487 lines
13 KiB
C++
487 lines
13 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: BitmapText.h
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Desc: A font class that draws characters from a bitmap.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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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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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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// 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_iNumV = 0;
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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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}
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bool BitmapText::Load( 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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// 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() != 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() != 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] = 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<Sprite::GetNumStates(); i++ )
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{
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m_fFrameNoToWidth[i] = 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<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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return true;
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}
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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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{
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float fWidestLineWidth = 0;
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for( int i=0; i<m_sTextLines.GetSize(); i++ )
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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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}
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return fWidestLineWidth;
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}
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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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for( int i=0; i<sLine.GetLength(); i++ )
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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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fLineWidth += m_fFrameNoToWidth[iFrameNo];
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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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// make the object in logical units centered at the origin
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LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
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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;
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switch( m_VertAlign )
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{
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case align_top: fY = -(m_sTextLines.GetSize()) * fHeight / 2; break;
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case align_middle: fY = 0; break;
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case align_bottom: fY = (m_sTextLines.GetSize()) * fHeight / 2; break;
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default: ASSERT( true );
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}
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for( int i=0; i<m_sTextLines.GetSize(); 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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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( true );
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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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{
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char c = sLine[j];
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int iFrameNo = m_iCharToFrameNo[c];
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ASSERT( iFrameNo != -1 ); // this font doesn't impelemnt this character
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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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// 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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// to the right of the normal character.
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float fPercentExtra = 0.20f;
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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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// set vertex positions
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v[m_iNumV++].p = D3DXVECTOR3( fX, fY+fHeight/2, 0 ); // bottom left
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v[m_iNumV++].p = D3DXVECTOR3( fX, fY-fHeight/2, 0 ); // top left
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fX += fCharWidth;
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float fExtraPixels = fPercentExtra * GetUnzoomedWidth();
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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( fX+fExtraPixels, fY-fHeight/2, 0 ); // top right
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// set texture coordinates
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m_iNumV -= 4;
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FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( iFrameNo );
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float fExtraTexCoords = fPercentExtra * m_pTexture->GetTextureFrameWidth() / m_pTexture->GetTextureWidth();
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v[m_iNumV].tu = pTexCoordRect->left; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom left
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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->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->bottom; // bottom right
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v[m_iNumV].tu = pTexCoordRect->right + fExtraTexCoords; v[m_iNumV++].tv = pTexCoordRect->top; // top right
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}
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fY += fHeight;
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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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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++)
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colorDiffuse[i] = m_effect_colorDiffuse1*m_fPercentBetweenColors + m_effect_colorDiffuse2*(1.0f-m_fPercentBetweenColors);
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}
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break;
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case glowing:
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colorAdd = m_effect_colorAdd1*m_fPercentBetweenColors + m_effect_colorAdd2*(1.0f-m_fPercentBetweenColors);
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break;
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case wagging:
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break;
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case spinning:
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// nothing special needed
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break;
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case vibrating:
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break;
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case flickering:
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m_bVisibleThisFrame = !m_bVisibleThisFrame;
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if( !m_bVisibleThisFrame )
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for(int i=0; i<4; i++)
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colorDiffuse[i] = D3DXCOLOR(0,0,0,0); // don't draw the frame
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break;
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}
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// RebuildVertexBuffer();
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LPDIRECT3DVERTEXBUFFER8 pVB = m_pVB;
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CUSTOMVERTEX* v;
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// Set the stage...
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LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
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pd3dDevice->SetTexture( 0, m_pTexture->GetD3DTexture() );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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//pd3dDevice->SetRenderState( D3DRS_SRCBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
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//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
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pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
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pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
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pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
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pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
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if( colorDiffuse[0].a != 0 )
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{
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//////////////////////
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// render the shadow
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//////////////////////
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if( m_bHasShadow )
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{
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SCREEN->PushMatrix();
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SCREEN->Translate( 5, 5, 0 ); // shift by 5 units
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<m_iNumV; i++ )
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v[i].color = D3DXCOLOR(0,0,0,0.5f*colorDiffuse[0].a); // semi-transparent black
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pVB->Unlock();
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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for( i=0; i<m_iNumV; i+=4 )
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, i, 2 );
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SCREEN->PopMatrix();
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}
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//////////////////////
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// render the diffuse pass
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//////////////////////
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<m_iNumV; i++ )
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{
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if( i%2 == 0 ) // this is a bottom vertex
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v[i].color = colorDiffuse[0];
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else // this is a top vertex
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v[i].color = colorDiffuse[1];
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}
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pVB->Unlock();
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
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for( i=0; i<m_iNumV; i+=4 )
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, i, 2 );
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}
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//////////////////////
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// render the add pass
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//////////////////////
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if( colorAdd.a != 0 )
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{
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pVB->Lock( 0, 0, (BYTE**)&v, 0 );
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for( int i=0; i<m_iNumV; i++ )
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v[i].color = colorAdd;
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pVB->Unlock();
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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for( i=0; i<m_iNumV; i+=4 )
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pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, i, 2 );
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}
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}
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void BitmapText::SetText( CString sText )
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{
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if( sText.GetLength() > MAX_NUM_VERTICIES )
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sText = sText.Left( MAX_NUM_VERTICIES );
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// strip out foreign chars
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for( int i=0; i<sText.GetLength(); i++ )
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if( sText[i] > NUM_CHARS-1 )
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sText.Delete(i);
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m_sTextLines.RemoveAll();
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split( sText, "\n", m_sTextLines, false );
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RebuildVertexBuffer();
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}
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CString BitmapText::GetText()
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{
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return join( "\n", m_sTextLines );
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}
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