, so only do it every 20th time. // todo: why not check to see if you need to bother updating this at all? -aj static int iReloadCounter = 0; if( iReloadCounter % 20==0 ) { RAINBOW_COLORS.resize( NUM_RAINBOW_COLORS ); for( unsigned i = 0; i < RAINBOW_COLORS.size(); ++i ) RAINBOW_COLORS[i] = RAINBOW_COLOR(i); } iReloadCounter++; m_pFont = NULL; m_bUppercase = false; m_bRainbowScroll = false; m_bJitter = false; m_iWrapWidthPixels = -1; m_fMaxWidth = 0; m_fMaxHeight = 0; m_iVertSpacing = 0; m_bHasGlowAttribute = false; // We'd be better off not adding strokes to things we can't control // themewise (ScreenDebugOverlay for example). -Midiman m_StrokeColor = RageColor(0,0,0,0); // Never, this way we dont have awkward settings between themes. -Midiman SetShadowLength( 0 ); // SM4SVN r28328, "draw glow using stroke texture" forces the BitmapText to // glow both the inner and stroke elements. This makes BitmapText elements // with an invisible stroke have a glowing stroke instead. Not good. -aj m_TextGlowMode = TextGlowMode_Both; // Both used for compatibility with SM4 } BitmapText::~BitmapText() { if( m_pFont ) FONT->UnloadFont( m_pFont ); } BitmapText & BitmapText::operator=(const BitmapText &cpy) { Actor::operator=(cpy); #define CPY(a) a = cpy.a CPY( m_bUppercase ); CPY( m_sText ); CPY( m_wTextLines ); CPY( m_iLineWidths ); CPY( m_iWrapWidthPixels ); CPY( m_fMaxWidth ); CPY( m_fMaxHeight ); CPY( m_bRainbowScroll ); CPY( m_bJitter ); CPY( m_iVertSpacing ); CPY( m_aVertices ); CPY( m_vpFontPageTextures ); CPY( m_mAttributes ); CPY( m_bHasGlowAttribute ); CPY( m_StrokeColor ); #undef CPY if( m_pFont ) FONT->UnloadFont( m_pFont ); if( cpy.m_pFont != NULL ) m_pFont = FONT->CopyFont( cpy.m_pFont ); else m_pFont = NULL; return *this; } BitmapText::BitmapText( const BitmapText &cpy ): Actor( cpy ) { m_pFont = NULL; *this = cpy; } void BitmapText::LoadFromNode( const XNode* pNode ) { RString sText; pNode->GetAttrValue( "Text", sText ); RString sAltText; pNode->GetAttrValue( "AltText", sAltText ); ThemeManager::EvaluateString( sText ); ThemeManager::EvaluateString( sAltText ); RString sFont; if( !ActorUtil::GetAttrPath(pNode, "File", sFont) ) { if( !pNode->GetAttrValue("Font", sFont) ) // accept "File" for backward compatibility RageException::Throw( "%s: BitmapText: missing the File attribute", ActorUtil::GetWhere(pNode).c_str() ); sFont = THEME->GetPathF( "", sFont ); } LoadFromFont( sFont ); SetText( sText, sAltText ); Actor::LoadFromNode( pNode ); } bool BitmapText::LoadFromFont( const RString& sFontFilePath ) { CHECKPOINT_M( ssprintf("BitmapText::LoadFromFont(%s)", sFontFilePath.c_str()) ); if( m_pFont ) { FONT->UnloadFont( m_pFont ); m_pFont = NULL; } m_pFont = FONT->LoadFont( sFontFilePath ); this->SetStrokeColor( m_pFont->GetDefaultStrokeColor() ); BuildChars(); return true; } bool BitmapText::LoadFromTextureAndChars( const RString& sTexturePath, const RString& sChars ) { CHECKPOINT_M( ssprintf("BitmapText::LoadFromTextureAndChars(\"%s\",\"%s\")", sTexturePath.c_str(), sChars.c_str()) ); if( m_pFont ) { FONT->UnloadFont( m_pFont ); m_pFont = NULL; } m_pFont = FONT->LoadFont( sTexturePath, sChars ); BuildChars(); return true; } void BitmapText::BuildChars() { // If we don't have a font yet, we'll do this when it loads. if( m_pFont == NULL ) return; // calculate line lengths and widths m_size.x = 0; m_iLineWidths.clear(); for( unsigned l=0; lGetLineWidthInSourcePixels( m_wTextLines[l] )); m_size.x = max( m_size.x, m_iLineWidths.back() ); } /* Ensure that the width is always even. This maintains pixel alignment; * fX below will always be an integer. */ m_size.x = QuantizeUp( m_size.x, 2.0f ); m_aVertices.clear(); m_vpFontPageTextures.clear(); if( m_wTextLines.empty() ) return; m_size.y = float(m_pFont->GetHeight() * m_wTextLines.size()); // The height (from the origin to the baseline): int iPadding = m_pFont->GetLineSpacing() - m_pFont->GetHeight(); iPadding += m_iVertSpacing; // There's padding between every line: m_size.y += iPadding * int(m_wTextLines.size()-1); // the top position of the first row of characters int iY = lrintf(-m_size.y/2.0f); for( unsigned i=0; iGetHeight(); wstring sLine = m_wTextLines[i]; if( m_pFont->IsRightToLeft() ) reverse( sLine.begin(), sLine.end() ); const int iLineWidth = m_iLineWidths[i]; float fX = SCALE( m_fHorizAlign, 0.0f, 1.0f, -m_size.x/2.0f, +m_size.x/2.0f - iLineWidth ); int iX = lrintf( fX ); for( unsigned j = 0; j < sLine.size(); ++j ) { RageSpriteVertex v[4]; const glyph &g = m_pFont->GetGlyph( sLine[j] ); if( m_pFont->IsRightToLeft() ) iX -= g.m_iHadvance; // set vertex positions v[0].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift, 0 ); // top left v[1].p = RageVector3( iX+g.m_fHshift, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom left v[2].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift+g.m_fHeight, 0 ); // bottom right v[3].p = RageVector3( iX+g.m_fHshift+g.m_fWidth, iY+g.m_pPage->m_fVshift, 0 ); // top right // Advance the cursor. iX += g.m_iHadvance; // set texture coordinates v[0].t = RageVector2( g.m_TexRect.left, g.m_TexRect.top ); v[1].t = RageVector2( g.m_TexRect.left, g.m_TexRect.bottom ); v[2].t = RageVector2( g.m_TexRect.right, g.m_TexRect.bottom ); v[3].t = RageVector2( g.m_TexRect.right, g.m_TexRect.top ); m_aVertices.insert( m_aVertices.end(), &v[0], &v[4] ); m_vpFontPageTextures.push_back( g.GetFontPageTextures() ); } // The amount of padding a line needs: iY += iPadding; } } void BitmapText::DrawChars( bool bUseStrokeTexture ) { // bail if cropped all the way if( m_pTempState->crop.left + m_pTempState->crop.right >= 1 || m_pTempState->crop.top + m_pTempState->crop.bottom >= 1 ) return; const int iNumGlyphs = m_vpFontPageTextures.size(); int iStartGlyph = lrintf( SCALE( m_pTempState->crop.left, 0.f, 1.f, 0, (float) iNumGlyphs ) ); int iEndGlyph = lrintf( SCALE( m_pTempState->crop.right, 0.f, 1.f, (float) iNumGlyphs, 0 ) ); iStartGlyph = clamp( iStartGlyph, 0, iNumGlyphs ); iEndGlyph = clamp( iEndGlyph, 0, iNumGlyphs ); if( m_pTempState->fade.top > 0 || m_pTempState->fade.bottom > 0 || m_pTempState->fade.left > 0 || m_pTempState->fade.right > 0 ) { // Handle fading by tweaking the alpha values of the vertices. // Actual size of the fade on each side: const RectF &FadeDist = m_pTempState->fade; RectF FadeSize = FadeDist; // If the cropped size is less than the fade distance, clamp. const float fHorizRemaining = 1.0f - (m_pTempState->crop.left + m_pTempState->crop.right); if( FadeDist.left+FadeDist.right > 0 && fHorizRemaining < FadeDist.left+FadeDist.right ) { const float LeftPercent = FadeDist.left/(FadeDist.left+FadeDist.right); FadeSize.left = LeftPercent * fHorizRemaining; FadeSize.right = (1.0f-LeftPercent) * fHorizRemaining; } /* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade * all the way to 0 if the crop is beyond the outer edge.) */ const float fRightAlpha = SCALE( FadeSize.right, FadeDist.right, 