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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-01-27 10:16:40 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-01-27 10:16:40 +0000
commit1e473d07c13c60a49a590e46314eb653c15b15e9 (patch)
tree076e784ef09fff6189a589c42361664e4769bd08 /Game/Code/Classes
parentd97013cb176bdda64e85db47d8e61a50e7e8bfb7 (diff)
downloadusdx-1e473d07c13c60a49a590e46314eb653c15b15e9.tar.gz
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Bugfix: In glTextWidth() "text := pchar(Copy(text, 2, Length(text)-1))" does not work with FPC, probably because a part of text is assigned to itself.
Note: Why is the string copied so many times just to get the current character? I just simplified this method to use Text[index] instead. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@806 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r--Game/Code/Classes/TextGL.pas1121
1 files changed, 562 insertions, 559 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas
index ed897071..0bd61fa7 100644
--- a/Game/Code/Classes/TextGL.pas
+++ b/Game/Code/Classes/TextGL.pas
@@ -1,559 +1,562 @@
-unit TextGL;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-
-uses OpenGL12,
- SDL,
- UTexture,
- Classes,
- dialogs,
- SDL_ttf,
- ULog;
-
-procedure BuildFont; // Build Our Bitmap Font
-procedure KillFont; // Delete The Font
-function glTextWidth(text: pchar): real; // Returns Text Width
-procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real);
-procedure glPrintLetter(letter: char);
-procedure glPrintLetterCut(letter: char; Start, Finish: real);
-procedure glPrint(text: pchar); // Custom GL "Print" Routine
-procedure glPrintCut(text: pchar);
-procedure SetFontPos(X, Y: real); // Sets X And Y
-procedure SetFontSize(Size: real);
-procedure SetFontStyle(Style: integer); // sets active font style (normal, bold, etc)
-procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for all fonts)
-procedure SetFontAspectW(Aspect: real);
-
-// Start of SDL_ttf
-function NextPowerOfTwo(Value: Integer): Integer;
-//Checks if the ttf exists, if yes then a SDL_ttf is returned
-function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
-
-// Does the renderstuff, color is in $ffeecc style
-function RenderText(font: PTTF_Font; Text:PAnsiChar; Color: Cardinal):PSDL_Surface;
-procedure printrandomtext();
-// End of SDL_ttf
-
-type
- TTextGL = record
- X: real;
- Y: real;
- Text: string;
- Size: real;
- ColR: real;
- ColG: real;
- ColB: real;
- end;
-
- TFont = record
- Tex: TTexture;
- Width: array[0..255] of byte;
- AspectW: real;
- Centered: boolean;
- Done: real;
- Outline: real;
- Italic: boolean;
- end;
-
-
-var
- base: GLuint; // Base Display List For The Font Set
- Fonts: array of TFont;
- ActFont: integer;
- PColR: real; // temps for glPrintDone
- PColG: real;
- PColB: real;
-
-implementation
-
-uses UMain,
- UCommon,
- {$IFDEF win32}
- windows,
- {$ELSE}
- lclintf,
- lcltype,
- {$ENDIF}
- SysUtils,
- {$IFDEF LAZARUS}
- LResources,
- {$ENDIF}
- {$IFDEF DARWIN}
- MacResources,
- {$ENDIF}
- UGraphic;
-
-procedure BuildFont; // Build Our Bitmap Font
-
- procedure loadfont( aID : integer; aType, aResourceName : String);
- {$IFDEF LAZARUS}
- var
- lLazRes : TLResource;
- lResData : TStringStream;
- begin
- try
- lLazRes := LazFindResource( aResourceName, aType );
- if lLazRes <> nil then
- begin
- lResData := TStringStream.create( lLazRes.value );
- try
- lResData.position := 0;
- lResData.Read(Fonts[ aID ].Width, 256);
- finally
- freeandnil( lResData );
- end;
- end;
-
- {$ELSE}
- var
- Rejestr: TResourceStream;
- begin
- try
- Rejestr := TResourceStream.Create(HInstance, aResourceName , pchar( aType ) );
