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c760b1e3d9
--HG-- branch : develop
444 lines
14 KiB
C++
444 lines
14 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_TEXT_CONTEXT_H
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#define NL_TEXT_CONTEXT_H
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#include "nel/3d/font_manager.h"
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#include "nel/3d/computed_string.h"
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namespace NL3D {
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class CFontGenerator;
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/**
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* CTextContext
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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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class CTextContext
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{
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public:
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/**
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* Constructor
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* defaults : fontsize=12, color=(0,0,0,255), hotspot=bottomleft, scale=1, shaded=false, shadeExtent=0.001f
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* shadecolor=(0,0,0,255), 800x600ratio=true
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*/
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CTextContext ();
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/// Destructor
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~CTextContext();
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/**
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* Inits
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*/
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/// set the driver.
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void init (IDriver *drv, CFontManager *fmg)
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{
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nlassert(drv && fmg);
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_Driver= drv;
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_FontManager= fmg;
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}
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// get the fontManager
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CFontManager *getFontManager() const {return _FontManager;}
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/// Must be called before any print
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void setFontGenerator (const std::string &fontFileName, const std::string &fontExFileName = "");
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NL3D::CFontGenerator *getFontGenerator () { return _FontGen; }
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/**
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* Accessors SET
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*/
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void setColor (NLMISC::CRGBA color) { _Color = color; }
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void setFontSize (uint32 fontSize) { _FontSize = fontSize; }
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void setEmbolden (bool b) { _Embolden = b; }
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void setOblique (bool b) { _Oblique = b; }
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void setHotSpot (CComputedString::THotSpot hotSpot) { _HotSpot = hotSpot; }
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void setScaleX (float scaleX) { _ScaleX = scaleX; }
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void setScaleZ (float scaleZ) { _ScaleZ = scaleZ; }
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void setShaded (bool b) { _Shaded = b; }
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void setShadeOutline (bool b) { _ShadeOutline = b; }
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void setShadeExtent (float shext) { _ShadeExtent = shext; }
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/// The alpha of the shade is multiplied at each draw with the alpha of the color. Default: (0,0,0,255)
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void setShadeColor (NLMISC::CRGBA color) { _ShadeColor = color; }
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/// If true the CFontManager look at Driver window size, and resize fontSize to keep the same
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/// size than if it was in 800x600...
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void setKeep800x600Ratio (bool keep) { _Keep800x600Ratio = keep; }
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/**
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* Accessors GET
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*/
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NLMISC::CRGBA getColor () const { return _Color; }
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uint32 getFontSize () const { return _FontSize; }
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bool getEmbolden () const { return _Embolden; }
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bool getOblique () const { return _Oblique; }
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CComputedString::THotSpot getHotSpot() const { return _HotSpot; }
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float getScaleX() const { return _ScaleX; }
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float getScaleZ() const { return _ScaleZ; }
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bool getShaded() const { return _Shaded; }
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bool getShadeOutline() const { return _ShadeOutline; }
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bool getKeep800x600Ratio() const {return _Keep800x600Ratio;}
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NLMISC::CRGBA getShadeColor () const { return _ShadeColor; }
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/**
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* Cache methods
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*/
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/// compute and add a string to the cache (return the index)
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uint32 textPush (const char *format, ...);
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/// computes an ucstring and adds the result to the cache (return the index)
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uint32 textPush (const ucstring &str);
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/// remove a string from the cache
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void erase (uint32 index);
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/// Clear the cache
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void clear();
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/**
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* Printing methods
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*/
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/** Print a string that is in the cache from its index (it leaves the string in the cache)
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* z : if the hotspot is bottom z is the position of the line of the string, not the bottom of the string bounding box !
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*/
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void printAt (float x, float z, uint32 index)
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{
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nlassert (index < _CacheStrings.size());
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CComputedString &rCS = _CacheStrings[index];
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if (_Shaded)
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{
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CRGBA bkup = rCS.Color;
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rCS.Color = _ShadeColor;
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rCS.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
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if (_ShadeOutline)
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{
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float rext = _ShadeExtent * 0.7071f;
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rCS.render2D(*_Driver, x+rext, z-rext, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x-rext, z-rext, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x-rext, z+rext, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x+rext, z+rext, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x+_ShadeExtent, z, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x-_ShadeExtent, z, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
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rCS.render2D(*_Driver, x, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
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}
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else
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{
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rCS.render2D(*_Driver, x+_ShadeExtent, z-_ShadeExtent, _HotSpot, _ScaleX, _ScaleZ);
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}
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rCS.Color= bkup;
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}
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rCS.render2D(*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
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}
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/** Clip and print a string that is in the cache (it leaves the string in the cache)
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* z : if the hotspot is bottom z is the position of the line of the string, not the bottom of the string bounding box !