0, 1, 0 ); const float fLeftAlpha = SCALE( FadeSize.left, FadeDist.left, 0, 1, 0 ); const float fStartFadeLeftPercent = m_pTempState->crop.left; const float fStopFadeLeftPercent = m_pTempState->crop.left + FadeSize.left; const float fLeftFadeStartGlyph = SCALE( fStartFadeLeftPercent, 0.f, 1.f, 0, (float) iNumGlyphs ); const float fLeftFadeStopGlyph = SCALE( fStopFadeLeftPercent, 0.f, 1.f, 0, (float) iNumGlyphs ); const float fStartFadeRightPercent = 1-(m_pTempState->crop.right + FadeSize.right); const float fStopFadeRightPercent = 1-(m_pTempState->crop.right); const float fRightFadeStartGlyph = SCALE( fStartFadeRightPercent, 0.f, 1.f, 0, (float) iNumGlyphs ); const float fRightFadeStopGlyph = SCALE( fStopFadeRightPercent, 0.f, 1.f, 0, (float) iNumGlyphs ); for( int start = iStartGlyph; start < iEndGlyph; ++start ) { int i = start*4; float fAlpha = 1.0f; if( FadeSize.left > 0.001f ) { // Add .5, so we fade wrt. the center of the vert, not the left side. float fPercent = SCALE( start+0.5f, fLeftFadeStartGlyph, fLeftFadeStopGlyph, 0.0f, 1.0f ); fPercent = clamp( fPercent, 0.0f, 1.0f ); fAlpha *= fPercent * fLeftAlpha; } if( FadeSize.right > 0.001f ) { float fPercent = SCALE( start+0.5f, fRightFadeStartGlyph, fRightFadeStopGlyph, 1.0f, 0.0f ); fPercent = clamp( fPercent, 0.0f, 1.0f ); fAlpha *= fPercent * fRightAlpha; } for( int j = 0; j < 4; ++j ) m_aVertices[i+j].c.a = (unsigned char)( m_aVertices[i+j].c.a * fAlpha ); } } for( int start = iStartGlyph; start < iEndGlyph; ) { int end = start; while( end < iEndGlyph && m_vpFontPageTextures[end] == m_vpFontPageTextures[start] ) end++; bool bHaveATexture = !bUseStrokeTexture || (bUseStrokeTexture && m_vpFontPageTextures[start]->m_pTextureStroke); if( bHaveATexture ) { DISPLAY->ClearAllTextures(); if( bUseStrokeTexture ) DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureStroke->GetTexHandle() ); else DISPLAY->SetTexture( TextureUnit_1, m_vpFontPageTextures[start]->m_pTextureMain->GetTexHandle() ); // Don't bother setting texture render states for text. We never go outside of 0..1. /* We should call SetTextureRenderStates because it does more than just setting * the texture wrapping state. If setting the wrapping state is found to be slow, * there should probably be a "don't care" texture wrapping mode set in Actor. -Chris */ // This is SLOW. We need to do something else about this. -Colby //Actor::SetTextureRenderStates(); DISPLAY->DrawQuads( &m_aVertices[start*4], (end-start)*4); } start = end; } } /* sText is UTF-8. If not all of the characters in sText are available in the * font, sAlternateText will be used instead. If there are unavailable characters * in sAlternateText, too, just use sText. */ void BitmapText::SetText( const RString& _sText, const RString& _sAlternateText, int iWrapWidthPixels ) { ASSERT( m_pFont ); RString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText; if( m_bUppercase ) sNewText.MakeUpper(); if( iWrapWidthPixels == -1 ) // wrap not specified iWrapWidthPixels = m_iWrapWidthPixels; if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels ) return; m_sText = sNewText; m_iWrapWidthPixels = iWrapWidthPixels; ClearAttributes(); SetTextInternal(); } void BitmapText::SetTextInternal() { // Break the string into lines. m_wTextLines.clear(); if( m_iWrapWidthPixels == -1 ) { split( RStringToWstring(m_sText), L"\n", m_wTextLines, false ); } else { // Break sText into lines that don't exceed iWrapWidthPixels. (if