- try
- Rejestr.Read(Fonts[ aID ].Width, 256);
- finally
- Rejestr.Free;
- end;
- {$ENDIF}
-
- except
- Log.LogStatus( 'Could not load font : loadfont( '+ inttostr( aID ) +' , '+aType+' )' , 'ERROR');
- end;
- end;
-
-var
- font: HFONT; // Windows Font ID
- h_dc: hdc;
- Pet: integer;
-begin
- ActFont := 0;
-
- Log.LogStatus( '' , '---------------------------');
-
- Log.LogStatus( 'Font' , '---------------------------');
- SetLength(Fonts, 5);
- Fonts[0].Tex := Texture.LoadTexture(true, 'Font', 'PNG', 'Transparent', 0);
- Fonts[0].Tex.H := 30;
- Fonts[0].AspectW := 0.9;
- Fonts[0].Done := -1;
- Fonts[0].Outline := 0;
-
- Log.LogStatus( 'FontB' , '---------------------------');
-
- Fonts[1].Tex := Texture.LoadTexture(true, 'FontB', 'PNG', 'Transparent', 0);
- Fonts[1].Tex.H := 30;
- Fonts[1].AspectW := 1;
- Fonts[1].Done := -1;
- Fonts[1].Outline := 0;
-
- Log.LogStatus( 'FontO' , '---------------------------');
- Fonts[2].Tex := Texture.LoadTexture(true, 'FontO', 'PNG', 'Transparent', 0);
- Fonts[2].Tex.H := 30;
- Fonts[2].AspectW := 0.95;
- Fonts[2].Done := -1;
- Fonts[2].Outline := 5;
-
- Log.LogStatus( 'FontO2' , '---------------------------');
- Fonts[3].Tex := Texture.LoadTexture(true, 'FontO2', 'PNG', 'Transparent', 0);
- Fonts[3].Tex.H := 30;
- Fonts[3].AspectW := 0.95;
- Fonts[3].Done := -1;
- Fonts[3].Outline := 4;
-
-{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'BMP', 'Arrow', 0); // for score screen
- Fonts[4].Tex.H := 30;
- Fonts[4].AspectW := 0.95;
- Fonts[4].Done := -1;
- Fonts[4].Outline := 5;}
-
-
-
- loadfont( 0, 'FNT', 'Font' );
- loadfont( 1, 'FNT', 'FontB' );
- loadfont( 2, 'FNT', 'FontO' );
- loadfont( 3, 'FNT', 'FontO2' );
-
-{ Rejestr := TResourceStream.Create(HInstance, 'FontO', 'FNT');
- Rejestr.Read(Fonts[4].Width, 256);
- Rejestr.Free;}
-
- for Pet := 0 to 255 do
- Fonts[1].Width[Pet] := Fonts[1].Width[Pet] div 2;
-
- for Pet := 0 to 255 do
- Fonts[2].Width[Pet] := Fonts[2].Width[Pet] div 2 + 2;
-
- for Pet := 0 to 255 do
- Fonts[3].Width[Pet] := Fonts[3].Width[Pet] + 1;
-
-{ for Pet := 0 to 255 do
- Fonts[4].Width[Pet] := Fonts[4].Width[Pet] div 2 + 2;}
-
-end;
-
-procedure KillFont; // Delete The Font
-begin
-// glDeleteLists(base, 256); // Delete All 96 Characters
-end;
-
-function glTextWidth(text: pchar): real;
-var
- Letter: char;
-begin
-// Log.LogStatus(Text, 'glTextWidth');
- Result := 0;
- while (length(text) > 0) do begin
- Letter := Text[0];
- text := pchar(Copy(text, 2, Length(text)-1));
- Result := Result + Fonts[ActFont].Width[Ord(Letter)] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end; // while
-end;
-
-procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real);
-begin
- Fonts[ActFont].Done := Done;
- PColR := ColR;
- PColG := ColG;
- PColB := ColB;
- glPrintCut(text);
- Fonts[ActFont].Done := -1;
-end;
-
-procedure glPrintLetter(Letter: char);
-var
- TexX, TexY: real;
- TexR, TexB: real;
- FWidth: real;
- PL, PT: real;
- PR, PB: real;
- XItal: real; // X shift for italic type letter
-begin
- with Fonts[ActFont].Tex do
- begin
- FWidth := Fonts[ActFont].Width[Ord(Letter)];
-
- W := FWidth * (H/30) * Fonts[ActFont].AspectW;
- // H := 30;
-
- // set texture positions
- TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
- TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
- TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
- TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
-
- // set vector positions
- PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2;
- PT := Y;
- PR := PL + W + Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
- PB := PT + H;
-
- if Fonts[ActFont].Italic = false then
