* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
86 lines
2.6 KiB
C++
86 lines
2.6 KiB
C++
#pragma once
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class IntBuffer;
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class Options;
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class Textures;
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class ResourceLocation;
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class Font
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{
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private:
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int *charWidths;
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public:
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int fontTexture;
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Random *random;
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private:
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int colors[32]; // RGB colors for formatting
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Textures *textures;
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float xPos;
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float yPos;
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bool enforceUnicodeSheet; // use unicode sheet for ascii
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bool bidirectional; // use bidi to flip strings
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int m_cols; // Number of columns in font sheet
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int m_rows; // Number of rows in font sheet
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int m_charWidth; // Maximum character width
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int m_charHeight; // Maximum character height
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ResourceLocation *m_textureLocation; // Texture
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std::map<int, int> m_charMap;
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public:
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Font(Options *options, const wstring& name, Textures* textures, bool enforceUnicode, ResourceLocation *textureLocation, int cols, int rows, int charWidth, int charHeight, unsigned short charMap[] = NULL);
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#ifndef _XBOX
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// 4J Stu - This dtor clashes with one in xui! We never delete these anyway so take it out for now. Can go back when we have got rid of XUI
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~Font();
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#endif
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void renderFakeCB(IntBuffer *cb); // 4J added
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private:
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void renderCharacter(wchar_t c); // 4J added
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public:
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void drawShadow(const wstring& str, int x, int y, int color);
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void drawShadowWordWrap(const wstring &str, int x, int y, int w, int color, int h); // 4J Added h param
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void draw(const wstring &str, int x, int y, int color);
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/**
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* Reorders the string according to bidirectional levels. A bit expensive at
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* the moment.
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*
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* @param str
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* @return
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*/
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private:
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wstring reorderBidi(const wstring &str);
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void draw(const wstring &str, bool dropShadow);
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void draw(const wstring& str, int x, int y, int color, bool dropShadow);
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int MapCharacter(wchar_t c); // 4J added
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bool CharacterExists(wchar_t c); // 4J added
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public:
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int width(const wstring& str);
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wstring sanitize(const wstring& str);
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void drawWordWrap(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
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private:
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void drawWordWrapInternal(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
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public:
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void drawWordWrap(const wstring &string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
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private:
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void drawWordWrapInternal(const wstring& string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
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public:
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int wordWrapHeight(const wstring& string, int w);
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void setEnforceUnicodeSheet(bool enforceUnicodeSheet);
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void setBidirectional(bool bidirectional);
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// 4J-PB - check for invalid player name - Japanese local name
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bool AllCharactersValid(const wstring &str);
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};
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