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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plDXTextFont Class Functions //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 2.19.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "hsWindows.h"
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#include <d3d9.h>
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#include <ddraw.h>
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#include <d3dx9mesh.h>
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#include "hsWinRef.h"
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#include "plDXTextFont.h"
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#include "plDXPipeline.h"
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//// Local Stuff //////////////////////////////////////////////////////////////
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static const long PLD3D_FONTFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE
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| D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0);
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static D3DXMATRIX d3dIdentityMatrix( 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f );
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// Following number needs to be at least: 64 chars max in plTextFont drawn at any one time
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// * 4 primitives per char max (for bold text)
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// * 3 verts per primitive
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//const uint32_t kNumVertsInBuffer(32768);
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const uint32_t kNumVertsInBuffer(4608);
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// See the declaration for plFontVertex in plTextFont.h for info
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const DWORD plDXTextFont::kFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0);
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IDirect3DVertexBuffer9* plDXTextFont::fBuffer = nil;
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uint32_t plDXTextFont::fBufferCursor = 0;
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//// Constructor & Destructor /////////////////////////////////////////////////
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plDXTextFont::plDXTextFont( plPipeline *pipe, IDirect3DDevice9 *device ) : plTextFont( pipe )
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{
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fDevice = device;
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fD3DTexture = nil;
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fOldStateBlock = fTextStateBlock = 0;
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}
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plDXTextFont::~plDXTextFont()
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{
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DestroyObjects();
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}
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//// ICreateTexture ///////////////////////////////////////////////////////////
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void plDXTextFont::ICreateTexture( uint16_t *data )
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{
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HRESULT hr;
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D3DLOCKED_RECT lockInfo;
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D3DCAPS9 d3dCaps;
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// Check to make sure we can support it
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fDevice->GetDeviceCaps( &d3dCaps );
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hsAssert( fTextureWidth <= d3dCaps.MaxTextureWidth, "Cannot initialize DX font--texture size too big" );
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// Create our texture object
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hr = fDevice->CreateTexture( fTextureWidth, fTextureHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &fD3DTexture, NULL );
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hsAssert( !FAILED( hr ), "Cannot create D3D texture" );
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// Lock the texture and write our values out
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fD3DTexture->LockRect( 0, &lockInfo, 0, 0 );
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memcpy( lockInfo.pBits, data, fTextureWidth * fTextureHeight * sizeof( uint16_t ) );
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fD3DTexture->UnlockRect( 0 );
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}
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void plDXTextFont::CreateShared(IDirect3DDevice9* device)
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{
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if( FAILED( device->CreateVertexBuffer( sizeof( plFontVertex ) * kNumVertsInBuffer,
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D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &fBuffer, NULL ) ) )
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{
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hsAssert( false, "CreateVertexBuffer() call failed!" );
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}
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}
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void plDXTextFont::ReleaseShared(IDirect3DDevice9* device)
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{
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ReleaseObject( fBuffer );
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}
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//// IInitStateBlocks /////////////////////////////////////////////////////////
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void plDXTextFont::IInitStateBlocks( void )
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{
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for( int i = 0; i < 2; i++ )
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{
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fDevice->BeginStateBlock();
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fDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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fDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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fDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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fDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
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fDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
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fDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
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fDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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fDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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fDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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fDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_ALWAYS );
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fDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
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fDevice->SetRenderState( D3DRS_DEPTHBIAS, 0 );
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fDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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fDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
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fDevice->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE, FALSE );
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fDevice->SetRenderState( D3DRS_VERTEXBLEND, FALSE );
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fDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
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fDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
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fDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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fDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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fDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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fDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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fDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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fDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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fDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
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fDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
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fDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE );
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fDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
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fDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
