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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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// plTextFont 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 "plTextFont.h"
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#include "plDebugText.h"
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#define DisplayableChar(c) (c >= 0 && c <= 128)
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//// Constructor & Destructor /////////////////////////////////////////////////
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plTextFont::plTextFont( plPipeline *pipe )
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{
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fMaxNumIndices = 1024;
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fInitialized = false;
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fPipe = pipe;
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}
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plTextFont::~plTextFont()
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{
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IUnlink();
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}
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//// IInitFontTexture /////////////////////////////////////////////////////////
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uint16_t *plTextFont::IInitFontTexture( void )
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{
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int nHeight, x, y, c;
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char myChar[ 2 ] = "x";
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uint16_t *tBits;
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DWORD *bitmapBits;
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BITMAPINFO bmi;
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HDC hDC;
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HBITMAP hBitmap;
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HFONT hFont;
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SIZE size;
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BYTE bAlpha;
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// Figure out our texture size
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if( fSize > 40 )
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fTextureWidth = fTextureHeight = 1024;
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else if( fSize > 20 )
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fTextureWidth = fTextureHeight = 512;
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else
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fTextureWidth = fTextureHeight = 256;
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// Create a new DC and bitmap that we can draw characters to
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memset( &bmi.bmiHeader, 0, sizeof( BITMAPINFOHEADER ) );
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bmi.bmiHeader.biSize = sizeof( BITMAPINFOHEADER );
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bmi.bmiHeader.biWidth = fTextureWidth;
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bmi.bmiHeader.biHeight = -(int)fTextureHeight;
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bmi.bmiHeader.biPlanes = 1;
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bmi.bmiHeader.biCompression = BI_RGB;
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bmi.bmiHeader.biBitCount = 32;
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hDC = CreateCompatibleDC( nil );
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hBitmap = CreateDIBSection( hDC, &bmi, DIB_RGB_COLORS, (void **)&bitmapBits, nil, 0 );
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SetMapMode( hDC, MM_TEXT );
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nHeight = -MulDiv( fSize, GetDeviceCaps( hDC, LOGPIXELSY ), 72 );
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fFontHeight = -nHeight;
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hFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
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CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, fFace );
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hsAssert( hFont != nil, "Cannot create Windows font" );
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SelectObject( hDC, hBitmap );
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SelectObject( hDC, hFont );
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// Set text colors
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SetTextColor( hDC, RGB( 255, 255, 255 ) );
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SetBkColor( hDC, 0 );
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SetTextAlign( hDC, TA_TOP );
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// Loop through characters, drawing them one at a time
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RECT r;
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r.left = r.top = 0;
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r.right = r.bottom = 10;
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FillRect( hDC, &r, (HBRUSH)GetStockObject( GRAY_BRUSH ) );
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// (Make first character a black dot, for filling rectangles)
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SetPixel( hDC, 0, 0, RGB( 255, 255, 255 ) );
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for( c = 32, x = 1, y = 0; c < 127; c++ )
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{
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myChar[ 0 ] = c;
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GetTextExtentPoint32( hDC, myChar, 1, &size );
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if( (uint32_t)( x + size.cx + 1 ) > fTextureWidth )
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{
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x = 0;
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y += size.cy + 1;
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}
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ExtTextOut( hDC, x, y, ETO_OPAQUE, nil, myChar, 1, nil );
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fCharInfo[ c ].fW = (uint16_t)size.cx;
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fCharInfo[ c ].fH = (uint16_t)size.cy;
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fCharInfo[ c ].fUVs[ 0 ].fX = (float)x / (float)fTextureWidth;
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fCharInfo[ c ].fUVs[ 0 ].fY = (float)y / (float)fTextureHeight;
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fCharInfo[ c ].fUVs[ 1 ].fX = (float)( x + size.cx ) / (float)fTextureWidth;