- XItal := 0
- else
- XItal := 12;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
-
- glBegin(GL_QUADS);
- try
- glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
- glTexCoord2f(TexX, TexB); glVertex2f(PL, PB);
- glTexCoord2f(TexR, TexB); glVertex2f(PR, PB);
- glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT);
- finally
- glEnd;
- end;
-
- X := X + W;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end; // with
-end;
-
-procedure glPrintLetterCut(letter: char; Start, Finish: real);
-var
- TexX, TexY: real;
- TexR, TexB: real;
- TexTemp: real;
- FWidth: real;
- PL, PT: real;
- PR, PB: real;
- OutTemp: real;
- XItal: real;
-begin
- with Fonts[ActFont].Tex do begin
- FWidth := Fonts[ActFont].Width[Ord(Letter)];
-
- W := FWidth * (H/30) * Fonts[ActFont].AspectW;
-// H := 30;
- OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
-
- // set texture positions
- TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
- TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
- TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
- TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
-
- TexTemp := TexX + Start * (TexR - TexX);
- TexR := TexX + Finish * (TexR - TexX);
- TexX := TexTemp;
-
- // set vector positions
- PL := X - OutTemp / 2 + OutTemp * Start;
- PT := Y;
- PR := PL + (W + OutTemp) * (Finish - Start);
- PB := PT + H;
- if Fonts[ActFont].Italic = false then
- XItal := 0
- else
- XItal := 12;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
- glTexCoord2f(TexX, TexB); glVertex2f(PL, PB);
- glTexCoord2f(TexR, TexB); glVertex2f(PR, PB);
- glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); // not tested with XItal
- glEnd;
- X := X + W * (Finish - Start);
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end; // with
-
-end;
-
-procedure glPrint(text: pchar); // Custom GL "Print" Routine
-var
-// Letter : char;
- iPos : Integer;
-
-begin
- if (Text = '') then // If There's No Text
- Exit; // Do Nothing
-
-(*
- while (length(text) > 0) do
- begin
- // cut
- Letter := Text[0];
- Text := pchar(Copy(Text, 2, Length(Text)-1));
-
- // print
- glPrintLetter(Letter);
- end; // while
-*)
-
- // This code is better, because doing a Copy of for every
- // letter in a string is a waste of CPU & Memory resources.
- // Copy operations are quite memory intensive, and this simple
- // code achieves the same result.
- for iPos := 0 to length( text ) - 1 do
- begin
- glPrintLetter( Text[iPos] );
- end;
-
-end;
-
-function NextPowerOfTwo(Value: Integer): Integer;
-// tyty to Asphyre
-begin
- Result:= 1;
- asm
- xor ecx, ecx
- bsr ecx, Value
- inc ecx
- shl Result, cl
- end;
-end;
-
-function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
-begin
- if (FileExists(FileName)) then
- begin
- Result := TTF_OpenFont( FileName, PointSize );
- end
- else
- begin
- Log.LogStatus('ERROR Could not find font in ' + FileName , '');
- ShowMessage( 'ERROR Could not find font in ' + FileName );
- end;
-end;
-
-function RenderText(font: PTTF_Font; Text:PAnsiChar; Color: Cardinal): PSDL_Surface;
-var
- clr : TSDL_color;
-begin
- clr.r := ((Color and $ff0000) shr 16 ) div 255;
- clr.g := ((Color and $ff00 ) shr 8 ) div 255;
- clr.b := ( Color and $ff ) div 255 ;
-
- result := TTF_RenderText_Blended( font, text, cLr);
-end;
-
-procedure printrandomtext();
-var
- stext,intermediary : PSDL_surface;
- clrFg, clrBG : TSDL_color;
- texture : Gluint;
- font : PTTF_Font;
- w,h : integer;
-begin
-
-font := LoadFont('fonts\comicbd.ttf', 42);
-
-clrFg.r := 255;
-clrFg.g := 255;
-clrFg.b := 255;
-clrFg.unused := 255;
-
-clrBg.r := 255;
-clrbg.g := 0;
-clrbg.b := 255;
-clrbg.unused := 0;
-
