This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
503 lines
16 KiB
C++
503 lines
16 KiB
C++
#include "stdafx.h"
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#include "..\..\Tesselator.h"
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#include "XUI_FontData.h"
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#include "XUI_Font.h"
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extern IDirect3DDevice9 *g_pD3DDevice;
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//--------------------------------------------------------------------------------------
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// Name: XUI_Font()
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// Desc: Constructor
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//--------------------------------------------------------------------------------------
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XUI_Font::XUI_Font(int iFontData, float scaleFactor, XUI_FontData *fontData)
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: m_iFontData(iFontData), m_fScaleFactor(scaleFactor)
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{
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m_fontData = fontData;
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refCount = 0;
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m_fCursorX = 0.0f;
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m_fCursorY = 0.0f;
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m_fXScaleFactor = m_fYScaleFactor = scaleFactor;
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m_fSlantFactor = 0.0f;
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m_bRotate = FALSE;
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m_dRotCos = cos( 0.0 );
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m_dRotSin = sin( 0.0 );
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m_dwNestedBeginCount = 0L;
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// Initialize the window
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D3DDISPLAYMODE DisplayMode;
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g_pD3DDevice->GetDisplayMode( 0, &DisplayMode );
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m_rcWindow.x1 = 0;
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m_rcWindow.y1 = 0;
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m_rcWindow.x2 = DisplayMode.Width;
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m_rcWindow.y2 = DisplayMode.Height;
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}
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//--------------------------------------------------------------------------------------
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// Name: ~XUI_Font()
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// Desc: Destructor
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//--------------------------------------------------------------------------------------
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XUI_Font::~XUI_Font()
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{
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}
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//--------------------------------------------------------------------------------------
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// Name: GetTextExtent()
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// Desc: Get the dimensions of a text string
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//--------------------------------------------------------------------------------------
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VOID XUI_Font::GetTextExtent( const WCHAR* strText, FLOAT* pWidth,
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FLOAT* pHeight, BOOL bFirstLineOnly ) const
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{
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assert( pWidth != NULL );
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assert( pHeight != NULL );
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// Set default text extent in output parameters
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int iWidth = 0;
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FLOAT fHeight = 0.0f;
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if( strText )
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{
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// Initialize counters that keep track of text extent
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int ix = 0;
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FLOAT fy = m_fontData->getFontHeight(); // One character high to start
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if( fy > fHeight )
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fHeight = fy;
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// Loop through each character and update text extent
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DWORD letter;
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while( (letter = *strText) != 0 )
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{
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++strText;
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// Handle newline character
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if( letter == L'\n' )
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{
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if( bFirstLineOnly )
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break;
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ix = 0;
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fy += m_fontData->getFontYAdvance();
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// since the height has changed, test against the height extent
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if( fy > fHeight )
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fHeight = fy;
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}
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// Handle carriage return characters by ignoring them. This helps when
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// displaying text from a file.
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if( letter == L'\r' )
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continue;
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// Translate unprintable characters
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XUI_FontData::SChar sChar = m_fontData->getChar(letter);
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// Get text extent for this character's glyph
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ix += sChar.getOffset();
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ix += sChar.getWAdvance();
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// Since the x widened, test against the x extent
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if (ix > iWidth) iWidth = ix;
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}
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}
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// Convert the width to a float here, load/hit/store. :(
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FLOAT fWidth = static_cast<FLOAT>(iWidth); // Delay the use if fWidth to reduce LHS pain
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// Apply the scale factor to the result
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fHeight *= m_fYScaleFactor;
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// Store the final results
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*pHeight = fHeight;
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fWidth *= m_fXScaleFactor;
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*pWidth = fWidth;
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}
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//--------------------------------------------------------------------------------------
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// Name: GetTextWidth()
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// Desc: Returns the width in pixels of a text string
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//--------------------------------------------------------------------------------------
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FLOAT XUI_Font::GetTextWidth( const WCHAR* strText ) const
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{
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FLOAT fTextWidth;
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FLOAT fTextHeight;
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GetTextExtent( strText, &fTextWidth, &fTextHeight );
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return fTextWidth;
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}
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//--------------------------------------------------------------------------------------
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// Name: Begin()
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// Desc: Prepares the font vertex buffers for rendering.
