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447 lines
13 KiB
447 lines
13 KiB
/*==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 "hsWindows.h" |
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#include "HeadSpin.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 *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 *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)( 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)size.cx; |
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fCharInfo[ c ].fH = (UInt16)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 *data = TRACKED_NEW UInt16[ 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 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 *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 hexColor, |
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UInt8 style, UInt32 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 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 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 hexColor1, UInt32 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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