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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
///////////////////////////////////////////////////////////////////////////////
// //
// plTextFont Class Functions //
// Cyan, Inc. //
// //
//// Version History //////////////////////////////////////////////////////////
// //
// 2.19.2001 mcn - Created. //
// //
///////////////////////////////////////////////////////////////////////////////
#include "hsWindows.h"
#include "HeadSpin.h"
#include "plTextFont.h"
#include "plDebugText.h"
#define DisplayableChar(c) (c >= 0 && c <= 128)
//// Constructor & Destructor /////////////////////////////////////////////////
plTextFont::plTextFont( plPipeline *pipe )
{
fMaxNumIndices = 1024;
fInitialized = false;
fPipe = pipe;
}
plTextFont::~plTextFont()
{
IUnlink();
}
//// IInitFontTexture /////////////////////////////////////////////////////////
UInt16 *plTextFont::IInitFontTexture( void )
{
int nHeight, x, y, c;
char myChar[ 2 ] = "x";
UInt16 *tBits;
DWORD *bitmapBits;
BITMAPINFO bmi;
HDC hDC;
HBITMAP hBitmap;
HFONT hFont;
SIZE size;
BYTE bAlpha;
// Figure out our texture size
if( fSize > 40 )
fTextureWidth = fTextureHeight = 1024;
else if( fSize > 20 )
fTextureWidth = fTextureHeight = 512;
else
fTextureWidth = fTextureHeight = 256;
// Create a new DC and bitmap that we can draw characters to
memset( &bmi.bmiHeader, 0, sizeof( BITMAPINFOHEADER ) );
bmi.bmiHeader.biSize = sizeof( BITMAPINFOHEADER );
bmi.bmiHeader.biWidth = fTextureWidth;
bmi.bmiHeader.biHeight = -(int)fTextureHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
hDC = CreateCompatibleDC( nil );
hBitmap = CreateDIBSection( hDC, &bmi, DIB_RGB_COLORS, (void **)&bitmapBits, nil, 0 );
SetMapMode( hDC, MM_TEXT );
nHeight = -MulDiv( fSize, GetDeviceCaps( hDC, LOGPIXELSY ), 72 );
fFontHeight = -nHeight;
hFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, fFace );
hsAssert( hFont != nil, "Cannot create Windows font" );
SelectObject( hDC, hBitmap );
SelectObject( hDC, hFont );
// Set text colors
SetTextColor( hDC, RGB( 255, 255, 255 ) );
SetBkColor( hDC, 0 );
SetTextAlign( hDC, TA_TOP );
// Loop through characters, drawing them one at a time
RECT r;
r.left = r.top = 0;
r.right = r.bottom = 10;
FillRect( hDC, &r, (HBRUSH)GetStockObject( GRAY_BRUSH ) );
// (Make first character a black dot, for filling rectangles)
SetPixel( hDC, 0, 0, RGB( 255, 255, 255 ) );
for( c = 32, x = 1, y = 0; c < 127; c++ )
{
myChar[ 0 ] = c;
GetTextExtentPoint32( hDC, myChar, 1, &size );
if( (UInt32)( x + size.cx + 1 ) > fTextureWidth )
{
x = 0;
y += size.cy + 1;
}
ExtTextOut( hDC, x, y, ETO_OPAQUE, nil, myChar, 1, nil );
fCharInfo[ c ].fW = (UInt16)size.cx;
fCharInfo[ c ].fH = (UInt16)size.cy;
fCharInfo[ c ].fUVs[ 0 ].fX = (float)x / (float)fTextureWidth;
fCharInfo[ c ].fUVs[ 0 ].fY = (float)y / (float)fTextureHeight;