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//--------------------------------------------------------------------------------------
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VOID XUI_Font::Begin()
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{
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PIXBeginNamedEvent( 0, "Text Rendering" );
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// Set state on the first call
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if( 0 == m_dwNestedBeginCount )
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{
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// Cache the global pointer into a register
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IDirect3DDevice9 *pD3dDevice = g_pD3DDevice;
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assert( pD3dDevice );
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// Set the texture scaling factor as a vertex shader constant
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//D3DSURFACE_DESC TextureDesc;
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//m_pFontTexture->GetLevelDesc( 0, &TextureDesc ); // Get the description
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// Set render state
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assert(m_fontData->m_pFontTexture != NULL || m_fontData->m_iFontTexture > 0);
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if(m_fontData->m_pFontTexture != NULL)
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{
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pD3dDevice->SetTexture( 0, m_fontData->m_pFontTexture );
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, m_fontData->m_iFontTexture);
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}
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//// Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc()
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//FLOAT vTexScale[4];
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//vTexScale[0] = 1.0f / TextureDesc.Width; // LHS due to int->float conversion
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//vTexScale[1] = 1.0f / TextureDesc.Height;
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//vTexScale[2] = 0.0f;
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//vTexScale[3] = 0.0f;
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//
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//pD3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
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//pD3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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//pD3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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//pD3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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//pD3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
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//pD3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
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//pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
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//pD3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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//pD3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
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//pD3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
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//pD3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
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//pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
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//pD3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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//pD3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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//pD3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
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//pD3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
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}
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// Keep track of the nested begin/end calls.
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m_dwNestedBeginCount++;
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}
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//--------------------------------------------------------------------------------------
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// Name: DrawText()
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// Desc: Draws text as textured polygons
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//--------------------------------------------------------------------------------------
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VOID XUI_Font::DrawText( DWORD dwColor, const WCHAR* strText, DWORD dwFlags,
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FLOAT fMaxPixelWidth )
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{
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DrawText( m_fCursorX, m_fCursorY, dwColor, strText, dwFlags, fMaxPixelWidth );
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}
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//--------------------------------------------------------------------------------------
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// Name: DrawShadowText()
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// Desc: Draws text as textured polygons
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//--------------------------------------------------------------------------------------
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VOID XUI_Font::DrawShadowText( FLOAT fOriginX, FLOAT fOriginY, DWORD dwColor, DWORD dwShadowColor,
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const WCHAR* strText, DWORD dwFlags, FLOAT fMaxPixelWidth)
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{
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float fXShadow=1.0f, fYShadow=1.0f;
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// 4J Stu - Don't move the drop shadow as much
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//DrawText( fOriginX + (1*m_fXScaleFactor), fOriginY + (1*m_fYScaleFactor), dwColor, strText, dwFlags, fMaxPixelWidth, true );
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// 4J-PB - if we're in 480 widescreen, we need to draw the drop shadow at +2 pixels, so that when the scene is halved, it's at +1
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if(!RenderManager.IsHiDef())
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{
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if(RenderManager.IsWidescreen())
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{
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fXShadow=2.0f;
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fYShadow=2.0f;
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}
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//else
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//{
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// 480 SD mode - the draw text call will reposition the y
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//}
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}
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DrawText( fOriginX + fXShadow, fOriginY + fYShadow, dwColor, strText, dwFlags, fMaxPixelWidth, true );
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DrawText( fOriginX, fOriginY, dwColor, strText, dwFlags, fMaxPixelWidth );
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//DrawText( fOriginX + 1, fOriginY + 1, dwShadowColor, strText, dwFlags, fMaxPixelWidth);
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//DrawText( fOriginX, fOriginY, dwColor, strText, dwFlags, fMaxPixelWidth );
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}
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//--------------------------------------------------------------------------------------
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// Name: DrawText()
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// Desc: Draws text as textured polygons
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// TODO: This function should use the Begin/SetVertexData/End() API when it
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// becomes available.
