305 lines
8.2 KiB
C++
305 lines
8.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_COMPUTED_STRING_H
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#define NL_COMPUTED_STRING_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/index_buffer.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/material.h"
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#include "nel/3d/u_text_context.h"
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#include <vector>
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#include <limits>
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namespace NLMISC {
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class CMatrix;
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}
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namespace NL3D {
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class CTextureFont;
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struct CComputedString;
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// ***************************************************************************
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/**
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* A Buffer to render batch of computed string.
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*/
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class CRenderStringBuffer : public URenderStringBuffer
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{
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public:
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CVertexBuffer Vertices;
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uint NumQuads;
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public:
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CRenderStringBuffer();
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virtual ~CRenderStringBuffer();
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/// render and make empty the render string buffer. see CComputedString::render2DClip()
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void flush(IDriver& driver, CMaterial *fontMat);
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/** render and make empty the render string buffer. see CComputedString::render2DProjected()
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* The driver view and model matrices have to be setuped as material zbuffer flags by the user.
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* This method only render string quads.
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*/
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void flushUnProjected(IDriver& driver, CMaterial *fontMat, bool zwrite);
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};
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class CLetterColors : public ULetterColors
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{
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public:
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struct SLetterColor
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{
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uint Index;
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NLMISC::CRGBA Color;
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SLetterColor(uint index, const NLMISC::CRGBA & color)
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{
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Index = index;
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Color = color;
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}
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bool operator == ( const SLetterColor lc ) const
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{
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return (Index==lc.Index && Color==lc.Color);
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}
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};
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CLetterColors() {}
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virtual ~CLetterColors() {}
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void clear()
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{
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_indexedColors.clear();
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}
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bool empty() const
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{
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return _indexedColors.empty();
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}
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uint size() const
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{
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return (uint)_indexedColors.size();
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}
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uint getIndex(uint i) const
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{
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if(i<_indexedColors.size())
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return _indexedColors[i].Index;
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return std::numeric_limits<uint>::max();
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}
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const CRGBA & getColor(uint i) const
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{
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if(i<_indexedColors.size())
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return _indexedColors[i].Color;
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return CRGBA::Black;
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}
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const SLetterColor & getLetterColor(uint i) const
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{
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if(i<_indexedColors.size())
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return _indexedColors[i];
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static SLetterColor defaultLetterColor(0, CRGBA::Black);
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return defaultLetterColor;
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}
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bool isSameLetterColors(ULetterColors * letterColors)
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{
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CLetterColors * letterCol = static_cast<CLetterColors*>(letterColors);
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bool sameLetterColors = false;
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if(_indexedColors.size()==letterCol->size())
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{
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sameLetterColors= true;
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for(uint i=0;i<_indexedColors.size();i++)
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{
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if(!(_indexedColors[i] == letterCol->getLetterColor(i)))
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{
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sameLetterColors = false;
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break;
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}
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}
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}
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return sameLetterColors;
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}
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void pushLetterColor(uint index, const NLMISC::CRGBA & color)
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{
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_indexedColors.push_back(SLetterColor(index, color));
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}
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private:
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std::vector< SLetterColor > _indexedColors;
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};
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// ***************************************************************************
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/**
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* CComputedString
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* A CComputedString is a structure which permits to render a string
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* in a driver. It computes 4 vertices per char the renderer draw quads from them.
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*
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* \author Stephane Coutelas
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* \author Nevrax France
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* \date 2000
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*/
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struct CComputedString
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{
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public:
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CVertexBuffer Vertices;
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CMaterial *Material;
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CRGBA Color;
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/// The width of the string, in pixels (eg: 30)
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float StringWidth;
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/// The height of the string, in pixels (eg: 10)
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float StringHeight;
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/// The BBox of all vertices. used for render2DClip()
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float XMin, ZMin, XMax, ZMax;
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/** StringLine is the size from bottom of the whole string image to the hotspot in pixels.
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* for instance if the hotspot is bottomLeft the imaginary line of the string "bpc"
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* is under the b, under the loop of the p but over the leg of the p. So StringLine
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* is a positive value in this case. It may be a negative value for the string "^" for example.
