5f47abd1f7
song in the editor)
363 lines
9.4 KiB
C++
363 lines
9.4 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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File: BitmapText
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) 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 "FontManager.h"
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#include "RageLog.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "RageDisplay.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#include "GameConstantsAndTypes.h"
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#include "Font.h"
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/* XXX:
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* We need some kind of font modifier string for metrics. For example,
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* "valign=top;spacing = x+5,y+2"
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*
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* Better, we could go all the way, drop all of the actor-specific font aliases,
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* and do "font=header2;valign=top;...".
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*
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* However, let's wait until Pango support is in, so we can figure out how to
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* integrate font selection at the same time.
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*/
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/*
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* Forward planning:
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*
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* This can't handle full CJK fonts; it's not reasonable to load a 2000+ glyph bitmap
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* font into memory. We want to be able to fall back on a real font renderer when
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* we're missing characters. However, we make use of custom glyphs, and we don't want
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* custom glyphs and fallback fonts to be mutually exclusive.
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*
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* So, if we have a fallback font renderer active, and we're missing any characters at
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* all, send the text to the fallback renderer. If it can't render a character
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* (because it's a special-use character), render up to that character, render the
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* special character ourself, then start again on the next character. The data
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* rendered can be put into textures and put into the verts/tex lists as if it came
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* from a regular font (nothing says we can't put more than one character per quad)
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* and DrawChars won't have to be changed at all.
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*
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* Some mechanism to hint which fallback font size/style a given font wants, to make
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* a best effort to line up font types. This could be a setting in the font INI.
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*/
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#define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))
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const int NUM_RAINBOW_COLORS = 7;
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RageColor RAINBOW_COLORS[NUM_RAINBOW_COLORS];
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BitmapText::BitmapText()
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{
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// Loading these theme metrics is slow, so only do it ever 20th time.
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static int iReloadCounter = 0;
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if( iReloadCounter%20==0 )
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{
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for(int i = 0; i < NUM_RAINBOW_COLORS; ++i)
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RAINBOW_COLORS[i] = RAINBOW_COLOR(i);
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}
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iReloadCounter++;
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m_HorizAlign = align_center;
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m_VertAlign = align_middle;
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m_pFont = NULL;
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m_iWidestLineWidth = 0;
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m_bShadow = true;
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m_bRainbow = false;
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}
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BitmapText::~BitmapText()
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{
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if( m_pFont )
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FONT->UnloadFont( m_pFont );
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}
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bool BitmapText::LoadFromFont( CString sFontFilePath )
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{
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LOG->Trace( "BitmapText::LoadFromFontName(%s)", sFontFilePath.GetString() );
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if( m_pFont ) {
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FONT->UnloadFont( m_pFont );
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m_pFont = NULL;
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}
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// load font
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m_pFont = FONT->LoadFont( sFontFilePath );
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BuildChars();
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return true;
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}
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bool BitmapText::LoadFromTextureAndChars( CString sTexturePath, CString sChars )
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{
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LOG->Trace( "BitmapText::LoadFromTextureAndChars(%s)", sTexturePath.GetString() );
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if( m_pFont ) {
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FONT->UnloadFont( m_pFont );
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m_pFont = NULL;
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}
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// load font
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m_pFont = FONT->LoadFont( sTexturePath, sChars );
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BuildChars();
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return true;
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}
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void BitmapText::BuildChars()
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{
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/* If we don't have a font yet, we'll do this when it loads. */
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if(m_pFont == NULL)
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return;
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/* calculate line lengths and widths */
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m_iWidestLineWidth = 0;
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m_iLineWidths.clear();
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for( unsigned l=0; l<m_szTextLines.size(); l++ ) // for each line
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{
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m_iLineWidths.push_back(m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l] ));
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m_iWidestLineWidth = max(m_iWidestLineWidth, m_iLineWidths.back());
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}
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verts.clear();
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tex.clear();
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if(m_szTextLines.empty()) return;
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int TotalHeight = m_pFont->GetHeight() * m_szTextLines.size();
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unsigned i;
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int MinSpacing = 0;
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/* The height (from the origin to the baseline): */
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int Padding = max(m_pFont->GetLineSpacing(), MinSpacing) - m_pFont->GetHeight();
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/* There's padding between every line: */
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TotalHeight += Padding * (m_szTextLines.size()-1);
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int iY; // the top 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: iY = 0; break;
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case align_middle: iY = -(int)roundf(TotalHeight/2.0f); break;
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case align_bottom: iY = -TotalHeight; break;
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default: ASSERT( false ); return;
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}
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for( i=0; i<m_szTextLines.size(); i++ ) // foreach line
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{
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iY += m_pFont->GetHeight();
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const wstring &szLine = m_szTextLines[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: iX = 0; break;
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case align_center: iX = -(int)roundf(iLineWidth/2.0f); break;
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case align_right: iX = -iLineWidth; break;
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default: ASSERT( false ); return;
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}
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for( unsigned j=0; j<szLine.size(); j++ ) // for each character in the line
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{
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RageVertex v[4];
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const glyph &g = m_pFont->GetGlyph(szLine[j]);
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/* set vertex positions */