fCharInfo[ c ].fUVs[ 1 ].fX = (float)( x + size.cx ) / (float)fTextureWidth;
fCharInfo[ c ].fUVs[ 1 ].fY = (float)( y + size.cy ) / (float)fTextureHeight;
fCharInfo[ c ].fUVs[ 0 ].fZ = fCharInfo[ c ].fUVs[ 1 ].fZ = 0;
x += size.cx + 1;
}
fCharInfo[ 32 ].fUVs[ 1 ].fX = fCharInfo[ 32 ].fUVs[ 0 ].fX;
// Special case the tab key
fCharInfo[ '\t' ].fUVs[ 1 ].fX = fCharInfo[ '\t' ].fUVs[ 0 ].fX = fCharInfo[ 32 ].fUVs[ 0 ].fX;
fCharInfo[ '\t' ].fUVs[ 1 ].fY = fCharInfo[ '\t' ].fUVs[ 0 ].fY = 0;
fCharInfo[ '\t' ].fUVs[ 0 ].fZ = fCharInfo[ '\t' ].fUVs[ 1 ].fZ = 0;
fCharInfo[ '\t' ].fW = fCharInfo[ 32 ].fW * 4;
fCharInfo[ '\t' ].fH = fCharInfo[ 32 ].fH;
/// Now create the data block
UInt16 *data = TRACKED_NEW UInt16[ fTextureWidth * fTextureHeight ];
tBits = data;
for( y = 0; y < fTextureHeight; y++ )
{
for( x = 0; x < fTextureWidth; x++ )
{
bAlpha = (BYTE)( ( bitmapBits[ fTextureWidth * y + x ] & 0xff ) >> 4 );
if( bitmapBits[ fTextureWidth * y + x ] )
*tBits = 0xffff;
else
*tBits = 0;
tBits++;
}
}
// Cleanup and return
DeleteObject( hBitmap );
DeleteDC( hDC );
DeleteObject( hFont );
return data;
}
//// Create ///////////////////////////////////////////////////////////////////
void plTextFont::Create( char *face, UInt16 size )
{
// Init normal stuff
strncpy( fFace, face, sizeof( fFace ) );
fSize = size;
}
//// IInitObjects /////////////////////////////////////////////////////////////
void plTextFont::IInitObjects( void )
{
UInt16 *data;
// Create texture
data = IInitFontTexture();
hsAssert( data != nil, "Cannot create font texture" );
ICreateTexture( data );
delete [] data;
// Create state blocks
IInitStateBlocks();
fInitialized = true;
}
//// DrawString ///////////////////////////////////////////////////////////////
void plTextFont::DrawString( const char *string, int sX, int sY, UInt32 hexColor,
UInt8 style, UInt32 rightEdge )
{
static hsTArray<plFontVertex> verts;
int i, j, width, height, count, thisCount, italOffset;
float x = (float)sX;
char c, *strPtr;
if( !fInitialized )
IInitObjects();
/// Set up to draw
italOffset = ( style & plDebugText::kStyleItalic ) ? fSize / 2: 0;
count = strlen( string );
strPtr = (char *)string;
while( count > 0 )
{
thisCount = ( count > 64 ) ? 64 : count;
count -= thisCount;
// Create an array for our vertices
verts.SetCountAndZero( thisCount * ( ( style & plDebugText::kStyleBold ) ? 12 : 6 ) );
// Fill them all up now
for( i = 0; i < thisCount * ( ( style & plDebugText::kStyleBold ) ? 12 : 6 ); i++ )
{
verts[ i ].fColor = hexColor;
verts[ i ].fPoint.fZ = 0;
}
for( i = 0, j = 0; i < thisCount; i++, j += 6 )
{
c = strPtr[ i ];
// make sure its a character we will display
if ( DisplayableChar(c) )
{
width = fCharInfo[ c ].fW + 1;
height = fCharInfo[ c ].fH + 1;
if( rightEdge > 0 && x + width + italOffset >= rightEdge )
{
count = 0;
thisCount = i;