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//--------------------------------------------------------------------------------------
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VOID XUI_Font::DrawText( FLOAT fOriginX, FLOAT fOriginY, DWORD dwColor,
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const WCHAR* strText, DWORD dwFlags, FLOAT fMaxPixelWidth, bool darken /*= false*/ )
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{
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if( NULL == strText ) return;
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if( L'\0' == strText[0] ) return;
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// 4J-PB - if we're in 480 widescreen mode, we need to ensure that the font characters are aligned on an even boundary if they are a 2x multiple
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if(!RenderManager.IsHiDef())
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{
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if(RenderManager.IsWidescreen())
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{
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int iScaleX=(int)m_fXScaleFactor;
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int iOriginX;
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if(iScaleX%2==0)
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{
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iOriginX=(int)fOriginX;
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if(iOriginX%2==1)
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{
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fOriginX+=1.0f;
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}
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}
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int iScaleY=(int)m_fYScaleFactor;
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int iOriginY;
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if(iScaleY%2==0)
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{
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iOriginY=(int)fOriginY;
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if(iOriginY%2==1)
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{
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fOriginY+=1.0f;
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}
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}
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}
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else
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{
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// 480 SD mode - y needs to be on a pixel boundary when multiplied by 1.5, so if it's an odd number, subtract 1/3 from it
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int iOriginY=(int)fOriginY;
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if(iOriginY%2==1)
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{
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fOriginY-=1.0f/3.0f;
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}
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}
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}
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// Create a PIX user-defined event that encapsulates all of the text draw calls.
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// This makes DrawText calls easier to recognize in PIX captures, and it makes
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// them take up fewer entries in the event list.
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PIXBeginNamedEvent( dwColor, "DrawText: %S", strText );
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// Set up stuff to prepare for drawing text
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Begin();
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if (darken)
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{
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int oldAlpha = dwColor & 0xff000000;
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dwColor = (dwColor & 0xfcfcfc) >> 2;
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dwColor += oldAlpha;
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}
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float r = ((dwColor >> 16) & 0xff) / 255.0f;
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float g = ((dwColor >> 8) & 0xff) / 255.0f;
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float b = ((dwColor) & 0xff) / 255.0f;
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float a = ((dwColor >> 24) & 0xff) / 255.0f;
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if (a == 0) a = 1;
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// a = 1;
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glColor4f(r, g, b, a);
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// Set the starting screen position
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if( ( fOriginX < 0.0f ) || ( ( dwFlags & ATGFONT_RIGHT ) && ( fOriginX <= 0.0f ) ) )
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{
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fOriginX += ( m_rcWindow.x2 - m_rcWindow.x1 );
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}
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// 4J-PB - not sure what this code was intending to do, but it removed a line of text that is slightly off the top of the control, rather than having it partially render
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// if( fOriginY < 0.0f )
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// {
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// fOriginY += ( m_rcWindow.y2 - m_rcWindow.y1 );
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// }
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m_fCursorX = floorf( fOriginX );
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m_fCursorY = floorf( fOriginY );
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// Adjust for padding
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fOriginY -= m_fontData->getFontTopPadding();
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XUI_FontData::SChar sChar = m_fontData->getChar(L'.');
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FLOAT fEllipsesPixelWidth = m_fXScaleFactor * 3.0f * (sChar.getOffset() + sChar.getWAdvance());
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if( dwFlags & ATGFONT_TRUNCATED )
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{
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// Check if we will really need to truncate the string
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if( fMaxPixelWidth <= 0.0f )
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{
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dwFlags &= ( ~ATGFONT_TRUNCATED );
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}
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else
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{
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FLOAT w, h;
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GetTextExtent( strText, &w, &h, TRUE );
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// If not, then clear the flag
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if( w <= fMaxPixelWidth )
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dwFlags &= ( ~ATGFONT_TRUNCATED );
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}
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}
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// If vertically centered, offset the starting m_fCursorY value
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if( dwFlags & ATGFONT_CENTER_Y )
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{
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FLOAT w, h;
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GetTextExtent( strText, &w, &h );
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m_fCursorY = floorf( m_fCursorY - (h * 0.5f) );
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}
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// Add window offsets
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FLOAT Winx = static_cast<FLOAT>(m_rcWindow.x1);
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FLOAT Winy = static_cast<FLOAT>(m_rcWindow.y1);
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fOriginX += Winx;
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fOriginY += Winy;
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m_fCursorX += Winx;
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m_fCursorY += Winy;
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// Set a flag so we can determine initial justification effects
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BOOL bStartingNewLine = TRUE;
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DWORD dwNumEllipsesToDraw = 0;
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// Begin drawing the vertices
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DWORD dwNumChars = wcslen( strText ) + ( dwFlags & ATGFONT_TRUNCATED ? 3 : 0 );
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bStartingNewLine = TRUE;
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// Draw four vertices for each glyph
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while( *strText )
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{
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WCHAR letter;
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if( dwNumEllipsesToDraw )
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{
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letter = L'.';
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}
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else
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{
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// If starting text on a new line, determine justification effects
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if( bStartingNewLine )
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{
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if( dwFlags & ( ATGFONT_RIGHT | ATGFONT_CENTER_X ) )
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{
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// Get the extent of this line
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FLOAT w, h;
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GetTextExtent( strText, &w, &h, TRUE );
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// Offset this line's starting m_fCursorX value
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if( dwFlags & ATGFONT_RIGHT )
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m_fCursorX = floorf( fOriginX - w );
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if( dwFlags & ATGFONT_CENTER_X )
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m_fCursorX = floorf( fOriginX - w * 0.5f );
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}
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bStartingNewLine = FALSE;
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}
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// Get the current letter in the string
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letter = *strText++;
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// Handle the newline character
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if( letter == L'\n' )
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{
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m_fCursorX = fOriginX;
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m_fCursorY += m_fontData->getFontYAdvance() * m_fYScaleFactor;
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bStartingNewLine = TRUE;
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continue;
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}
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// Handle carriage return characters by ignoring them. This helps when
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// displaying text from a file.