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fCharInfo[ c ].fUVs[ 1 ].fY = (float)( y + size.cy ) / (float)fTextureHeight;
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fCharInfo[ c ].fUVs[ 0 ].fZ = fCharInfo[ c ].fUVs[ 1 ].fZ = 0;
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x += size.cx + 1;
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}
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fCharInfo[ 32 ].fUVs[ 1 ].fX = fCharInfo[ 32 ].fUVs[ 0 ].fX;
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// Special case the tab key
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fCharInfo[ '\t' ].fUVs[ 1 ].fX = fCharInfo[ '\t' ].fUVs[ 0 ].fX = fCharInfo[ 32 ].fUVs[ 0 ].fX;
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fCharInfo[ '\t' ].fUVs[ 1 ].fY = fCharInfo[ '\t' ].fUVs[ 0 ].fY = 0;
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fCharInfo[ '\t' ].fUVs[ 0 ].fZ = fCharInfo[ '\t' ].fUVs[ 1 ].fZ = 0;
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fCharInfo[ '\t' ].fW = fCharInfo[ 32 ].fW * 4;
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fCharInfo[ '\t' ].fH = fCharInfo[ 32 ].fH;
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/// Now create the data block
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uint16_t *data = new uint16_t[ fTextureWidth * fTextureHeight ];
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tBits = data;
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for( y = 0; y < fTextureHeight; y++ )
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{
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for( x = 0; x < fTextureWidth; x++ )
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{
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bAlpha = (BYTE)( ( bitmapBits[ fTextureWidth * y + x ] & 0xff ) >> 4 );
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if( bitmapBits[ fTextureWidth * y + x ] )
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*tBits = 0xffff;
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else
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*tBits = 0;
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tBits++;
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}
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}
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// Cleanup and return
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DeleteObject( hBitmap );
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DeleteDC( hDC );
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DeleteObject( hFont );
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return data;
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}
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//// Create ///////////////////////////////////////////////////////////////////
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void plTextFont::Create( char *face, uint16_t size )
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{
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// Init normal stuff
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strncpy( fFace, face, sizeof( fFace ) );
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fSize = size;
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}
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//// IInitObjects /////////////////////////////////////////////////////////////
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void plTextFont::IInitObjects( void )
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{
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uint16_t *data;
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// Create texture
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data = IInitFontTexture();
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hsAssert( data != nil, "Cannot create font texture" );
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ICreateTexture( data );
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delete [] data;
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// Create state blocks
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IInitStateBlocks();
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fInitialized = true;
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}
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//// DrawString ///////////////////////////////////////////////////////////////
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void plTextFont::DrawString( const char *string, int sX, int sY, uint32_t hexColor,
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uint8_t style, uint32_t rightEdge )
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{
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static hsTArray<plFontVertex> verts;
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int i, j, width, height, count, thisCount, italOffset;
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float x = (float)sX;
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char c, *strPtr;
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if( !fInitialized )
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IInitObjects();
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/// Set up to draw
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italOffset = ( style & plDebugText::kStyleItalic ) ? fSize / 2: 0;
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count = strlen( string );
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strPtr = (char *)string;
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while( count > 0 )
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{
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thisCount = ( count > 64 ) ? 64 : count;
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count -= thisCount;
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// Create an array for our vertices
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verts.SetCountAndZero( thisCount * ( ( style & plDebugText::kStyleBold ) ? 12 : 6 ) );
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// Fill them all up now
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for( i = 0; i < thisCount * ( ( style & plDebugText::kStyleBold ) ? 12 : 6 ); i++ )
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{
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verts[ i ].fColor = hexColor;
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verts[ i ].fPoint.fZ = 0;
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}
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for( i = 0, j = 0; i < thisCount; i++, j += 6 )
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{
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c = strPtr[ i ];
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// make sure its a character we will display
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if ( DisplayableChar(c) )