- sText := RenderText(font, 'katzeeeeeee', $fe198e);
-//sText := TTF_RenderText_Blended( font, 'huuuuuuuuuund', clrFG);
-
- // Convert the rendered text to a known format
- w := nextpoweroftwo(sText.w);
- h := nextpoweroftwo(sText.h);
-
-intermediary := SDL_CreateRGBSurface(0, w, h, 32,
- $000000ff, $0000ff00, $00ff0000, $ff000000);
-
- SDL_SetAlpha(intermediary, 0, 255);
- SDL_SetAlpha(sText, 0, 255);
- SDL_BlitSurface(sText, 0, intermediary, 0);
-
- glGenTextures(1, @texture);
-
- glBindTexture(GL_TEXTURE_2D, texture);
-
- glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, intermediary.pixels);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-
-
-
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D, texture);
- glColor4f(1, 0, 1, 1);
-
- glbegin(gl_quads);
- glTexCoord2f(0,0); glVertex2f(200, 300);
- glTexCoord2f(0,sText.h/h); glVertex2f(200 , 300 + sText.h);
- glTexCoord2f(sText.w/w,sText.h/h); glVertex2f(200 + sText.w, 300 + sText.h);
- glTexCoord2f(sText.w/w,0); glVertex2f(200 + sText.w, 300);
- glEnd;
- glfinish();
- glDisable(GL_BLEND);
- gldisable(gl_texture_2d);
-
-
-
-
-SDL_FreeSurface( sText );
-SDL_FreeSurface( intermediary );
-glDeleteTextures(1, @texture);
-TTF_CloseFont( font );
-
-end;
-
-procedure glPrintCut(text: pchar);
-var
- Letter: char;
- PToDo: real;
- PTotWidth: real;
- PDoingNow: real;
- S: string;
-begin
- if (Text = '') then // If There's No Text
- Exit; // Do Nothing
-
- PTotWidth := glTextWidth(Text);
- PToDo := Fonts[ActFont].Done;
-
- while (length(text) > 0) do begin
- // cut
- Letter := Text[0];
- Text := pchar(Copy(Text, 2, Length(Text)-1));
-
- // analyze
- S := Letter;
- PDoingNow := glTextWidth(pchar(S)) / PTotWidth;
-
- // drawing
- if (PToDo > 0) and (PDoingNow <= PToDo) then
- glPrintLetter(Letter);
-
- if (PToDo > 0) and (PDoingNow > PToDo) then begin
- glPrintLetterCut(Letter, 0, PToDo / PDoingNow);
- glColor3f(PColR, PColG, PColB);
- glPrintLetterCut(Letter, PToDo / PDoingNow, 1);
- end;
-
- if (PToDo <= 0) then
- glPrintLetter(Letter);
-
- PToDo := PToDo - PDoingNow;
-
- end; // while
-end;
-
-
-procedure SetFontPos(X, Y: real);
-begin
- Fonts[ActFont].Tex.X := X;
- Fonts[ActFont].Tex.Y := Y;
-end;
-
-procedure SetFontSize(Size: real);
-begin
- Fonts[ActFont].Tex.H := 30 * (Size/10);
-end;
-
-procedure SetFontStyle(Style: integer);
-begin
- ActFont := Style;
-end;
-
-procedure SetFontItalic(Enable: boolean);
-begin
- Fonts[ActFont].Italic := Enable;
-end;
-
-procedure SetFontAspectW(Aspect: real);
-begin
- Fonts[ActFont].AspectW := Aspect;
-end;
-
-
-{$IFDEF LAZARUS}
-{$IFDEF win32}
-initialization
- {$I UltraStar.lrs}
-{$ENDIF}
-{$ENDIF}
-
-
-end.
-
-
+unit TextGL;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+
+uses OpenGL12,
+ SDL,
+ UTexture,
+ Classes,
+ dialogs,
+ SDL_ttf,
+ ULog;
+
+procedure BuildFont; // Build Our Bitmap Font
+procedure KillFont; // Delete The Font
+function glTextWidth(text: pchar): real; // Returns Text Width
+procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real);
+procedure glPrintLetter(letter: char);
+procedure glPrintLetterCut(letter: char; Start, Finish: real);
+procedure glPrint(text: pchar); // Custom GL "Print" Routine
+procedure glPrintCut(text: pchar);
+procedure SetFontPos(X, Y: real); // Sets X And Y
+procedure SetFontSize(Size: real);
+procedure SetFontStyle(Style: integer); // sets active font style (normal, bold, etc)
+procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for all fonts)
+procedure SetFontAspectW(Aspect: real);
+
+// Start of SDL_ttf
+function NextPowerOfTwo(Value: Integer): Integer;
+//Checks if the ttf exists, if yes then a SDL_ttf is returned