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v[0].p = RageVector3( iX+g.hshift, iY+g.fp->vshift, 0 ); // top left
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v[1].p = RageVector3( iX+g.hshift, iY+g.fp->vshift+g.height, 0 ); // bottom left
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v[2].p = RageVector3( iX+g.hshift+g.width, iY+g.fp->vshift+g.height, 0 ); // bottom right
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v[3].p = RageVector3( iX+g.hshift+g.width, iY+g.fp->vshift, 0 ); // top right
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/* Advance the cursor. */
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iX += g.hadvance;
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/* set texture coordinates */
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v[0].t = RageVector2( g.rect.left, g.rect.top );
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v[1].t = RageVector2( g.rect.left, g.rect.bottom );
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v[2].t = RageVector2( g.rect.right, g.rect.bottom );
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v[3].t = RageVector2( g.rect.right, g.rect.top );
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verts.insert(verts.end(), &v[0], &v[4]);
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tex.push_back(g.GetTexture());
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}
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/* The amount of padding a line needs: */
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iY += Padding;
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}
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}
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void BitmapText::DrawChars()
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{
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for(unsigned start = 0; start < tex.size(); )
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{
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unsigned end = start;
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while(end < tex.size() && tex[end] == tex[start])
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end++;
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DISPLAY->SetTexture( tex[start] );
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DISPLAY->DrawQuads( &verts[start*4], (end-start)*4 );
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start = end;
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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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* in sAlternateText, too, just use sText. */
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void BitmapText::SetText( CString sText, CString sAlternateText )
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{
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ASSERT( m_pFont );
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if(StringWillUseAlternate(sText, sAlternateText))
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sText = sAlternateText;
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if(m_szText == sText)
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return;
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m_szText = sText;
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/* Break the string into lines. */
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m_szTextLines.clear();
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split(CStringToWstring(m_szText), L"\n", m_szTextLines, false);
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BuildChars();
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}
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bool BitmapText::StringWillUseAlternate(CString sText, CString sAlternateText) const
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{
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ASSERT( m_pFont );
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/* Can't use the alternate if there isn't one. */
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if(!sAlternateText.size()) return false;
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/* False if the alternate isn't needed. */
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if(m_pFont->FontCompleteForString(CStringToWstring(sText))) return false;
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/* False if the alternate is also incomplete. */
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if(!m_pFont->FontCompleteForString(CStringToWstring(sAlternateText))) return false;
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return true;
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}
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void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
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{
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iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
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for( unsigned l=0; l<m_szTextLines.size(); l++ ) // for each line
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{
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while( m_iLineWidths[l] > iMaxWidthInSourcePixels )
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{
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m_szTextLines[l].erase(m_szTextLines[l].end()-1, m_szTextLines[l].end());
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m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l] );
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}
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}
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BuildChars();
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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::DrawPrimitives()
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{
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if( m_szTextLines.empty() )
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return;
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DISPLAY->SetTextureModeModulate();
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if( m_bBlendAdd )
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DISPLAY->SetBlendModeAdd();
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else
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DISPLAY->SetBlendModeNormal();
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/* Draw if we're not fully transparent or the zbuffer is enabled (which ignores
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* alpha). */
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if( m_temp.diffuse[0].a != 0 || DISPLAY->ZBufferEnabled())
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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_bShadow )
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{
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DISPLAY->PushMatrix();
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DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
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RageColor dim(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
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for( unsigned i=0; i<verts.size(); i++ )
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verts[i].c = dim;
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DrawChars();
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DISPLAY->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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if( m_bRainbow )
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{
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int color_index = int(RageTimer::GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
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for( unsigned i=0; i<verts.size(); i+=4 )
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{
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const RageColor color = RAINBOW_COLORS[color_index];
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for( unsigned j=i; j<i+4; j++ )
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verts[j].c = color;
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color_index = (color_index+1)%NUM_RAINBOW_COLORS;
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}
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}
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else
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{
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for( unsigned i=0; i<verts.size(); i+=4 )
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{
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verts[i+0].c = m_temp.diffuse[0]; // top left
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verts[i+1].c = m_temp.diffuse[2]; // bottom left
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verts[i+2].c = m_temp.diffuse[3]; // bottom right
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verts[i+3].c = m_temp.diffuse[1]; // top right
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}
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}
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DrawChars();
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}
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/* render the glow pass */
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if( m_temp.glow.a != 0 )
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{
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DISPLAY->SetTextureModeGlow();
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for( unsigned i=0; i<verts.size(); i++ )
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verts[i].c = m_temp.glow;
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DrawChars();
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}
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}
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/* Rebuild when these change. */
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void BitmapText::SetHorizAlign( HorizAlign ha )
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{
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if(ha == m_HorizAlign) return;
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Actor::SetHorizAlign(ha);
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BuildChars();
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}
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void BitmapText::SetVertAlign( VertAlign va )
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{
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if(va == m_VertAlign) return;
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Actor::SetVertAlign(va);
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BuildChars();
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}
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