break;
}
verts[ j ].fPoint.fX = x + italOffset;
verts[ j ].fPoint.fY = (float)sY;
verts[ j ].fUV = fCharInfo[ c ].fUVs[ 0 ];
verts[ j + 1 ].fPoint.fX = x + width + italOffset;
verts[ j + 1 ].fPoint.fY = (float)sY;
verts[ j + 1 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
verts[ j + 1 ].fUV.fX = fCharInfo[ c ].fUVs[ 1 ].fX;
verts[ j + 2 ].fPoint.fX = x;
verts[ j + 2 ].fPoint.fY = (float)sY + height;
verts[ j + 2 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
verts[ j + 2 ].fUV.fY = fCharInfo[ c ].fUVs[ 1 ].fY;
verts[ j + 3 ].fPoint.fX = x;
verts[ j + 3 ].fPoint.fY = (float)sY + height;
verts[ j + 3 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
verts[ j + 3 ].fUV.fY = fCharInfo[ c ].fUVs[ 1 ].fY;
verts[ j + 4 ].fPoint.fX = x + width + italOffset;
verts[ j + 4 ].fPoint.fY = (float)sY;
verts[ j + 4 ].fUV = fCharInfo[ c ].fUVs[ 0 ];
verts[ j + 4 ].fUV.fX = fCharInfo[ c ].fUVs[ 1 ].fX;
verts[ j + 5 ].fPoint.fX = x + width;
verts[ j + 5 ].fPoint.fY = (float)sY + height;
verts[ j + 5 ].fUV = fCharInfo[ c ].fUVs[ 1 ];
x += width + 1;
}
}
if( thisCount == 0 )
break;
if( style & plDebugText::kStyleBold )
{
for( i = 0; i < thisCount * 6; i++, j++ )
{
verts[ j ] = verts[ i ];
verts[ j ].fPoint.fX = verts[ j ].fPoint.fX + 1.0f;
}
}
/// TEMPORARY DEBUG ONLY: see if we can catch this stupid random draw bug
#if 0
for( i = 0; i < thisCount * ( ( style & plDebugText::kStyleBold ) ? 12 : 6 ); i += 3 )
{
for( j = 0; j < 3; j++ )
{
hsAssert( verts[ i + j ].fPoint.fX >= 0, "Text point out of range" );
hsAssert( verts[ i + j ].fPoint.fY >= 0, "Text point out of range" );
hsAssert( verts[ i + j ].fPoint.fX < 1024, "Text point out of range" );
hsAssert( verts[ i + j ].fPoint.fY < 768, "Text point out of range" );
}
int lt = ( verts[ i ].fPoint.fX < verts[ i + 1 ].fPoint.fX ? verts[ i ].fPoint.fX : verts[ i + 1 ].fPoint.fX );
lt = ( verts[ i + 2 ].fPoint.fX < lt ? verts[ i + 2 ].fPoint.fX : lt );
int tp = ( verts[ i ].fPoint.fY < verts[ i + 1 ].fPoint.fY ? verts[ i ].fPoint.fY : verts[ i + 1 ].fPoint.fY );
tp = ( verts[ i + 2 ].fPoint.fY < tp ? verts[ i + 2 ].fPoint.fY : tp );
int rt = ( verts[ i ].fPoint.fX > verts[ i + 1 ].fPoint.fX ? verts[ i ].fPoint.fX : verts[ i + 1 ].fPoint.fX );
rt = ( verts[ i + 2 ].fPoint.fX > rt ? verts[ i + 2 ].fPoint.fX : rt );
int bt = ( verts[ i ].fPoint.fY > verts[ i + 1 ].fPoint.fY ? verts[ i ].fPoint.fY : verts[ i + 1 ].fPoint.fY );
bt = ( verts[ i + 2 ].fPoint.fY > bt ? verts[ i + 2 ].fPoint.fY : bt );
hsAssert( rt - lt < 32, "Text character too big" );
hsAssert( bt - tp < 32, "Text character too big" );
}
#endif
/// TEMPORARY DEBUG ONLY: see if we can catch this stupid random draw bug
/// Draw a set of tris now
IDrawPrimitive( thisCount * ( ( style & plDebugText::kStyleBold ) ? 4 : 2 ), verts.AcquireArray() );
strPtr += thisCount;
}
/// All done!