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{
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width = fCharInfo[ c ].fW + 1;
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height = fCharInfo[ c ].fH + 1;
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if( rightEdge > 0 && x + width + italOffset >= rightEdge )
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{
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count = 0;
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thisCount = i;
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break;
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}
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verts[ j ].fPoint.fX = x + italOffset;
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verts[ j ].fPoint.fY = (float)sY;
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verts[ j ].fUV = fCharInfo[ c ].fUVs[ 0 ];
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verts[ j + 1 ].fPoint.fX = x + width + italOffset;
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verts[ j + 1 ].fPoint.fY = (float)sY;
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verts[ j + 1 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
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verts[ j + 1 ].fUV.fX = fCharInfo[ c ].fUVs[ 1 ].fX;
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verts[ j + 2 ].fPoint.fX = x;
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verts[ j + 2 ].fPoint.fY = (float)sY + height;
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verts[ j + 2 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
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verts[ j + 2 ].fUV.fY = fCharInfo[ c ].fUVs[ 1 ].fY;
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verts[ j + 3 ].fPoint.fX = x;
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verts[ j + 3 ].fPoint.fY = (float)sY + height;
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verts[ j + 3 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
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verts[ j + 3 ].fUV.fY = fCharInfo[ c ].fUVs[ 1 ].fY;
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verts[ j + 4 ].fPoint.fX = x + width + italOffset;
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verts[ j + 4 ].fPoint.fY = (float)sY;
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verts[ j + 4 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
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verts[ j + 4 ].fUV.fX = fCharInfo[ c ].fUVs[ 1 ].fX;
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verts[ j + 5 ].fPoint.fX = x + width;
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verts[ j + 5 ].fPoint.fY = (float)sY + height;
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verts[ j + 5 ].fUV = fCharInfo[ c ].fUVs[ 1 ];
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x += width + 1;
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}
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}
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if( thisCount == 0 )
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break;
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if( style & plDebugText::kStyleBold )
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{
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for( i = 0; i < thisCount * 6; i++, j++ )
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{
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verts[ j ] = verts[ i ];
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verts[ j ].fPoint.fX = verts[ j ].fPoint.fX + 1.0f;
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}
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}
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/// TEMPORARY DEBUG ONLY: see if we can catch this stupid random draw bug
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#if 0
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for( i = 0; i < thisCount * ( ( style & plDebugText::kStyleBold ) ? 12 : 6 ); i += 3 )
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{
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for( j = 0; j < 3; j++ )
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{
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hsAssert( verts[ i + j ].fPoint.fX >= 0, "Text point out of range" );
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hsAssert( verts[ i + j ].fPoint.fY >= 0, "Text point out of range" );
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hsAssert( verts[ i + j ].fPoint.fX < 1024, "Text point out of range" );
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hsAssert( verts[ i + j ].fPoint.fY < 768, "Text point out of range" );
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}
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int lt = ( verts[ i ].fPoint.fX < verts[ i + 1 ].fPoint.fX ? verts[ i ].fPoint.fX : verts[ i + 1 ].fPoint.fX );
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lt = ( verts[ i + 2 ].fPoint.fX < lt ? verts[ i + 2 ].fPoint.fX : lt );
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int tp = ( verts[ i ].fPoint.fY < verts[ i + 1 ].fPoint.fY ? verts[ i ].fPoint.fY : verts[ i + 1 ].fPoint.fY );
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tp = ( verts[ i + 2 ].fPoint.fY < tp ? verts[ i + 2 ].fPoint.fY : tp );
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int rt = ( verts[ i ].fPoint.fX > verts[ i + 1 ].fPoint.fX ? verts[ i ].fPoint.fX : verts[ i + 1 ].fPoint.fX );
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rt = ( verts[ i + 2 ].fPoint.fX > rt ? verts[ i + 2 ].fPoint.fX : rt );
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int bt = ( verts[ i ].fPoint.fY > verts[ i + 1 ].fPoint.fY ? verts[ i ].fPoint.fY : verts[ i + 1 ].fPoint.fY );
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bt = ( verts[ i + 2 ].fPoint.fY > bt ? verts[ i + 2 ].fPoint.fY : bt );
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hsAssert( rt - lt < 32, "Text character too big" );
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hsAssert( bt - tp < 32, "Text character too big" );
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}
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#endif
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/// TEMPORARY DEBUG ONLY: see if we can catch this stupid random draw bug
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/// Draw a set of tris now
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IDrawPrimitive( thisCount * ( ( style & plDebugText::kStyleBold ) ? 4 : 2 ), verts.AcquireArray() );
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strPtr += thisCount;
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}
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/// All done!
