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