only // one word fits on the line, it may be larger than iWrapWidthPixels). // This does not work in all languages: /* "...I can add Japanese wrapping, at least. We could handle hyphens * and soft hyphens and pretty easily, too." -glenn */ // TODO: Move this wrapping logic into Font. vector asLines; split( m_sText, "\n", asLines, false ); for( unsigned line = 0; line < asLines.size(); ++line ) { vector asWords; split( asLines[line], " ", asWords ); RString sCurLine; int iCurLineWidth = 0; for( unsigned i=0; iGetLineWidthInSourcePixels( RStringToWstring(sWord) ); if( sCurLine.empty() ) { sCurLine = sWord; iCurLineWidth = iWidthWord; continue; } RString sToAdd = " " + sWord; int iWidthToAdd = m_pFont->GetLineWidthInSourcePixels(L" ") + iWidthWord; if( iCurLineWidth + iWidthToAdd <= m_iWrapWidthPixels ) // will fit on current line { sCurLine += sToAdd; iCurLineWidth += iWidthToAdd; } else { m_wTextLines.push_back( RStringToWstring(sCurLine) ); sCurLine = sWord; iCurLineWidth = iWidthWord; } } m_wTextLines.push_back( RStringToWstring(sCurLine) ); } } BuildChars(); UpdateBaseZoom(); } void BitmapText::SetVertSpacing( int iSpacing ) { m_iVertSpacing = iSpacing; BuildChars(); } void BitmapText::SetMaxWidth( float fMaxWidth ) { m_fMaxWidth = fMaxWidth; UpdateBaseZoom(); } void BitmapText::SetMaxHeight( float fMaxHeight ) { m_fMaxHeight = fMaxHeight; UpdateBaseZoom(); } void BitmapText::SetUppercase( bool b ) { m_bUppercase = b; BuildChars(); } void BitmapText::UpdateBaseZoom() { if( m_fMaxWidth == 0 ) { this->SetBaseZoomX( 1 ); } else { const float fWidth = GetUnzoomedWidth(); if( fWidth != 0 ) // don't divide by 0 { // Never decrease the zoom. const float fZoom = min( 1, m_fMaxWidth/fWidth ); this->SetBaseZoomX( fZoom ); } } if( m_fMaxHeight == 0 ) { this->SetBaseZoomY( 1 ); } else { const float fHeight = GetUnzoomedHeight(); if( fHeight != 0 ) // don't divide by 0 { // Never decrease the zoom. const float fZoom = min( 1, m_fMaxHeight/fHeight ); this->SetBaseZoomY( fZoom ); } } } bool BitmapText::StringWillUseAlternate( const RString& sText, const RString& sAlternateText ) const { ASSERT( m_pFont ); // Can't use the alternate if there isn't one. if( !sAlternateText.size() ) return false; // False if the alternate isn't needed. if( m_pFont->FontCompleteForString(RStringToWstring(sText)) ) return false; // False if the alternate is also incomplete. if( !m_pFont->FontCompleteForString(RStringToWstring(sAlternateText)) ) return false; return true; } void BitmapText::CropToWidth( int iMaxWidthInSourcePixels ) { iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels ); for( unsigned l=0; l iMaxWidthInSourcePixels ) { m_wTextLines[l].erase( m_wTextLines[l].end()-1, m_wTextLines[l].end() ); m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] ); } } BuildChars(); } bool BitmapText::EarlyAbortDraw() const { return m_wTextLines.empty(); } // draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale void BitmapText::DrawPrimitives() { Actor::SetGlobalRenderStates(); // set Actor-specified render states DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate ); // Draw if we're not fully transparent or the zbuffer is enabled if( m_pTempState->diffuse[0].a != 0 ) { // render the shadow if( m_fShadowLengthX != 0 || m_fShadowLengthY != 0 ) { DISPLAY->PushMatrix(); DISPLAY->TranslateWorld( m_fShadowLengthX, m_fShadowLengthY, 0 ); RageColor c = m_ShadowColor; c.a *= m_pTempState->diffuse[0].a; for( unsigned