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*/
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float StringLine;
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/// Optional: each render*() method can draw a subset of letters. Default is 0/FFFFFFFF
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uint32 SelectStart;
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uint32 SelectSize;
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CLetterColors LetterColors;
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/**
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* Hotspot positions (origin for the string placement)
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* You should take care that for vertical hotspot, an imaginary line is defined under
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* letters with no leg (like m,b,c etc..) between the leg of p and the loop of the p.
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*/
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enum THotSpot
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{
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BottomLeft=0,
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MiddleLeft,
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TopLeft,
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MiddleBottom,
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MiddleMiddle,
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MiddleTop,
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BottomRight,
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MiddleRight,
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TopRight,
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HotSpotCount
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};
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/**
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* Default constructor
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*/
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CComputedString (bool bSetupVB=true)
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{
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StringWidth = 0;
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StringHeight = 0;
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if (bSetupVB)
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{
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Vertices.setVertexFormat (CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
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Vertices.setPreferredMemory (CVertexBuffer::RAMVolatile, true);
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Vertices.setName("CComputedString");
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}
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SelectStart= 0;
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SelectSize= std::numeric_limits<uint32>::max();
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}
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/**
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* Get the string's origin
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* \param hotspot the origin of the string
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*/
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CVector getHotSpotVector (THotSpot hotspot);
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/**
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* Render the unicode string in a driver.
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* \param driver the driver where to render the primitives
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* \param x abscissa
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* \param y ordinate
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* \param hotspot position of string origine
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* \param scaleX abscissa scale
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* \param scaleY ordinate scale
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* \param rotateY rotation angle (axe perpendicular to screen)
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* \param useScreenAR43 if false then string is displayed with a pixel Ratio 1:1 (independent of window resolution).
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* if true, the string is scaled according to window width and height, to support 4:3 aspect ratio even on weird
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* screen resolution such as 640*240 (ie the char still look square, but the pixel ratio is 2:1)
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* \param roundToNearestPixel if true, snap the final string position to the nearest pixel. if set to true, and if
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* useScreenAR43= false, you are sure that texels of the fonts fit exactly on centers of pixels (no apparent bi-linear).
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*/
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void render2D (IDriver& driver,
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float x, float z,
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THotSpot hotspot = BottomLeft,
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float scaleX = 1, float scaleZ = 1,
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float rotateY = 0,
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bool useScreenAR43= false,
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bool roundToNearestPixel= true
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);
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/** Special for interface. same as render2D but clip the quads to xmin,ymin/xmax,ymax.
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* NB: behavior is same as render2D with: Hotspot = bottomLeft, scaleX=1, scaleZ=1, rotateY=0,
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* useScreenAR43= false, roundToNearestPixel= false
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* Additionnaly, this method doesn't render directly to the driver but add primitives to a CRenderStringBuffer
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* Use the method CRenderStringBuffer::flush() to flush it all.
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*/
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void render2DClip (IDriver& driver, CRenderStringBuffer &rdrBuffer,
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float x, float z,
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float xmin=0, float ymin=0, float xmax=1, float ymax=1
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);
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/** Special for interface. same as render2DClip but unproject the vertices using a frustum and a scale matrix
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* Use the method CRenderStringBuffer::flush() to flush it all.
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*/
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void render2DUnProjected (IDriver& driver, CRenderStringBuffer &rdrBuffer, class NL3D::CFrustum &frustum,
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const NLMISC::CMatrix &scaleMatrix,
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float x, float z, float depth, float xmin=0, float ymin=0, float xmax=1, float ymax=1);
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/**
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* Render the unicode string in a driver, in 3D with a user matrix.
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* NB: size of the string is first scaled by 1/windowHeight.
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* \param driver the driver where to render the primitives
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* \param matrix transformation matrix
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* \param hotspot position of string origine
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*/
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void render3D (IDriver& driver, const CMatrix &matrix, THotSpot hotspot = MiddleMiddle);
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};
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} // NL3D
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#endif // NL_COMPUTED_STRING_H
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/* End of computed_string.h */
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