Files
itgmania212121/stepmania/src/BitmapText.cpp
T
Glenn Maynard f67bf25560 remove comment
2005-09-01 06:13:56 +00:00

878 lines
24 KiB
C++

#include "global.h"
#include "BitmapText.h"
#include "IniFile.h"
#include "FontManager.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageTimer.h"
#include "RageDisplay.h"
#include "ThemeManager.h"
#include "GameConstantsAndTypes.h"
#include "Font.h"
#include "ActorUtil.h" // for BeginHandleArgs
#include "LuaBinding.h"
REGISTER_ACTOR_CLASS( BitmapText )
/*
* 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.
*/
/* 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;...".
*/
#define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))
const int NUM_RAINBOW_COLORS = 7;
RageColor 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 )
{
for( int i = 0; i < NUM_RAINBOW_COLORS; ++i )
RAINBOW_COLORS[i] = RAINBOW_COLOR(i);
}
iReloadCounter++;
m_pFont = NULL;
m_bRainbow = false;
m_iWrapWidthPixels = -1;
m_fMaxWidth = 0;
m_fMaxHeight = 0;
SetShadowLength( 4 );
}
BitmapText::~BitmapText()
{
if( m_pFont )
FONT->UnloadFont( m_pFont );
}
BitmapText::BitmapText( const BitmapText &cpy ):
Actor( cpy )
{
#define CPY(a) a = cpy.a
CPY( m_sText );
CPY( m_wTextLines );
CPY( m_iLineWidths );
CPY( m_iWrapWidthPixels );
CPY( m_fMaxWidth );
CPY( m_fMaxHeight );
CPY( m_bRainbow );
CPY( m_aVertices );
CPY( m_pTextures );
#undef CPY
if( cpy.m_pFont != NULL )
m_pFont = FONT->CopyFont( cpy.m_pFont );
else
m_pFont = NULL;
}
void BitmapText::LoadFromNode( const CString& sDir, const XNode* pNode )
{
CString sText;
pNode->GetAttrValue( "Text", sText );
CString sAltText;
pNode->GetAttrValue( "AltText", sAltText );
ThemeManager::EvaluateString( sText );
ThemeManager::EvaluateString( sAltText );
CString sFont;
pNode->GetAttrValue( "Font", sFont );
if( sFont.empty() )
pNode->GetAttrValue("File", sFont ); // accept "File" for backward compatibility
LuaHelpers::RunAtExpressionS( sFont );
if( sFont == "" )
RageException::Throw( "An object '%s' in '%s' is missing the Font attribute",
pNode->m_sName.c_str(), sDir.c_str() );
LoadFromFont( THEME->GetPathToF( sFont ) );
SetText( sText, sAltText );
Actor::LoadFromNode( sDir, pNode );
}
bool BitmapText::LoadFromFont( const CString& 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 );
BuildChars();
return true;
}
bool BitmapText::LoadFromTextureAndChars( const CString& sTexturePath, const CString& 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; l<m_wTextLines.size(); l++ ) // for each line
{
m_iLineWidths.push_back(m_pFont->GetLineWidthInSourcePixels( m_wTextLines[l] ));
m_size.x = max( m_size.x, m_iLineWidths.back() );
}
m_aVertices.clear();
m_pTextures.clear();
if( m_wTextLines.empty() )
return;
m_size.y = float(m_pFont->GetHeight() * m_wTextLines.size());
int MinSpacing = 0;
/* The height (from the origin to the baseline): */
int Padding = max(m_pFont->GetLineSpacing(), MinSpacing) - m_pFont->GetHeight();
/* There's padding between every line: */
m_size.y += Padding * (m_wTextLines.size()-1);
int iY; // the top position of the first row of characters
switch( m_VertAlign )
{
case align_top: iY = 0; break;
case align_middle: iY = -(int)roundf(m_size.y/2.0f); break;
case align_bottom: iY = -(int)m_size.y; break;
default: ASSERT( false ); return;
}
for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
{
iY += m_pFont->GetHeight();
const wstring &szLine = m_wTextLines[i];
const int iLineWidth = m_iLineWidths[i];
int iX;
switch( m_HorizAlign )
{
case align_left: iX = 0; break;
case align_center: iX = -(int)roundf(iLineWidth/2.0f); break;
case align_right: iX = -iLineWidth; break;
default: ASSERT( false ); return;
}
for( unsigned j=0; j<szLine.size(); j++ ) // for each character in the line
{
RageSpriteVertex v[4];
const glyph &g = m_pFont->GetGlyph(szLine[j]);
/* 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_pTextures.push_back( g.GetTexture() );
}
/* The amount of padding a line needs: */
iY += Padding;
}
}
void BitmapText::DrawChars()
{
// 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_pTextures.size();
int iStartGlyph = (int) roundf( SCALE( m_pTempState->crop.left, 0.f, 1.f, 0, (float) iNumGlyphs ) );
int iEndGlyph = (int) roundf( 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_pTextures[end] == m_pTextures[start] )
end++;
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( 0, m_pTextures[start] );
// don't bother setting texture render states for text. We never go outside of 0..1.