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}
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//// CalcStringWidth //////////////////////////////////////////////////////////
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uint32_t plTextFont::CalcStringWidth( const char *string )
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{
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int i, width = 0;
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if( !fInitialized )
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IInitObjects();
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for( i = 0; i < strlen( string ); i++ )
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{
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// make sure its a character we will display
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if ( DisplayableChar(string[i]) )
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width += fCharInfo[ string[ i ] ].fW + 2;
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}
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return width;
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}
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//// DrawRect /////////////////////////////////////////////////////////////////
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// TEMPORARY function to draw a flat-shaded 2D rectangle to the screen. Used
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// to create a background for our console; will be obliterated once we figure
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// a better way to do so.
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void plTextFont::DrawRect( int left, int top, int right, int bottom, uint32_t hexColor )
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{
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static hsTArray<plFontVertex> verts;
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int i;
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if( !fInitialized )
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IInitObjects();
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/// Draw!
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verts.SetCountAndZero( 6 );
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for( i = 0; i < 6; i++ )
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{
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verts[ i ].fColor = hexColor;
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verts[ i ].fPoint.fZ = 0;
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verts[ i ].fUV.fX = verts[ i ].fUV.fY = 0;
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}
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verts[ 0 ].fPoint.fX = verts[ 2 ].fPoint.fX = verts[ 3 ].fPoint.fX = (float)left;
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verts[ 1 ].fPoint.fX = verts[ 4 ].fPoint.fX = verts[ 5 ].fPoint.fX = (float)right;
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verts[ 0 ].fPoint.fY = verts[ 1 ].fPoint.fY = verts[ 4 ].fPoint.fY = (float)top;
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verts[ 2 ].fPoint.fY = verts[ 3 ].fPoint.fY = verts[ 5 ].fPoint.fY = (float)bottom;
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// omg I had this at 6...just slap the dunce cap on me...-mcn
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IDrawPrimitive( 2, verts.AcquireArray() );
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/// All done!
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}
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//// Draw3DBorder /////////////////////////////////////////////////////////////
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// Draws a 3d border, upper-left with the first color, lower-right with the
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// second. I just LOOOOVE temporary functions :)
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// Note: this way sucks. Live with it.
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void plTextFont::Draw3DBorder( int left, int top, int right, int bottom, uint32_t hexColor1, uint32_t hexColor2 )
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{
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static hsTArray<plFontVertex> verts;
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int i;
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if( !fInitialized )
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IInitObjects();
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/// Draw!
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verts.SetCountAndZero( 8 );
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for( i = 0; i < 8; i++ )
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{
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verts[ i ].fColor = hexColor1;
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verts[ i ].fPoint.fZ = 0;
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verts[ i ].fUV.fX = verts[ i ].fUV.fY = 0;
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}
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verts[ 1 ].fPoint.fX = verts[ 2 ].fPoint.fX = verts[ 3 ].fPoint.fX = verts[ 4 ].fPoint.fX = (float)left;
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verts[ 0 ].fPoint.fX = verts[ 5 ].fPoint.fX = verts[ 6 ].fPoint.fX = verts[ 7 ].fPoint.fX = (float)right;
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verts[ 0 ].fPoint.fY = verts[ 1 ].fPoint.fY = verts[ 2 ].fPoint.fY = verts[ 7 ].fPoint.fY = (float)top;
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verts[ 3 ].fPoint.fY = verts[ 4 ].fPoint.fY = verts[ 5 ].fPoint.fY = verts[ 6 ].fPoint.fY = (float)bottom;
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for( i = 4; i < 8; i++ )
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verts[ i ].fColor = hexColor2;
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IDrawLines( 4, verts.AcquireArray() );
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/// All done!
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}
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