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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "Display/display_precomp.h"
#include "opengl_target.h"
#ifdef WIN32
// #include "Display/Win32/font_win32.h"
#include "WGL/display_window_opengl.h"
#include "API/Display/Providers/dc_buffer.h"
#include "API/Display/sprite_description.h"
#include "API/Display/pixel_format.h"
#else
#ifdef __APPLE__
#include "AGL/display_window_opengl.h"
#else
// #include "GLX/font_x11.h"
#include "GLX/display_window_opengl.h"
#endif
#endif
#include "surface_target_opengl.h"
#include "canvas_opengl.h"
#include "Display/font_target_sprite.h"
/////////////////////////////////////////////////////////////////////////////
// CL_OpenGLTarget construction:
/////////////////////////////////////////////////////////////////////////////
// CL_OpenGLTarget attributes:
/////////////////////////////////////////////////////////////////////////////
// CL_OpenGLTarget operations:
CL_DisplayWindow_Generic *CL_OpenGLTarget::create_window()
{
return new CL_DisplayWindow_OpenGL;
}
CL_Surface_Target *CL_OpenGLTarget::create_surface(
CL_PixelBuffer provider,
int flag)
{
return new CL_Surface_Target_OpenGL(provider, flag);
}
CL_Canvas_Generic *CL_OpenGLTarget::create_canvas()
{
return new CL_Canvas_OpenGL;
}
CL_Font_Target* CL_OpenGLTarget::create_system_font_target(
CL_Font_Generic *attributes,
const std::string &font_name,
const std::string &letters,
int font_height,
int font_width,
bool bold,
bool italic,
bool underline,
bool strikeout)
{
#ifdef WIN32
// Create the font we need:
HFONT font = CreateFont(
font_height,
font_width,
0,
0,
bold ? FW_BOLD : FW_NORMAL,
italic ? TRUE : FALSE,
underline ? TRUE : FALSE,
strikeout ? TRUE : FALSE,
DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,
DEFAULT_QUALITY,
FF_DONTCARE,
font_name.c_str());
const int num_chars = letters.length();
int i;
int total_width = 0;
int pos = 0;
HDC screen_dc;
HFONT old_font;
INT widths[256];
// Get the glyph widths:
screen_dc = GetDC(0);
old_font = (HFONT) SelectObject(screen_dc, font);
GetCharWidth32(screen_dc, 0, 255, widths);
SelectObject(screen_dc, old_font);
// Figure out how big our device context has to be:
for (i=0; i<num_chars; i++)
{
total_width += widths[static_cast<unsigned char>(letters[i])];
}
// Create device context, set it up for glyph drawing:
CL_DeviceContextBuffer dc_buffer(screen_dc, total_width, font_height, true);
RECT rc = { 0, 0, total_width, font_height };
SetBkColor(dc_buffer.get_dc(), RGB(0,0,0));
FillRect(dc_buffer.get_dc(), &rc, (HBRUSH) GetStockObject(BLACK_BRUSH));
SetTextColor(dc_buffer.get_dc(), RGB(255,255,255));
SetBkMode(dc_buffer.get_dc(), OPAQUE);
old_font = (HFONT) SelectObject(dc_buffer.get_dc(), font);
// Draw each glyph:
for (i=0; i<num_chars; i++)
{
const unsigned char cur = static_cast<unsigned char>(letters[i]);
TextOut(dc_buffer.get_dc(), pos, 0, (char *)(&cur), 1);
pos += widths[cur];
}
SelectObject(dc_buffer.get_dc(), old_font);
DeleteObject(font);
// Add each glyph as a frame:
CL_SpriteDescription desc;
pos = 0;
for (i=0; i<num_chars; i++)
{
const int character = static_cast<unsigned char>(letters[i]);
desc.add_gridclipped_frames(dc_buffer, pos, 0, widths[character], font_height, 1, 1);
pos += widths[character];
}
// Set up the actual font data:
return new CL_Font_Target_Sprite(
attributes,
CL_Sprite(desc),
letters);
#else
return 0;
/* new CL_Font_X11(
attributes,
font_name,
letters,
height,
width,
bold,
italic,
underline,
strikeout);
*/
#endif
}
bool CL_OpenGLTarget::enable_packer()
{
return true;
}
/////////////////////////////////////////////////////////////////////////////
// CL_OpenGLTarget implementation:
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