//Actor::SetTextureRenderStates();
RageSpriteVertex &start_vertex = m_aVertices[start*4];
int iNumVertsToDraw = (end-start)*4;
DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
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 CString& _sText, const CString& _sAlternateText, int iWrapWidthPixels )
{
ASSERT( m_pFont );
CString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText;
if( iWrapWidthPixels == -1 ) // wrap not specified
iWrapWidthPixels = m_iWrapWidthPixels;
if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels )
return;
m_sText = sNewText;
m_iWrapWidthPixels = iWrapWidthPixels;
// Break the string into lines.
//
m_wTextLines.clear();
if( iWrapWidthPixels == -1 )
{
split( CStringToWstring(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).
//
// TODO: Investigate whether this works in all languages
/* It doesn't. 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
CStringArray asLines;
split( m_sText, "\n", asLines, false );
for( unsigned line = 0; line < asLines.size(); ++line )
{
CStringArray asWords;
split( asLines[line], " ", asWords );
CString sCurLine;
int iCurLineWidth = 0;
for( unsigned i=0; i<asWords.size(); i++ )
{
const CString &sWord = asWords[i];
int iWidthWord = m_pFont->GetLineWidthInSourcePixels( CStringToWstring(sWord) );
if( sCurLine.empty() )
{
sCurLine = sWord;
iCurLineWidth = iWidthWord;
continue;
}
CString sToAdd = " " + sWord;
int iWidthToAdd = m_pFont->GetLineWidthInSourcePixels(L" ") + iWidthWord;
if( iCurLineWidth + iWidthToAdd <= iWrapWidthPixels ) // will fit on current line
{
sCurLine += sToAdd;
iCurLineWidth += iWidthToAdd;
}
else
{
m_wTextLines.push_back( CStringToWstring(sCurLine) );
sCurLine = sWord;
iCurLineWidth = iWidthWord;
}
}
m_wTextLines.push_back( CStringToWstring(sCurLine) );
}
}
BuildChars();
UpdateBaseZoom();
}
void BitmapText::SetMaxWidth( float fMaxWidth )
{
m_fMaxWidth = fMaxWidth;
UpdateBaseZoom();
}
void BitmapText::SetMaxHeight( float fMaxHeight )
{
m_fMaxHeight = fMaxHeight;
UpdateBaseZoom();
}
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 CString& sText, const CString& 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(CStringToWstring(sText)) )
return false;
/* False if the alternate is also incomplete. */
if( !m_pFont->FontCompleteForString(CStringToWstring(sAlternateText)) )
return false;
return true;
}
void BitmapText::CropToWidth( int iMaxWidthInSourcePixels )
{
iMaxWidthInSourcePixels = max( 0, iMaxWidthInSourcePixels );
for( unsigned l=0; l<m_wTextLines.size(); l++ ) // for each line
{
while( m_iLineWidths[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->SetTextureModeModulate();
/* Draw if we're not fully transparent or the zbuffer is enabled */
if( m_pTempState->diffuse[0].a != 0 )
{
//
// render the shadow
//
if( m_fShadowLength != 0 )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateWorld( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
RageColor dim(0,0,0,0.5f*m_pTempState->diffuse[0].a); // semi-transparent black
for( unsigned i=0; i<m_aVertices.size(); i++ )
m_aVertices[i].c = dim;
DrawChars();
DISPLAY->PopMatrix();
}
//
// render the diffuse pass
//
if( m_bRainbow )
{
int color_index = int(RageTimer::GetTimeSinceStartFast() / 0.200) % NUM_RAINBOW_COLORS;
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
{
const RageColor color = RAINBOW_COLORS[color_index];
for( unsigned j=i; j<i+4; j++ )
m_aVertices[j].c = color;
color_index = (color_index+1)%NUM_RAINBOW_COLORS;
}
}
else
{
