Files
itgmania212121/stepmania/src/BitmapText.cpp
T
Glenn Maynard 856dbee8f5 After an assertion failure, the user might continue. If we ASSERT(0),
return.  (We should probably be throwing, though.)
2002-09-07 10:01:42 +00:00

350 lines
9.5 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: BitmapText
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "BitmapText.h"
#include "IniFile.h"
#include "FontManager.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageTimer.h"
#include "PrefsManager.h"
#define RAINBOW_COLOR_1 THEME->GetMetricC("BitmapText","RainbowColor1")
#define RAINBOW_COLOR_2 THEME->GetMetricC("BitmapText","RainbowColor2")
#define RAINBOW_COLOR_3 THEME->GetMetricC("BitmapText","RainbowColor3")
#define RAINBOW_COLOR_4 THEME->GetMetricC("BitmapText","RainbowColor4")
#define RAINBOW_COLOR_5 THEME->GetMetricC("BitmapText","RainbowColor5")
#define RAINBOW_COLOR_6 THEME->GetMetricC("BitmapText","RainbowColor6")
#define RAINBOW_COLOR_7 THEME->GetMetricC("BitmapText","RainbowColor7")
const int NUM_RAINBOW_COLORS = 7;
D3DXCOLOR RAINBOW_COLORS[NUM_RAINBOW_COLORS];
BitmapText::BitmapText()
{
// Loading these theme metrics is slow, so only do it ever 20th time.
static int iReloadCounter = 0;
if( iReloadCounter%20==0 )
{
RAINBOW_COLORS[0] = RAINBOW_COLOR_1;
RAINBOW_COLORS[1] = RAINBOW_COLOR_2;
RAINBOW_COLORS[2] = RAINBOW_COLOR_3;
RAINBOW_COLORS[3] = RAINBOW_COLOR_4;
RAINBOW_COLORS[4] = RAINBOW_COLOR_5;
RAINBOW_COLORS[5] = RAINBOW_COLOR_6;
RAINBOW_COLORS[6] = RAINBOW_COLOR_7;
}
iReloadCounter++;
m_HorizAlign = align_center;
m_VertAlign = align_middle;
m_pFont = NULL;
m_iNumLines = 0;
m_iWidestLineWidth = 0;
for( int i=0; i<MAX_TEXT_LINES; i++ )
{
m_szTextLines[i] = '\0';
m_iLineLengths[i] = -1;
m_iLineWidths[i] = 1;
}
m_bShadow = true;
m_bRainbow = false;
}
BitmapText::~BitmapText()
{
if( m_pFont )
FONT->UnloadFont( m_pFont->m_sTexturePath );
}
bool BitmapText::LoadFromFont( CString sFontFilePath )
{
LOG->Trace( "BitmapText::LoadFromFontName(%s)", sFontFilePath );
// load font
m_pFont = FONT->LoadFont( sFontFilePath );
return true;
}
bool BitmapText::LoadFromTextureAndChars( CString sTexturePath, CString sChars )
{
LOG->Trace( "BitmapText::LoadFromTextureAndChars(%s)", sTexturePath );
// load font
m_pFont = FONT->LoadFont( sTexturePath, sChars );
return true;
}
void BitmapText::SetText( CString sText )
{
//LOG->Trace( "BitmapText::SetText()" );
ASSERT( m_pFont );
if( m_pFont->m_bCapitalsOnly )
sText.MakeUpper();
//
// save the string and crop if necessary
//
ASSERT( sText.GetLength() < MAX_TEXT_CHARS/2 );
strncpy( m_szText, sText, MAX_TEXT_CHARS );
m_szText[MAX_TEXT_CHARS-1] = '\0';
int iLength = strlen( m_szText );
//
// strip out non-low ASCII chars
//
for( int i=0; i<iLength; i++ ) // for each character
{
if( m_szText[i] < 0 || m_szText[i] > MAX_FONT_CHARS-1 )
m_szText[i] = ' ';
}
//
// break the string into lines
//
m_iNumLines = 0;
LPSTR token;
/* Establish string and get the first token: */
token = strtok( m_szText, "\n" );
while( token != NULL )
{
m_szTextLines[m_iNumLines++] = token;
token = strtok( NULL, "\n" );
}
//
// calculate line lengths and widths
//
m_iWidestLineWidth = 0;
for( int l=0; l<m_iNumLines; l++ ) // for each line
{
m_iLineLengths[l] = strlen( m_szTextLines[l] );
m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l], m_iLineLengths[l] );
if( m_iLineWidths[l] > m_iWidestLineWidth )
m_iWidestLineWidth = m_iLineWidths[l];
}
// fill the RageScreen's vertex buffer with what we're going to draw
//RebuildVertexBuffer();
}
void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
{
iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
for( int l=0; l<m_iNumLines; l++ ) // for each line
{
while( m_iLineWidths[l] > iMaxWidthInSourcePixels )
{
m_iLineLengths[l]--;
m_iLineWidths[l] = m_pFont->GetLineWidthInSourcePixels( m_szTextLines[l], m_iLineLengths[l] );
}
}
}
// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
void BitmapText::DrawPrimitives()
{
// offset so that pixels are aligned to texels
if( PREFSMAN->m_iDisplayResolution == 320 )
DISPLAY->TranslateLocal( -1, -1, 0 );
else
DISPLAY->TranslateLocal( -0.5f, -0.5f, 0 );
if( m_iNumLines == 0 )
return;
RageTexture* pTexture = m_pFont->m_pTexture;
// make the object in logical units centered at the origin
static RAGEVERTEX v[4000];
int iNumV = 0; // the current vertex number
const int iHeight = pTexture->GetSourceFrameHeight(); // height of a character