i=0; iPopMatrix(); } // render the stroke if( m_StrokeColor.a > 0 ) { RageColor c = m_StrokeColor; c.a *= m_pTempState->diffuse[0].a; for( unsigned i=0; i::const_iterator iter = m_mAttributes.begin(); while( i < m_aVertices.size() ) { // Set the colors up to the next attribute. size_t iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4; iEnd = min( iEnd, m_aVertices.size() ); for( ; i < iEnd; i += 4 ) { m_aVertices[i+0].c = m_pTempState->diffuse[0]; // top left m_aVertices[i+1].c = m_pTempState->diffuse[2]; // bottom left m_aVertices[i+2].c = m_pTempState->diffuse[3]; // bottom right m_aVertices[i+3].c = m_pTempState->diffuse[1]; // top right } if( iter == m_mAttributes.end() ) break; // Set the colors according to this attribute. const Attribute &attr = iter->second; ++iter; if( attr.length < 0 ) iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4; else iEnd = i + attr.length*4; iEnd = min( iEnd, m_aVertices.size() ); for( ; i < iEnd; i += 4 ) { m_aVertices[i+0].c = attr.diffuse[0]; // top left m_aVertices[i+1].c = attr.diffuse[2]; // bottom left m_aVertices[i+2].c = attr.diffuse[3]; // bottom right m_aVertices[i+3].c = attr.diffuse[1]; // top right } } } // apply jitter to verts vector vGlyphJitter; if( m_bJitter ) { int iSeed = lrintf( RageTimer::GetTimeSinceStartFast()*8 ); RandomGen rnd( iSeed ); for( unsigned i=0; iglow.a > 0.0001f || m_bHasGlowAttribute ) { DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow ); size_t i = 0; map::const_iterator iter = m_mAttributes.begin(); while( i < m_aVertices.size() ) { // Set the glow up to the next attribute. size_t iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4; iEnd = min( iEnd, m_aVertices.size() ); for( ; i < iEnd; ++i ) m_aVertices[i].c = m_pTempState->glow; if( iter == m_mAttributes.end() ) break; // Set the glow according to this attribute. const Attribute &attr = iter->second; ++iter; if( attr.length < 0 ) iEnd = iter == m_mAttributes.end()? m_aVertices.size():iter->first*4; else iEnd = i + attr.length*4; iEnd = min( iEnd, m_aVertices.size() ); for( ; i < iEnd; ++i ) m_aVertices[i].c = attr.glow; } /* Draw glow using the base texture and the glow texture. Otherwise, * glow looks too tame on BitmapText that has a stroke. - Chris Danford */ /* This doesn't work well if the font is using an invisible stroke, as * the invisible stroke will glow as well. Time for TextGlowMode. * Only draw the strokes if the glow mode is not inner only. -aj */ DrawChars(m_TextGlowMode != TextGlowMode_Inner); } } // Rebuild when these change. void BitmapText::SetHorizAlign( float f ) { float fHorizAlign = m_fHorizAlign; Actor::SetHorizAlign(f); if( fHorizAlign == m_fHorizAlign ) return; BuildChars(); } void BitmapText::SetWrapWidthPixels( int iWrapWidthPixels ) { ASSERT( m_pFont ); // always load a font first if( m_iWrapWidthPixels == iWrapWidthPixels ) return; m_iWrapWidthPixels = iWrapWidthPixels; SetTextInternal(); } BitmapText::Attribute BitmapText::GetDefaultAttribute() const { Attribute attr; for( int i = 0; i < 4; ++i ) attr.diffuse[i] = GetDiffuses( i ); attr.glow = GetGlow(); return attr; } void BitmapText::AddAttribute( size_t iPos, const Attribute &attr ) { // Fixup position for new lines. int iLines = 0; size_t iAdjustedPos = iPos; FOREACH_CONST( wstring, m_wTextLines, line ) { size_t length = line->length(); if( length >= iAdjustedPos ) break; iAdjustedPos -= length; ++iLines; } m_mAttributes[iPos-iLines] = attr; m_bHasGlowAttribute = m_bHasGlowAttribute || attr.glow.a > 0.0001f; } void BitmapText::ClearAttributes() { m_mAttributes.clear(); m_bHasGlowAttribute = false; } void BitmapText::Attribute::FromStack( lua_State *L, int iPos ) { if( lua_type(L, iPos) != LUA_TTABLE ) return; lua_pushvalue( L, iPos ); const int iTab = lua_gettop( L ); // Get the length. lua_getfield( L, iTab, "Length" ); length = lua_tointeger( L, -1 ); lua_settop( L, iTab ); // Get the diffuse colors. lua_getfield( L, iTab, "Diffuses" ); if( !lua_isnil(L, -1) ) { for( int i = 1; i <= 4; ++i ) { lua_rawgeti( L, -i, i ); diffuse[i-1].FromStack( L, -1 ); } } lua_settop( L, iTab ); // Get a single diffuse color. lua_getfield( L, iTab, "Diffuse" ); if( !lua_isnil(L, -1) ) { diffuse[0].FromStack( L, -1 ); diffuse[1] = diffuse[2] = diffuse[3] = diffuse[0]; } lua_settop( L, iTab ); // Get the glow color. lua_getfield( L, iTab, "Glow" ); glow.FromStack( L, -1 ); lua_settop( L, iTab - 1 ); } // lua start #include "FontCharAliases.h" /** @brief Allow Lua to have access to the BitmapText. */ class LunaBitmapText: public Luna { public: static int wrapwidthpixels( T* p, lua_State *L ) { p->SetWrapWidthPixels( IArg(1) ); return 0; } static int maxwidth( T* p, lua_State *L ) { p->SetMaxWidth( FArg(1) ); return 0; } static int maxheight( T* p, lua_State *L ) { p->SetMaxHeight( FArg(1) ); return 0; } static int vertspacing( T* p, lua_State *L ) { p->SetVertSpacing( IArg(1) ); return 0; } static int settext( T* p, lua_State *L ) { RString s = SArg(1); RString sAlt; /* XXX: Lua strings should simply use "\n" natively. However, some * settext calls may be made from GetMetric() calls to other strings, and * it's confusing for :: to work in some strings and not others. * Eventually, all strings should be Lua expressions, but until then, * continue to support this. */ s.Replace("::","\n"); FontCharAliases::ReplaceMarkers( s ); if( lua_gettop(L) > 1 ) { sAlt = SArg(2); sAlt.Replace("::","\n"); FontCharAliases::ReplaceMarkers( sAlt ); } p->SetText( s, sAlt ); return 0; } static int rainbowscroll( T* p, lua_State *L ) { p->SetRainbowScroll( BArg(1) ); return 0; } static int jitter( T* p, lua_State *L ) { p->SetJitter( BArg(1) ); return 0; } static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; } static int AddAttribute( T* p, lua_State *L ) { size_t iPos = IArg(1); BitmapText::Attribute attr = p->GetDefaultAttribute(); attr.FromStack( L, 2 ); p->AddAttribute( iPos, attr ); return 0; } static int ClearAttributes( T* p, lua_State *L ) { p->ClearAttributes(); return 0; } static int strokecolor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetStrokeColor( c ); return 0; } static int uppercase( T* p, lua_State *L ) { p->SetUppercase( BArg(1) ); return 0; } static int textglowmode( T* p, lua_State *L ) { p->SetTextGlowMode( Enum::Check(L, 1) ); return 0; } LunaBitmapText() { ADD_METHOD( wrapwidthpixels ); ADD_METHOD( maxwidth ); ADD_METHOD( maxheight ); ADD_METHOD( vertspacing ); ADD_METHOD( settext ); ADD_METHOD( rainbowscroll ); ADD_METHOD( jitter ); ADD_METHOD( GetText ); ADD_METHOD( AddAttribute ); ADD_METHOD( ClearAttributes ); ADD_METHOD( strokecolor ); ADD_METHOD( uppercase ); ADD_METHOD( textglowmode ); //ADD_METHOD( LoadFromFont ); //ADD_METHOD( LoadFromTextureAndChars ); } }; LUA_REGISTER_DERIVED_CLASS( BitmapText, Actor ) // lua end /* * (c) 2003-2007 Chris Danford, Charles Lohr, Steve Checkoway * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */