/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program 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. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "text.h" #include "font.h" #include "util/loading/resource_manager.h" #include "debug.h" using namespace std; /** * @brief creates a new Text Element * @param fontFile the Font to render this text in * @param type The renderType to display this font in */ Text::Text(const std::string& fontFile, unsigned int textSize) { this->setClassID(CL_TEXT, "Text"); // initialize this Text this->font = NULL; this->text = ""; this->setAlignment(TEXT_DEFAULT_ALIGNMENT); this->blending = TEXT_DEFAULT_BLENDING; this->color = TEXT_DEFAULT_COLOR; this->setSize(TEXT_DEFAULT_SIZE); this->setText(""); if (!fontFile.empty()) this->setFont(fontFile, FONT_DEFAULT_RENDER_SIZE); this->setSizeY2D(textSize); } /** * @brief deletes a Text out of memory */ Text::~Text() { if (this->font != NULL && this->font != Font::getDefaultFont()) ResourceManager::getInstance()->unload(this->font); } /** * @brief sets the Font of this Text to font from fontFile * @param fontFile the File to load the Font from. * @param fontSize the Size of the Font */ void Text::setFont(const std::string& fontFile, unsigned int fontSize) { Font* newFont; Font* oldFont = this->font; // load a new Font if (!fontFile.empty()) { newFont = (Font*)ResourceManager::getInstance()->load(fontFile, TTF, RP_GAME, (int)fontSize); if (newFont == NULL) { newFont = Font::getDefaultFont(); PRINTF(2)("Font %s could not be loaded, probably file not found\n", fontFile.c_str()); } } else newFont = Font::getDefaultFont(); // unloading the Font if we alrady have one loaded. this->font = newFont; if (oldFont != NULL && oldFont != Font::getDefaultFont()) ResourceManager::getInstance()->unload(oldFont); } /** * @brief Sets a new Text to the font * @param text the new text to set */ void Text::setText(const std::string& text) { this->text = text; // setting up the Text-Width if DYNAMIC // if (this->type & TEXT_RENDER_DYNAMIC && this->getAlignment() != TEXT_ALIGN_LEFT && this->font != NULL) const Font* calcSizeFont = this->font; if (calcSizeFont != NULL || (calcSizeFont = Font::getDefaultFont()) != NULL) { Glyph** glyphArray = calcSizeFont->getGlyphArray(); float width = 0; if (!this->text.empty()) { for (unsigned int i = 0; i < this->text.size(); i++) { if(glyphArray[this->text[i]] != NULL) { width += glyphArray[this->text[i]]->advance; } } this->setSizeX2D(width *this->getSizeY2D()); } } } /** * @brief draws the Text */ void Text::draw() const { if (unlikely(this->text.empty())) return; glPushMatrix(); // transform for alignment. if (this->getAlignment() == TEXT_ALIGN_RIGHT) glTranslatef(-this->getSizeX2D(), 0, 0); else if (this->getAlignment() == TEXT_ALIGN_CENTER || this->getAlignment() == TEXT_ALIGN_SCREEN_CENTER) glTranslatef(-this->getSizeX2D()/2, 0, 0); // drawing this Text. // setting the Blending effects glColor4f(this->color.x, this->color.y, this->color.z, this->blending); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GL_MODULATE ); Glyph** glyphArray = this->font->getGlyphArray(); glBindTexture(GL_TEXTURE_2D, font->getTexture()); glTranslatef(getAbsCoor2D().x, getAbsCoor2D().y, 0); glRotatef(this->getAbsDir2D(), 0, 0, 1); Glyph* tmpGlyph; float posX = 0.0f; glBegin(GL_QUADS); for (unsigned int i = 0; i < this->text.size(); i++) { if(likely((tmpGlyph = glyphArray[this->text[i]]) != NULL)) { glTexCoord2f(tmpGlyph->texCoord[1], tmpGlyph->texCoord[2]); glVertex2d(posX+tmpGlyph->maxX*this->getSizeY2D(), 0); glTexCoord2f(tmpGlyph->texCoord[1], tmpGlyph->texCoord[3]); glVertex2d(posX+tmpGlyph->maxX*this->getSizeY2D(), this->getSizeY2D()); glTexCoord2f(tmpGlyph->texCoord[0], tmpGlyph->texCoord[3]); glVertex2d(posX+tmpGlyph->minX*this->getSizeY2D(), this->getSizeY2D()); glTexCoord2f(tmpGlyph->texCoord[0], tmpGlyph->texCoord[2]); glVertex2d(posX+tmpGlyph->minX*this->getSizeY2D(), 0); posX += tmpGlyph->advance * this->getSizeY2D(); } } glEnd(); glPopMatrix(); } /** * @brief prints out some nice debug information about this text */ void Text::debug() const { PRINT(0)("=== TEXT: %s ===\n", this->text.c_str()); PRINT(0)("Color: %0.2f %0.2f %0.2f\n", this->color.x, this->color.y, this->color.z); } //////////// /// UTIL /// //////////// /** * @brief Loads a Font from an SDL_surface into a texture. * @param surface The surface to make the texture of * @param texCoord The texture coordinates of the 4 corners of the texture * @returns the ID of the texture */ GLuint Text::loadTexture(SDL_Surface *surface, TexCoord* texCoord) { GLuint texture; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ w = powerOfTwo(surface->w); h = powerOfTwo(surface->h); if (texCoord != NULL) { texCoord->minU = 0.0f; texCoord->minV = 0.0f; texCoord->maxU = (GLfloat)surface->w / w; texCoord->maxV = (GLfloat)surface->h / h; } image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if ( image == NULL ) { return 0; } /* Save the alpha blending attributes */ saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, 0, 0); } /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface(surface, &area, image, &area); /* Restore the alpha blending attributes */ if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, saved_flags, saved_alpha); } /* Create an OpenGL texture for the image */ glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface(image); /* No longer needed the data */ return texture; } /** * @brief Quick utility function for texture creation * @param input an integer * @returns the next bigger 2^n-integer than input */ int Text::powerOfTwo(int input) { int value = 1; while ( value < input ) value <<= 1; return value; }