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*/
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void printClipAt (CRenderStringBuffer &rdrBuffer, float x, float z, uint32 index, float xmin, float ymin, float xmax, float ymax)
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{
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nlassert (index < _CacheStrings.size());
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CComputedString &rCS = _CacheStrings[index];
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if(_Shaded)
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{
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CRGBA bkup = rCS.Color;
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rCS.Color= _ShadeColor;
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rCS.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
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if (_ShadeOutline)
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{
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float rext = _ShadeExtent * 0.7071f;
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rCS.render2DClip(*_Driver, rdrBuffer, x+rext, z-rext, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x-rext, z-rext, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x-rext, z+rext, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x+rext, z+rext, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x+_ShadeExtent, z, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x-_ShadeExtent, z, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x, z+_ShadeExtent, xmin, ymin, xmax, ymax);
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rCS.render2DClip(*_Driver, rdrBuffer, x, z-_ShadeExtent, xmin, ymin, xmax, ymax);
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}
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else
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{
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rCS.render2DClip(*_Driver, rdrBuffer, x+_ShadeExtent, z-_ShadeExtent, xmin, ymin, xmax, ymax);
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}
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rCS.Color= bkup;
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}
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rCS.render2DClip (*_Driver, rdrBuffer, x, z, xmin, ymin, xmax, ymax);
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}
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/** Clip and print a string that is in the cache (it leaves the string in the cache)
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* z : if the hotspot is bottom z is the position of the line of the string, not the bottom of the string bounding box !
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*/
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void printClipAtUnProjected (CRenderStringBuffer &renderBuffer, class NL3D::CFrustum &frustum, const NLMISC::CMatrix &scaleMatrix, float x, float y, float depth, uint32 index, float xmin, float ymin, float xmax, float ymax)
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{
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nlassert (index < _CacheStrings.size());
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CComputedString &rCS = _CacheStrings[index];
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if (_Shaded)
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{
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CRGBA bkup = rCS.Color;
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rCS.Color= _ShadeColor;
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rCS.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
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if (_ShadeOutline)
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{
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float rext = _ShadeExtent * 0.7071f;
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+rext, y-rext, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x-rext, y-rext, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x-rext, y+rext, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+rext, y+rext, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+_ShadeExtent, y, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x-_ShadeExtent, y, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x, y+_ShadeExtent, depth, xmin, ymin, xmax, ymax);
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x, y-_ShadeExtent, depth, xmin, ymin, xmax, ymax);
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}
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else
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{
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x+_ShadeExtent, y-_ShadeExtent, depth, xmin, ymin, xmax, ymax);
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}
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rCS.Color= bkup;
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}
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rCS.render2DUnProjected (*_Driver, renderBuffer, frustum, scaleMatrix, x, y, depth, xmin, ymin, xmax, ymax);
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}
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/// Directly print a string
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void printAt (float x, float z, const ucstring &ucstr)
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{
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nlassert(_FontGen);
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// compute the string just one time
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_FontManager->computeString (ucstr, _FontGen, _Color, _FontSize, _Embolden, _Oblique, _Driver, _TempString, _Keep800x600Ratio);
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// draw shaded
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if (_Shaded)
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{
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CRGBA bkup = _TempString.Color;
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_TempString.Color = _ShadeColor;
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_TempString.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
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if (_ShadeOutline)
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{
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float rext = _ShadeExtent * 0.7071f;
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_TempString.render2D(*_Driver,x+rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x-rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x-rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x+rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x+_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x-_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x,z+_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
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}
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else
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{
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_TempString.render2D(*_Driver,x+_ShadeExtent,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
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}
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_TempString.Color = bkup;
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}
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// draw
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_TempString.render2D(*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
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}
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/// Directly print a string
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void printfAt (float x, float z, const char * format, ...)