}
//// CalcStringWidth //////////////////////////////////////////////////////////
UInt32 plTextFont::CalcStringWidth( const char *string )
{
int i, width = 0;
if( !fInitialized )
IInitObjects();
for( i = 0; i < strlen( string ); i++ )
{
// make sure its a character we will display
if ( DisplayableChar(string[i]) )
width += fCharInfo[ string[ i ] ].fW + 2;
}
return width;
}
//// DrawRect /////////////////////////////////////////////////////////////////
// TEMPORARY function to draw a flat-shaded 2D rectangle to the screen. Used
// to create a background for our console; will be obliterated once we figure
// a better way to do so.
void plTextFont::DrawRect( int left, int top, int right, int bottom, UInt32 hexColor )
{
static hsTArray<plFontVertex> verts;
int i;
if( !fInitialized )
IInitObjects();
/// Draw!
verts.SetCountAndZero( 6 );
for( i = 0; i < 6; i++ )
{
verts[ i ].fColor = hexColor;
verts[ i ].fPoint.fZ = 0;
verts[ i ].fUV.fX = verts[ i ].fUV.fY = 0;
}
verts[ 0 ].fPoint.fX = verts[ 2 ].fPoint.fX = verts[ 3 ].fPoint.fX = (float)left;
verts[ 1 ].fPoint.fX = verts[ 4 ].fPoint.fX = verts[ 5 ].fPoint.fX = (float)right;
verts[ 0 ].fPoint.fY = verts[ 1 ].fPoint.fY = verts[ 4 ].fPoint.fY = (float)top;
verts[ 2 ].fPoint.fY = verts[ 3 ].fPoint.fY = verts[ 5 ].fPoint.fY = (float)bottom;
// omg I had this at 6...just slap the dunce cap on me...-mcn
IDrawPrimitive( 2, verts.AcquireArray() );
/// All done!
}
//// Draw3DBorder /////////////////////////////////////////////////////////////
// Draws a 3d border, upper-left with the first color, lower-right with the
// second. I just LOOOOVE temporary functions :)
// Note: this way sucks. Live with it.
void plTextFont::Draw3DBorder( int left, int top, int right, int bottom, UInt32 hexColor1, UInt32 hexColor2 )
{
static hsTArray<plFontVertex> verts;
int i;
if( !fInitialized )
IInitObjects();
/// Draw!
verts.SetCountAndZero( 8 );
for( i = 0; i < 8; i++ )
{
verts[ i ].fColor = hexColor1;
verts[ i ].fPoint.fZ = 0;
verts[ i ].fUV.fX = verts[ i ].fUV.fY = 0;
}
verts[ 1 ].fPoint.fX = verts[ 2 ].fPoint.fX = verts[ 3 ].fPoint.fX = verts[ 4 ].fPoint.fX = (float)left;
verts[ 0 ].fPoint.fX = verts[ 5 ].fPoint.fX = verts[ 6 ].fPoint.fX = verts[ 7 ].fPoint.fX = (float)right;
verts[ 0 ].fPoint.fY = verts[ 1 ].fPoint.fY = verts[ 2 ].fPoint.fY = verts[ 7 ].fPoint.fY = (float)top;
verts[ 3 ].fPoint.fY = verts[ 4 ].fPoint.fY = verts[ 5 ].fPoint.fY = verts[ 6 ].fPoint.fY = (float)bottom;
for( i = 4; i < 8; i++ )
verts[ i ].fColor = hexColor2;
IDrawLines( 4, verts.AcquireArray() );
/// All done!
}