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fDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
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fDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
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fDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
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if( i == 0 )
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fDevice->EndStateBlock( &fOldStateBlock );
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else
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fDevice->EndStateBlock( &fTextStateBlock );
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}
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}
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//// DestroyObjects ///////////////////////////////////////////////////////////
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void plDXTextFont::DestroyObjects()
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{
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ReleaseObject(fOldStateBlock);
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ReleaseObject(fTextStateBlock);
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ReleaseObject(fD3DTexture);
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fOldStateBlock = fTextStateBlock = 0;
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fD3DTexture = nil;
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fInitialized = false;
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}
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//// IDrawPrimitive ///////////////////////////////////////////////////////////
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void plDXTextFont::IDrawPrimitive( uint32_t count, plFontVertex *array )
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{
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plFontVertex *v;
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if( !fBuffer )
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return;
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/// Lock the buffer and write to it
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if( fBufferCursor && (fBufferCursor + count * 3 < kNumVertsInBuffer) )
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{
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// We can lock part of it
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if( FAILED( fBuffer->Lock( fBufferCursor * sizeof( plFontVertex ),
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count * 3 * sizeof( plFontVertex ),
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(void **)&v, D3DLOCK_NOOVERWRITE ) ) )
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{
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hsAssert( false, "Failed to lock vertex buffer for writing" );
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return;
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}
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fBufferCursor += count * 3;
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}
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else
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{
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// Gotta start over
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FlushDraws();
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fBufferCursor = count * 3;
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if( FAILED( fBuffer->Lock( 0, count * 3 * sizeof( plFontVertex ),
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(void **)&v, D3DLOCK_DISCARD ) ) )
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{
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hsAssert( false, "Failed to lock vertex buffer for writing" );
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return;
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}
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}
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if( v != nil && array != nil )
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{
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memcpy( v, array, count * sizeof( plFontVertex ) * 3 );
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}
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fBuffer->Unlock();
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}
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//// IDrawLines ///////////////////////////////////////////////////////////////
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void plDXTextFont::IDrawLines( uint32_t count, plFontVertex *array )
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{
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if( !fBuffer )
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return;
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if( count == 0 || array == nil )
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return;
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fDevice->SetVertexShader(NULL);
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fDevice->SetFVF(kFVF);
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fDevice->SetStreamSource(0, fBuffer, 0, sizeof(plFontVertex));
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fDevice->DrawPrimitiveUP( D3DPT_LINELIST, count, (const void *)array, sizeof( plFontVertex ) );
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}
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//// FlushDraws ///////////////////////////////////////////////////////////////
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// Flushes out and finishes any drawing left to be done.
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void plDXTextFont::FlushDraws( void )
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{
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if( !fBuffer )
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return;
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if( fBufferCursor > 0 )
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{
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fDevice->SetVertexShader( NULL );
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fDevice->SetFVF(kFVF);
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fDevice->SetStreamSource( 0, fBuffer, 0, sizeof( plFontVertex ) );
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fDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, fBufferCursor / 3 );
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fBufferCursor = 0;
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}
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}
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//// SaveStates ///////////////////////////////////////////////////////////////
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void plDXTextFont::SaveStates( void )
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{
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if( !fInitialized )
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IInitObjects();
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if (fOldStateBlock)
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fOldStateBlock->Capture();
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if (fTextStateBlock)
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fTextStateBlock->Apply();
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fDevice->SetTexture( 0, fD3DTexture );
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fDevice->SetTransform( D3DTS_TEXTURE0, &d3dIdentityMatrix );
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/// Set up the transform matrices so that the vertices can range (0-screenWidth,0-screenHeight)
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fDevice->SetTransform( D3DTS_WORLD, &d3dIdentityMatrix );
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fDevice->SetTransform( D3DTS_VIEW, &d3dIdentityMatrix );
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D3DXMATRIX mat;
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mat = d3dIdentityMatrix;
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mat(0,0) = 2.0f / (float)fPipe->Width();
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mat(1,1) = -2.0f / (float)fPipe->Height();
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mat(3,0) = -1.0;
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mat(3,1) = 1.0;
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fDevice->SetTransform( D3DTS_PROJECTION, &mat );
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}
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//// RestoreStates ////////////////////////////////////////////////////////////
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void plDXTextFont::RestoreStates( void )
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{
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if (fOldStateBlock)
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fOldStateBlock->Apply();
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fDevice->SetTexture( 0, nil );
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fDevice->SetTransform( D3DTS_TEXTURE0, &d3dIdentityMatrix );
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}
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