for( unsigned i=0; i<m_aVertices.size(); 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
}
}
DrawChars();
}
/* render the glow pass */
if( m_pTempState->glow.a > 0.0001f )
{
DISPLAY->SetTextureModeGlow();
for( unsigned i=0; i<m_aVertices.size(); i++ )
m_aVertices[i].c = m_pTempState->glow;
DrawChars();
}
}
/* Rebuild when these change. */
void BitmapText::SetHorizAlign( HorizAlign ha )
{
if( ha == m_HorizAlign )
return;
Actor::SetHorizAlign(ha);
BuildChars();
}
void BitmapText::SetVertAlign( VertAlign va )
{
if( va == m_VertAlign )
return;
Actor::SetVertAlign(va);
BuildChars();
}
void BitmapText::SetWrapWidthPixels( int iWrapWidthPixels )
{
ASSERT( m_pFont ); // always load a font first
if( m_iWrapWidthPixels == iWrapWidthPixels )
return;
SetText( m_sText, "", iWrapWidthPixels );
}
ColorBitmapText::ColorBitmapText( ) : BitmapText()
{
m_vColors.clear();
}
void ColorBitmapText::SetText( const CString& _sText, const CString& _sAlternateText, int iWrapWidthPixels )
{
ASSERT( m_pFont );
CString sNewText = StringWillUseAlternate(_sText,_sAlternateText) ? _sAlternateText : _sText;
if( iWrapWidthPixels == -1 ) // wrap not specified
iWrapWidthPixels = m_iWrapWidthPixels;
if( m_sText == sNewText && iWrapWidthPixels==m_iWrapWidthPixels )
return;
m_sText = sNewText;
m_iWrapWidthPixels = iWrapWidthPixels;
// Set up the first color.
m_vColors.clear();
ColorChange change;
change.c = RageColor ( 1, 1, 1, 1 );
change.l = 0;
m_vColors.push_back( change );
m_wTextLines.clear();
CString sCurrentLine = "";
int iLineWidth = 0;
CString sCurrentWord = "";
int iWordWidth = 0;
int iGlyphsSoFar = 0;
for( unsigned i = 0; i < m_sText.length(); i++ )
{
int iCharsLeft = m_sText.length() - i - 1;
// First: Check for the special (color) case.
CString FirstThree = m_sText.substr( i, 3 );
if( FirstThree.CompareNoCase("|c0") == 0 && iCharsLeft > 8 )
{
ColorChange change;
int k;
sscanf( m_sText.substr( i+3, 2 ).c_str(), "%x", &k ); change.c.r = float( k ) / 255.0f;
sscanf( m_sText.substr( i+5, 2 ).c_str(), "%x", &k ); change.c.g = float( k ) / 255.0f;
sscanf( m_sText.substr( i+7, 2 ).c_str(), "%x", &k ); change.c.b = float( k ) / 255.0f;
change.c.a = 1;
change.l = iGlyphsSoFar;
if( iGlyphsSoFar == 0 )
m_vColors[0] = change;
else
m_vColors.push_back( change );
i+=8;
continue;
}
CString curCStr = m_sText.substr( i, 1 );
char curChar = curCStr.c_str()[0];
int iCharLen = m_pFont->GetLineWidthInSourcePixels( CStringToWstring( curCStr ) );
switch( curChar )
{
case ' ':
if( /* iLineWidth == 0 &&*/ iWordWidth == 0 )
break;
sCurrentLine += sCurrentWord + " ";
iLineWidth += iWordWidth + iCharLen;
sCurrentWord = "";
iWordWidth = 0;
iGlyphsSoFar++;
break;
case '\n':
if( iLineWidth + iWordWidth > iWrapWidthPixels )
{
SimpleAddLine( sCurrentLine, iLineWidth );
if( iWordWidth > 0 )
iLineWidth = iWordWidth + //Add the width of a space
m_pFont->GetLineWidthInSourcePixels( CStringToWstring( " " ) );
sCurrentLine = sCurrentWord + " ";
iWordWidth = 0;
sCurrentWord = "";
iGlyphsSoFar++;
}
else
{
SimpleAddLine( sCurrentLine + sCurrentWord, iLineWidth + iWordWidth );
sCurrentLine = ""; iLineWidth = 0;
sCurrentWord = ""; iWordWidth = 0;
}
break;
default:
if( iWordWidth + iCharLen > iWrapWidthPixels && iLineWidth == 0 )
{
SimpleAddLine( sCurrentWord, iWordWidth );
sCurrentWord = curChar; iWordWidth = iCharLen;
}
else if( iWordWidth + iLineWidth + iCharLen > iWrapWidthPixels )
{
SimpleAddLine( sCurrentLine, iLineWidth );
sCurrentLine = "";
iLineWidth = 0;
sCurrentWord += curChar;
