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/** \file text_context_user.cpp
* TODO: File description
*
* $Id: text_context_user.cpp,v 1.23 2006-05-31 12:03:14 boucher Exp $
*/
/* Copyright, 2001 Nevrax Ltd.
*
* This file is part of NEVRAX NEL.
* NEVRAX NEL 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 2, or (at your option)
* any later version.
* NEVRAX NEL 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 NEVRAX NEL; see the file COPYING. If not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
* MA 02111-1307, USA.
*/
#include "std3d.h"
#include "text_context_user.h"
#include "nel/misc/hierarchical_timer.h"
namespace NL3D
{
H_AUTO_DECL( NL3D_UI_TextContext )
H_AUTO_DECL( NL3D_Render_TextContext_2D )
H_AUTO_DECL( NL3D_Render_TextContext_3D )
#define NL3D_HAUTO_UI_TEXTCONTEXT H_AUTO_USE( NL3D_UI_TextContext )
#define NL3D_HAUTO_RENDER_2D_TEXTCONTEXT H_AUTO_USE( NL3D_Render_TextContext_2D )
#define NL3D_HAUTO_RENDER_3D_TEXTCONTEXT H_AUTO_USE( NL3D_Render_TextContext_3D )
// ***************************************************************************
NLMISC::CVector UTextContext::CStringInfo::getHotSpotVector(UTextContext::THotSpot hotspot)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
NLMISC::CVector hotspotVector(0,0,0);
if(hotspot==UTextContext::MiddleLeft)
hotspotVector = CVector(0,0,-StringHeight/2);
if(hotspot==UTextContext::TopLeft)
hotspotVector = CVector(0,0,StringHeight);
if(hotspot==UTextContext::MiddleBottom)
hotspotVector = CVector(-StringWidth/2,0,0);
if(hotspot==UTextContext::MiddleMiddle)
hotspotVector = CVector(-StringWidth/2,0,-StringHeight/2);
if(hotspot==UTextContext::MiddleTop)
hotspotVector = CVector(-StringWidth/2,0,-StringHeight);
if(hotspot==UTextContext::BottomRight)
hotspotVector = CVector(-StringWidth,0,0);
if(hotspot==UTextContext::MiddleRight)
hotspotVector = CVector(-StringWidth,0,-StringHeight/2);
if(hotspot==UTextContext::TopRight)
hotspotVector = CVector(-StringWidth,0,-StringHeight);
return hotspotVector;
}
// ***************************************************************************
void UTextContext::CStringInfo::convertTo01Size(UDriver *drv)
{
uint32 w,h;
drv->getWindowSize(w,h);
StringWidth/= w;
StringHeight/= h;
StringLine/= h;
}
void UTextContext::CStringInfo::convertToPixelSize(UDriver *drv)
{
uint32 w,h;
drv->getWindowSize(w,h);
StringWidth*= w;
StringHeight*= h;
StringLine*= h;
}
// ***************************************************************************
void CTextContextUser::setColor(NLMISC::CRGBA color)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setColor(color);
}
void CTextContextUser::setFontSize(uint32 fontSize)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setFontSize(fontSize);
}
uint32 CTextContextUser::getFontSize() const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.getFontSize();
}
void CTextContextUser::setHotSpot(THotSpot hotSpot)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setHotSpot((CComputedString::THotSpot)(uint32)hotSpot) ;
}
UTextContext::THotSpot CTextContextUser::getHotSpot() const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return (THotSpot)(uint32)_TextContext.getHotSpot();
}
void CTextContextUser::setScaleX(float scaleX)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setScaleX(scaleX);
}
void CTextContextUser::setScaleY(float scaleY)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setScaleZ(scaleY);
}
float CTextContextUser::getScaleX() const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.getScaleX();
}
float CTextContextUser::getScaleY() const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.getScaleZ();
}
void CTextContextUser::setShaded(bool b)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setShaded(b);
}
bool CTextContextUser::getShaded() const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.getShaded();
}
void CTextContextUser::setShadeExtent(float shext)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setShadeExtent(shext);
}
void CTextContextUser::setShadeColor (NLMISC::CRGBA sc)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setShadeColor (sc);
}
NLMISC::CRGBA CTextContextUser::getShadeColor () const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.getShadeColor();
}
void CTextContextUser::setKeep800x600Ratio(bool keep)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setKeep800x600Ratio(keep);
}
bool CTextContextUser::getKeep800x600Ratio() const
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.getKeep800x600Ratio();
}
// ***************************************************************************
uint32 CTextContextUser::textPush(const char *format, ...)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
char *str;
NLMISC_CONVERT_VARGS (str, format, NLMISC::MaxCStringSize);
return _TextContext.textPush(ucstring(str)) ;
}
uint32 CTextContextUser::textPush(const ucstring &str)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
return _TextContext.textPush(str) ;
}
void CTextContextUser::setStringColor(uint32 i, CRGBA newCol)
{
CComputedString *str= _TextContext.getComputedString(i);
if(str)
{
str->Color= newCol;
}
}
void CTextContextUser::setStringSelection(uint32 i, uint32 selectStart, uint32 selectSize)
{
CComputedString *str= _TextContext.getComputedString(i);
if(str)
{
str->SelectStart= selectStart;
str->SelectSize= selectSize;
}
}
void CTextContextUser::resetStringSelection(uint32 i)
{
CComputedString *str= _TextContext.getComputedString(i);
if(str)
{
str->SelectStart= 0;
str->SelectSize= ~0;
}
}
void CTextContextUser::erase(uint32 i)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.erase(i);
}
UTextContext::CStringInfo CTextContextUser::getStringInfo(uint32 i)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
CComputedString *cstr= _TextContext.getComputedString(i);
if(!cstr)
return CStringInfo(0, 0, 0);
else
return CStringInfo(cstr->StringWidth, cstr->StringHeight, cstr->StringLine);
}
UTextContext::CStringInfo CTextContextUser::getStringInfo(const ucstring &str)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.computeStringInfo(str, _CacheString);
return CStringInfo (_CacheString.StringWidth, _CacheString.StringHeight, _CacheString.StringLine);
}
void CTextContextUser::clear()
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.clear();
}
void CTextContextUser::printAt(float x, float y, uint32 i)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.printAt(x, y, i);
_DriverUser->restoreMatrixContext();
}
void CTextContextUser::printClipAt(URenderStringBuffer &renderBuffer, float x, float y, uint32 i, float xmin, float ymin, float xmax, float ymax)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.printClipAt(static_cast<CRenderStringBuffer&>(renderBuffer), x, y, i, xmin, ymin, xmax, ymax);
// Don't need to restore Matrix context here since no driver change
}
void CTextContextUser::printClipAtUnProjected(URenderStringBuffer &renderBuffer, class NL3D::CFrustum &frustum, const NLMISC::CMatrix &scaleMatrix, float x, float y, float depth, uint32 i, float xmin, float ymin, float xmax, float ymax)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.printClipAtUnProjected(static_cast<CRenderStringBuffer&>(renderBuffer), frustum, scaleMatrix, x, y, depth, i, xmin, ymin, xmax, ymax);
// Don't need to restore Matrix context here since no driver change
}
void CTextContextUser::printClipAtOld (float x, float y, uint32 i, float xmin, float ymin, float xmax, float ymax)
{
static CRenderStringBuffer rdrBuffer;
printClipAt(rdrBuffer, x, y ,i, xmin, ymin, xmax, ymax);
flushRenderBuffer(&rdrBuffer);
}
void CTextContextUser::printAt(float x, float y, const ucstring &ucstr)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
_TextContext.printAt(x, y, ucstr);
_DriverUser->restoreMatrixContext();
}
void CTextContextUser::printfAt(float x, float y, const char * format, ...)
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
char *str;
NLMISC_CONVERT_VARGS (str, format, NLMISC::MaxCStringSize);
_TextContext.printAt(x, y, ucstring(str)) ;
_DriverUser->restoreMatrixContext();
}
void CTextContextUser::render3D(const CMatrix &mat, const ucstring &ucstr)
{
NL3D_HAUTO_RENDER_3D_TEXTCONTEXT;
CComputedString computedStr;
_TextContext.computeString(ucstr,computedStr);
computedStr.render3D(*_Driver,mat);
_DriverUser->restoreMatrixContext();
}
void CTextContextUser::render3D(const CMatrix &mat, const char *format, ...)
{
NL3D_HAUTO_RENDER_3D_TEXTCONTEXT;
char *str;
NLMISC_CONVERT_VARGS (str, format, NLMISC::MaxCStringSize);
render3D(mat, ucstring(str));
_DriverUser->restoreMatrixContext();
}
float CTextContextUser::getLastXBound() const
{
NL3D_HAUTO_RENDER_2D_TEXTCONTEXT;
return 0.0f;
}
// ***************************************************************************
void CTextContextUser::dumpCacheTexture (const char *filename)
{
_TextContext.dumpCache (filename);
}
// ***************************************************************************
URenderStringBuffer *CTextContextUser::createRenderBuffer()
{
return new CRenderStringBuffer;
}
// ***************************************************************************
void CTextContextUser::deleteRenderBuffer(URenderStringBuffer *buffer)
{
delete buffer;
}
// ***************************************************************************
void CTextContextUser::flushRenderBuffer(URenderStringBuffer *buffer)
{
nlassert(buffer);
CRenderStringBuffer *rdrBuffer= static_cast<CRenderStringBuffer*>(buffer);
if(rdrBuffer->NumQuads)
{
rdrBuffer->flush(*_Driver, _TextContext.getFontManager()->getFontMaterial());
// must restore the Matrix context if some display done. Need just for Frustum/Matrixes
_DriverUser->restoreMatrixContextMatrixOnly();
}
}
// ***************************************************************************
void CTextContextUser::flushRenderBufferUnProjected(URenderStringBuffer *buffer, bool zwrite)
{
nlassert(buffer);
CRenderStringBuffer *rdrBuffer= static_cast<CRenderStringBuffer*>(buffer);
if(rdrBuffer->NumQuads)
{
rdrBuffer->flushUnProjected(*_Driver, _TextContext.getFontManager()->getFontMaterial(), zwrite);
}
}
// ***************************************************************************
void CTextContextUser::setLetterColors(ULetterColors * letterColors, uint index)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
_TextContext.setLetterColors(static_cast<CLetterColors*>(letterColors), index);
}
// ***************************************************************************
ULetterColors * CTextContextUser::createLetterColors()
{
NL3D_HAUTO_UI_TEXTCONTEXT;
ULetterColors * uLetterColors = new CLetterColors();
return uLetterColors;
}
bool CTextContextUser::isSameLetterColors(ULetterColors * letterColors, uint index)
{
NL3D_HAUTO_UI_TEXTCONTEXT;
return _TextContext.isSameLetterColors(static_cast<CLetterColors*>(letterColors), index);
}
} // NL3D
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