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{
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nlassert(_FontGen);
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// compute the string just one time
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char *str;
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NLMISC_CONVERT_VARGS (str, format, NLMISC::MaxCStringSize);
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_FontManager->computeString (str, _FontGen, _Color, _FontSize, _Embolden, _Oblique, _Driver, _TempString, _Keep800x600Ratio);
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// draw shaded
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if (_Shaded)
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{
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CRGBA bkup = _TempString.Color;
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_TempString.Color = _ShadeColor;
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_TempString.Color.A = (uint8)((uint(bkup.A) * uint(_ShadeColor.A)+1)>>8);
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if (_ShadeOutline)
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{
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float rext = _ShadeExtent * 0.7071f;
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_TempString.render2D(*_Driver,x+rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x-rext,z-rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x-rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x+rext,z+rext,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x+_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x-_ShadeExtent,z,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x,z+_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
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_TempString.render2D(*_Driver,x,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
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}
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else
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{
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_TempString.render2D(*_Driver,x+_ShadeExtent,z-_ShadeExtent,_HotSpot,_ScaleX,_ScaleZ);
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}
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_TempString.Color = bkup;
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}
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// draw
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_TempString.render2D(*_Driver, x, z, _HotSpot, _ScaleX, _ScaleZ);
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}
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/// Get computed string from index
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CComputedString& operator[](uint32 index)
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{
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nlassert (index < _CacheStrings.size());
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return _CacheStrings[index];
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}
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CComputedString* getComputedString (uint32 index)
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{
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if (index < _CacheStrings.size())
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return &_CacheStrings[index];
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else
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return NULL;
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}
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/**
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* Compute a string as primitive blocks using the
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* font manager's method computeString
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* \param a string
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* \param the computed string
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*/
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void computeString (const std::string& s, CComputedString& output)
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{
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_FontManager->computeString (s, _FontGen, _Color, _FontSize, _Embolden, _Oblique, _Driver, output, _Keep800x600Ratio);
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}
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/**
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* Compute a ucstring as primitive blocks using the
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* font manager's method computeString
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* \param an ucstring
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* \param the computed string
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*/
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void computeString (const ucstring& s, CComputedString& output)
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{
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_FontManager->computeString (s, _FontGen, _Color, _FontSize, _Embolden, _Oblique, _Driver, output, _Keep800x600Ratio);
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}
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void computeStringInfo (const ucstring& s, CComputedString& output)
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{
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_FontManager->computeStringInfo (s, _FontGen, _Color, _FontSize, _Embolden, _Oblique, _Driver, output, _Keep800x600Ratio);
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}
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/// Debug : write to the disk the texture cache
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void dumpCache (const char *filename)
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{
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_FontManager->dumpCache (filename);
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}
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/// In single line mode you can assign several color to letters
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void setLetterColors(CLetterColors * letterColors, uint index);
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bool isSameLetterColors(CLetterColors * letterColors, uint index);
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private:
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/// Driver
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IDriver *_Driver;
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/// Font manager
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NL3D::CFontManager *_FontManager;
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/// Font generator
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NL3D::CFontGenerator * _FontGen;
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/**
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* Text Style properties
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*/
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/// Font size;
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uint32 _FontSize;
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bool _Embolden;
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bool _Oblique;
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/// Current text color
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NLMISC::CRGBA _Color;
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/// Hotspot
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CComputedString::THotSpot _HotSpot;
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/// X scale
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float _ScaleX;
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/// Z scale
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float _ScaleZ;
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/// true if text is shaded
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bool _Shaded;
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/// true if shade appears as an outline
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bool _ShadeOutline;
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/// shade's extent (shadow size)
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float _ShadeExtent;
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/// Shade color (default is black)
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NLMISC::CRGBA _ShadeColor;
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/// resize the font to keep the same aspect ratio than in 800x600
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bool _Keep800x600Ratio;
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/**
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* Strings Caches
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*/
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/// Cache to manipulate strings with indexes
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std::vector<CComputedString> _CacheStrings;
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std::vector<uint32> _CacheFreePlaces;
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uint32 _CacheNbFreePlaces;
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/// Cache for for printAt() and printfAt().
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/// This prevents from creating VBdrvinfos each time they are called (N*each frame!!).
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CComputedString _TempString;
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};
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} // NL3D
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#endif // NL_TEXT_CONTEXT_H
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/* End of text_context.h */
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