const int iLineSpacing = m_pFont->m_iLineSpacing; // spacing between lines
const int iFrameWidth = pTexture->GetSourceFrameWidth(); // width of a character frame in logical units
int iY; // the center position of the first row of characters
switch( m_VertAlign )
{
case align_bottom: iY = -(m_iNumLines) * iLineSpacing + iLineSpacing/2; break;
case align_middle: iY = -(m_iNumLines-1) * iLineSpacing/2; break;
case align_top: iY = + iLineSpacing/2; break;
default: ASSERT( false ); return;
}
for( int i=0; i<m_iNumLines; i++ ) // foreach line
{
const char *szLine = m_szTextLines[i];
const int iLineLength = m_iLineLengths[i];
const int iLineWidth = m_iLineWidths[i];
int iX;
switch( m_HorizAlign )
{
case align_left: iX = 0; break;
case align_center: iX = -(iLineWidth/2); break;
case align_right: iX = -iLineWidth; break;
default: ASSERT( false ); return;
}
for( int j=0; j<iLineLength; j++ ) // for each character in the line
{
const char c = szLine[j];
const int iFrameNo = m_pFont->m_iCharToFrameNo[c];
if( iFrameNo == -1 ) // this font doesn't impelemnt this character
throw RageException( "The font '%s' does not implement the character '%c'", m_sFontFilePath, c );
const int iCharWidth = m_pFont->m_iFrameNoToWidth[iFrameNo];
// The right side of any italic letter is being cropped. So, we're going to draw a little bit
// to the right of the normal character.
const int iDrawExtraPixelsLeft = min( m_pFont->m_iDrawExtraPixelsLeft, (iFrameWidth-iCharWidth)/2 );
const int iDrawExtraPixelsRight = min( m_pFont->m_iDrawExtraPixelsRight, (iFrameWidth-iCharWidth)/2 );
//
// set vertex positions
//
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft, iY-iHeight/2.0f, 0 ); // top left
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft+iCharWidth+iDrawExtraPixelsRight, iY-iHeight/2.0f, 0 ); // top right
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft, iY+iHeight/2.0f, 0 ); // bottom left
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft+iCharWidth+iDrawExtraPixelsRight, iY+iHeight/2.0f, 0 ); // bottom right
iX += iCharWidth;
//
// set texture coordinates
//
iNumV -= 4;
FRECT frectTexCoords = *pTexture->GetTextureCoordRect( iFrameNo );
// Tweak the textures frame rectangles so we don't draw extra
// to the left and right of the character, saving us fill rate.
float fPixelsToChopOff = pTexture->GetSourceFrameWidth() - (float)iCharWidth;
float fTexCoordsToChopOff = fPixelsToChopOff / pTexture->GetSourceWidth();
frectTexCoords.left += fTexCoordsToChopOff/2;
frectTexCoords.right -= fTexCoordsToChopOff/2;
const float fExtraTexCoordsLeft = iDrawExtraPixelsLeft / (float)pTexture->GetSourceWidth();
const float fExtraTexCoordsRight = iDrawExtraPixelsRight / (float)pTexture->GetSourceWidth();
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left - fExtraTexCoordsLeft, frectTexCoords.top ); // top left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoordsRight, frectTexCoords.top ); // top right
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left - fExtraTexCoordsLeft, frectTexCoords.bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoordsRight, frectTexCoords.bottom ); // bottom right
}
iY += iLineSpacing;
}
DISPLAY->SetTexture( pTexture );
DISPLAY->SetColorTextureMultDiffuse();
DISPLAY->SetAlphaTextureMultDiffuse();
if( m_bBlendAdd )
DISPLAY->SetBlendModeAdd();
else
DISPLAY->SetBlendModeNormal();
if( m_temp.diffuse[0].a != 0 )
{
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
int i;
for( i=0; i<iNumV; i++ )
v[i].color = dwColor;
for( i=0; i<iNumV; i+=4 )
DISPLAY->AddQuad( &v[i] );
DISPLAY->PopMatrix();
}
//////////////////////
// render the diffuse pass
//////////////////////
if( m_bRainbow )
{
int color_index = int(TIMER->GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
for( int i=0; i<iNumV; i+=4 )
{
const D3DXCOLOR color = RAINBOW_COLORS[color_index];
for( int j=i; j<i+4; j++ )
v[j].color = color;
color_index = (color_index+1)%NUM_RAINBOW_COLORS;
}
}
else
{
for( int i=0; i<iNumV; i+=4 )
{
v[i+0].color = m_temp.diffuse[0]; // top left
v[i+1].color = m_temp.diffuse[1]; // top right
v[i+2].color = m_temp.diffuse[2]; // bottom left
v[i+3].color = m_temp.diffuse[3]; // bottom right
}
}
for( int i=0; i<iNumV; i+=4 )
DISPLAY->AddQuad( &v[i] );
}
//////////////////////
// render the glow pass
//////////////////////
if( m_temp.glow.a != 0 )
{
DISPLAY->SetColorDiffuse();
int i;
for( i=0; i<iNumV; i++ )
v[i].color = m_temp.glow;
for( i=0; i<iNumV; i+=4 )
DISPLAY->AddQuad( &v[i] );
}
}