You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

304 lines
10 KiB

/*==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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plDebugText and plDebugTextManager Functions //
// //
//////////////////////////////////////////////////////////////////////////////
#include "plPipeline.h"
#include "plDebugText.h"
#include "plTextFont.h"
//////////////////////////////////////////////////////////////////////////////
//// plDebugText Functions ///////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
plDebugText plDebugText::fInstance;
//// DrawString //////////////////////////////////////////////////////////////
void plDebugText::DrawString( UInt16 x, UInt16 y, const char *string, UInt32 hexColor, UInt8 style )
{
if( IsEnabled() && fManager && string != nil && string[ 0 ] != 0 )
fManager->AddString( x, y, string, hexColor, style, fDrawOnTopMode );
}
//// CalcStringWidth /////////////////////////////////////////////////////////
UInt32 plDebugText::CalcStringWidth( const char *string )
{
if( IsEnabled() && fManager && string )
return fManager->CalcStringWidth( string );
return 0;
}
//// 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 plDebugText::DrawRect( UInt16 left, UInt16 top, UInt16 right, UInt16 bottom, UInt32 hexColor )
{
if( IsEnabled() && fManager )
fManager->DrawRect( left, top, right, bottom, hexColor, fDrawOnTopMode );
}
//// Draw3DBorder ////////////////////////////////////////////////////////////
void plDebugText::Draw3DBorder( UInt16 left, UInt16 top, UInt16 right, UInt16 bottom, UInt32 hexColor1, UInt32 hexColor2 )
{
if( IsEnabled() && fManager )
fManager->Draw3DBorder( left, top, right, bottom, hexColor1, hexColor2, fDrawOnTopMode );
}
//// GetScreenSize ///////////////////////////////////////////////////////////
void plDebugText::GetScreenSize( UInt32 *width, UInt32 *height )
{
if( fManager )
fManager->GetScreenSize( width, height );
}
UInt16 plDebugText::GetFontHeight()
{
if (fManager)
return fManager->GetFontHeight();
return 0;
}
//////////////////////////////////////////////////////////////////////////////
//// plDebugTextManager Functions ////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//// plDebugTextNode Constructor /////////////////////////////////////////////
plDebugTextManager::plDebugTextNode::plDebugTextNode( const char *s, UInt32 c, UInt16 x, UInt16 y, UInt8 style )
{
HSMemory::Clear( fText, sizeof( fText ) );
strncpy( fText, s, sizeof( fText ) - 1 );
fColor = c;
fX = x;
fY = y;
fStyle = style;
}
plDebugTextManager::plDebugTextNode::plDebugTextNode( UInt16 left, UInt16 top, UInt16 right, UInt16 bottom, UInt32 c )
{
memset( fText, 0, sizeof( fText ) );
fColor = c;
fX = left;
fY = top;
fRight = right;
fBottom = bottom;
fStyle = 0xff;
}
plDebugTextManager::plDebugTextNode::plDebugTextNode( UInt16 left, UInt16 top, UInt16 right, UInt16 bottom, UInt32 c1, UInt32 c2 )
{
memset( fText, 0, sizeof( fText ) );
fColor = c1;
fDarkColor = c2;
fX = left;
fY = top;
fRight = right;
fBottom = bottom;
fStyle = 0xfe;
}
//// plDebugTextManager destructor ///////////////////////////////////////////
plDebugTextManager::~plDebugTextManager()
{
if( fFont != nil )
delete fFont;
}
//// AddString ///////////////////////////////////////////////////////////////
void plDebugTextManager::AddString( UInt16 x, UInt16 y, const char *s, UInt32 hexColor, UInt8 style, hsBool drawOnTop )
{
if( drawOnTop )
fDrawOnTopList.Append( plDebugTextNode( s, hexColor, x, y, style ) );
else
fList.Append( plDebugTextNode( s, hexColor, x, y, style ) );
}
//// 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 plDebugTextManager::DrawRect( UInt16 left, UInt16 top, UInt16 right, UInt16 bottom, UInt32 hexColor, hsBool drawOnTop )
{
if( drawOnTop )
fDrawOnTopList.Append( plDebugTextNode( left, top, right, bottom, hexColor ) );
else
fList.Append( plDebugTextNode( left, top, right, bottom, hexColor ) );
}
//// Draw3DBorder ////////////////////////////////////////////////////////////
void plDebugTextManager::Draw3DBorder( UInt16 left, UInt16 top, UInt16 right, UInt16 bottom, UInt32 hexColor1, UInt32 hexColor2, hsBool drawOnTop )
{
if( drawOnTop )
fDrawOnTopList.Append( plDebugTextNode( left, top, right, bottom, hexColor1, hexColor2 ) );
else
fList.Append( plDebugTextNode( left, top, right, bottom, hexColor1, hexColor2 ) );
}
//// DrawToDevice ////////////////////////////////////////////////////////////
void plDebugTextManager::DrawToDevice( plPipeline *pipe )
{
int i, j;
hsTArray<plDebugTextNode> *list;
if( fList.GetCount() == 0 && fDrawOnTopList.GetCount() == 0 )
{
return;
}
if( fFont == nil )
{
// Create font first time around
fFont = pipe->MakeTextFont( (char *)plDebugText::Instance().GetFontFace(),
plDebugText::Instance().GetFontSize() );
if( fFont == nil )
{
plDebugText::Instance().DisablePermanently();
return;
}
}
// Get stuff
fSWidth = pipe->Width();
fSHeight = pipe->Height();
// Start other stuff
fFont->SaveStates();
for( j = 0; j < 2; j++ )
{
if( j == 0 )
list = &fList;
else
list = &fDrawOnTopList;
for( i = 0; i < list->GetCount(); i++ )
{
plDebugTextNode& node = (*list)[i];
if( node.fStyle == 0xff )
{
fFont->DrawRect( node.fX, node.fY,
node.fRight, node.fBottom, node.fColor );
}
else if( node.fStyle == 0xfe )
{
fFont->Draw3DBorder( node.fX, node.fY,
node.fRight, node.fBottom, node.fColor, node.fDarkColor );
}
else
{
/// Draw string only if its in bounds (clip to right edge if necessary)
if( node.fX >= 0 && node.fY >= 0 )
{
if( node.fY + fFont->GetFontHeight() < fSHeight )
{
if( node.fX + CalcStringWidth( node.fText ) < fSWidth )
{
fFont->DrawString( node.fText, node.fX, node.fY,
node.fColor, node.fStyle );
}
else
{
fFont->DrawString( node.fText, node.fX, node.fY,
node.fColor, node.fStyle, fSWidth );
}
}
}
}
}
}
// Call this to ensure the font object finishes all its drawing
fFont->FlushDraws();
fFont->RestoreStates();
fList.Reset();
fDrawOnTopList.Reset();
}
//// CalcStringWidth /////////////////////////////////////////////////////////
UInt32 plDebugTextManager::CalcStringWidth( const char *string )
{
if( !plDebugText::Instance().IsEnabled() || fFont == nil )
return 0;
return fFont->CalcStringWidth( string );
}
//// GetScreenSize ///////////////////////////////////////////////////////////
void plDebugTextManager::GetScreenSize( UInt32 *width, UInt32 *height )
{
if( width != nil )
*width = fSWidth;
if( height != nil )
*height = fSHeight;
}
UInt16 plDebugTextManager::GetFontHeight()
{
if (fFont)
return fFont->GetFontHeight();
// Just return a quick default height until we get a real font
return 10;
}