iWordWidth += iCharLen;
}
else
{
sCurrentWord += curChar;
iWordWidth += iCharLen;
}
iGlyphsSoFar++;
break;
}
}
if( iWordWidth > 0 )
{
sCurrentLine += sCurrentWord;
iLineWidth += iWordWidth;
}
if( iLineWidth > 0 )
SimpleAddLine( sCurrentLine, iLineWidth );
BuildChars();
UpdateBaseZoom();
}
void ColorBitmapText::SimpleAddLine( const CString &sAddition, const int iWidthPixels)
{
m_wTextLines.push_back( CStringToWstring( sAddition ) );
m_iLineWidths.push_back( iWidthPixels );
}
void ColorBitmapText::DrawPrimitives( )
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
DISPLAY->SetTextureModeModulate();
/* Draw if we're not fully transparent or the zbuffer is enabled */
if( m_pTempState->diffuse[0].a != 0 )
{
//
// render the shadow
//
if( m_fShadowLength != 0 )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateWorld( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
RageColor dim(0,0,0,0.5f*m_pTempState->diffuse[0].a); // semi-transparent black
for( unsigned i=0; i<m_aVertices.size(); i++ )
m_aVertices[i].c = dim;
DrawChars();
DISPLAY->PopMatrix();
}
//
// render the diffuse pass
//
int loc = 0, cur = 0;
RageColor c = m_pTempState->diffuse[0];
for( unsigned i=0; i<m_aVertices.size(); i+=4 )
{
loc++;
if( cur < (int)m_vColors.size() )
{
if ( loc > m_vColors[cur].l )
{
c = m_vColors[cur].c;
cur++;
}
}
for( unsigned j=0; j<4; j++ )
m_aVertices[i+j].c = c;
}
DrawChars();
}
/* render the glow pass */
if( m_pTempState->glow.a > 0.0001f )
{
DISPLAY->SetTextureModeGlow();
for( unsigned i=0; i<m_aVertices.size(); i++ )
m_aVertices[i].c = m_pTempState->glow;
DrawChars();
}
Actor::DrawPrimitives();
}
void ColorBitmapText::SetMaxLines( int iNumLines, int iDirection )
{
iNumLines = max( 0, iNumLines );
iNumLines = min( (int)m_wTextLines.size(), iNumLines );
if( iDirection == 0 )
{
// Crop all bottom lines
m_wTextLines.resize( iNumLines );
m_iLineWidths.resize( iNumLines );
}
else
{
// Because colors are relative to the beginning, we have to crop them back
unsigned shift = 0;
for( unsigned i = 0; i < m_wTextLines.size() - iNumLines; i++ )
shift += m_wTextLines[i].length();
// When we're cutting out text, we need to maintain the last
// color, so our text at the top doesn't become colorless.
RageColor LastColor;
for( unsigned i = 0; i < m_vColors.size(); i++ )
{
m_vColors[i].l -= shift;
if( m_vColors[i].l < 0 )
{
LastColor = m_vColors[i].c;
m_vColors.erase( m_vColors.begin() + i );
i--;
}
}
// If we already have a color set for the first char
// do not override it.
if( m_vColors.size() > 0 && m_vColors[0].l > 0 )
{
ColorChange tmp;
tmp.c = LastColor;
tmp.l = 0;
m_vColors.insert( m_vColors.begin(), tmp );
}
m_wTextLines.erase( m_wTextLines.begin(), m_wTextLines.end() - iNumLines );
m_iLineWidths.erase( m_iLineWidths.begin(), m_iLineWidths.end() - iNumLines );
}
BuildChars();
}
// lua start
class LunaBitmapText: public Luna<BitmapText>
{
public:
LunaBitmapText() { LUA->Register( Register ); }
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 settext( T* p, lua_State *L ) { p->SetText( SArg(1) ); return 0; }
static int GetText( T* p, lua_State *L ) { lua_pushstring( L, p->GetText() ); return 1; }
static void Register(lua_State *L)
{
ADD_METHOD( wrapwidthpixels )
ADD_METHOD( maxwidth )
ADD_METHOD( maxheight )
ADD_METHOD( settext )
ADD_METHOD( GetText )
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( BitmapText, Actor )
// lua end
/*
* (c) 2003-2004 Chris Danford, Charles Lohr
* 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.
*/