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if( letter == L'\r' )
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continue;
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}
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// Translate unprintable characters
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XUI_FontData::SChar sChar = m_fontData->getChar( letter );
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FLOAT fOffset = m_fXScaleFactor * ( FLOAT )sChar.getOffset();
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FLOAT fAdvance = m_fXScaleFactor * ( FLOAT )sChar.getWAdvance();
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// 4J Use the font max width otherwise scaling doesnt look right
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FLOAT fWidth = m_fXScaleFactor * (sChar.tu2() - sChar.tu1());//( FLOAT )pGlyph->wWidth;
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FLOAT fHeight = m_fYScaleFactor * m_fontData->getFontHeight();
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if( 0 == dwNumEllipsesToDraw )
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{
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if( dwFlags & ATGFONT_TRUNCATED )
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{
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// Check if we will be exceeded the max allowed width
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if( m_fCursorX + fOffset + fWidth + fEllipsesPixelWidth + m_fSlantFactor > fOriginX + fMaxPixelWidth )
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{
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// Yup, draw the three ellipses dots instead
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dwNumEllipsesToDraw = 3;
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continue;
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}
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}
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}
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// Setup the screen coordinates
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m_fCursorX += fOffset;
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FLOAT X4 = m_fCursorX;
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FLOAT X1 = X4 + m_fSlantFactor;
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FLOAT X3 = X4 + fWidth;
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FLOAT X2 = X1 + fWidth;
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FLOAT Y1 = m_fCursorY;
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FLOAT Y3 = Y1 + fHeight;
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FLOAT Y2 = Y1;
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FLOAT Y4 = Y3;
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m_fCursorX += fAdvance;
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// Add the vertices to draw this glyph
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FLOAT tu1 = sChar.tu1() / (float)m_fontData->getImageWidth();
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FLOAT tv1 = sChar.tv1() / (float)m_fontData->getImageHeight();
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FLOAT tu2 = sChar.tu2() / (float)m_fontData->getImageWidth();
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FLOAT tv2 = sChar.tv2() / (float)m_fontData->getImageHeight();
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Tesselator *t = Tesselator::getInstance();
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t->begin();
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t->vertexUV(X1, Y1, 0.0f, tu1, tv1);
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t->vertexUV(X2, Y2, 0.0f, tu2, tv1);
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t->vertexUV(X3, Y3, 0.0f, tu2, tv2);
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t->vertexUV(X4, Y4, 0.0f, tu1, tv2);
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t->end();
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// If drawing ellipses, exit when they're all drawn
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if( dwNumEllipsesToDraw )
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{
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if( --dwNumEllipsesToDraw == 0 )
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break;
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}
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dwNumChars--;
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}
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// Undo window offsets
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m_fCursorX -= Winx;
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m_fCursorY -= Winy;
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// Call End() to complete the begin/end pair for drawing text
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End();
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// Close off the user-defined event opened with PIXBeginNamedEvent.
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PIXEndNamedEvent();
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}
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//--------------------------------------------------------------------------------------
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// Name: End()
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// Desc: Paired call that restores state set in the Begin() call.
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//--------------------------------------------------------------------------------------
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VOID XUI_Font::End()
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|
{
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assert( m_dwNestedBeginCount > 0 );
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if( --m_dwNestedBeginCount > 0 )
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|
{
|
|
PIXEndNamedEvent();
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return;
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|
}
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|
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PIXEndNamedEvent();
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} |