+function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
+
+// Does the renderstuff, color is in $ffeecc style
+function RenderText(font: PTTF_Font; Text:PAnsiChar; Color: Cardinal):PSDL_Surface;
+procedure printrandomtext();
+// End of SDL_ttf
+
+type
+ TTextGL = record
+ X: real;
+ Y: real;
+ Text: string;
+ Size: real;
+ ColR: real;
+ ColG: real;
+ ColB: real;
+ end;
+
+ TFont = record
+ Tex: TTexture;
+ Width: array[0..255] of byte;
+ AspectW: real;
+ Centered: boolean;
+ Done: real;
+ Outline: real;
+ Italic: boolean;
+ end;
+
+
+var
+ base: GLuint; // Base Display List For The Font Set
+ Fonts: array of TFont;
+ ActFont: integer;
+ PColR: real; // temps for glPrintDone
+ PColG: real;
+ PColB: real;
+
+implementation
+
+uses UMain,
+ UCommon,
+ {$IFDEF win32}
+ windows,
+ {$ELSE}
+ lclintf,
+ lcltype,
+ {$ENDIF}
+ SysUtils,
+ {$IFDEF LAZARUS}
+ LResources,
+ {$ENDIF}
+ {$IFDEF DARWIN}
+ MacResources,
+ {$ENDIF}
+ UGraphic;
+
+procedure BuildFont; // Build Our Bitmap Font
+
+ procedure loadfont( aID : integer; aType, aResourceName : String);
+ {$IFDEF LAZARUS}
+ var
+ lLazRes : TLResource;
+ lResData : TStringStream;
+ begin
+ try
+ lLazRes := LazFindResource( aResourceName, aType );
+ if lLazRes <> nil then
+ begin
+ lResData := TStringStream.create( lLazRes.value );
+ try
+ lResData.position := 0;
+ lResData.Read(Fonts[ aID ].Width, 256);
+ finally
+ freeandnil( lResData );
+ end;
+ end;
+
+ {$ELSE}
+ var
+ Rejestr: TResourceStream;
+ begin
+ try
+ Rejestr := TResourceStream.Create(HInstance, aResourceName , pchar( aType ) );
+ try
+ Rejestr.Read(Fonts[ aID ].Width, 256);
+ finally
+ Rejestr.Free;
+ end;
+ {$ENDIF}
+
+ except
+ Log.LogStatus( 'Could not load font : loadfont( '+ inttostr( aID ) +' , '+aType+' )' , 'ERROR');
+ end;
+ end;
+
+var
+ font: HFONT; // Windows Font ID
+ h_dc: hdc;
+ Pet: integer;
+begin
+ ActFont := 0;
+
+ Log.LogStatus( '' , '---------------------------');
+
+ Log.LogStatus( 'Font' , '---------------------------');
+ SetLength(Fonts, 5);
+ Fonts[0].Tex := Texture.LoadTexture(true, 'Font', 'PNG', 'Transparent', 0);
+ Fonts[0].Tex.H := 30;
+ Fonts[0].AspectW := 0.9;
+ Fonts[0].Done := -1;
+ Fonts[0].Outline := 0;
+
+ Log.LogStatus( 'FontB' , '---------------------------');
+
+ Fonts[1].Tex := Texture.LoadTexture(true, 'FontB', 'PNG', 'Transparent', 0);
+ Fonts[1].Tex.H := 30;
+ Fonts[1].AspectW := 1;
+ Fonts[1].Done := -1;
+ Fonts[1].Outline := 0;
+
+ Log.LogStatus( 'FontO' , '---------------------------');
+ Fonts[2].Tex := Texture.LoadTexture(true, 'FontO', 'PNG', 'Transparent', 0);
+ Fonts[2].Tex.H := 30;
+ Fonts[2].AspectW := 0.95;
+ Fonts[2].Done := -1;
+ Fonts[2].Outline := 5;
+
+ Log.LogStatus( 'FontO2' , '---------------------------');
+ Fonts[3].Tex := Texture.LoadTexture(true, 'FontO2', 'PNG', 'Transparent', 0);
+ Fonts[3].Tex.H := 30;
+ Fonts[3].AspectW := 0.95;
+ Fonts[3].Done := -1;
+ Fonts[3].Outline := 4;
+
+{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'BMP', 'Arrow', 0); // for score screen
+ Fonts[4].Tex.H := 30;
+ Fonts[4].AspectW := 0.95;
+ Fonts[4].Done := -1;
+ Fonts[4].Outline := 5;}
+
+
+
+ loadfont( 0, 'FNT', 'Font' );
+ loadfont( 1, 'FNT', 'FontB' );
+ loadfont( 2, 'FNT', 'FontO' );
+ loadfont( 3, 'FNT', 'FontO2' );
+
+{ Rejestr := TResourceStream.Create(HInstance, 'FontO', 'FNT');
+ Rejestr.Read(Fonts[4].Width, 256);
+ Rejestr.Free;}
+
+ for Pet := 0 to 255 do
+ Fonts[1].Width[Pet] := Fonts[1].Width[Pet] div 2;
+
+ for Pet := 0 to 255 do
+ Fonts[2].Width[Pet] := Fonts[2].Width[Pet] div 2 + 2;
+
+ for Pet := 0 to 255 do
+ Fonts[3].Width[Pet] := Fonts[3].Width[Pet] + 1;
+
+{ for Pet := 0 to 255 do
+ Fonts[4].Width[Pet] := Fonts[4].Width[Pet] div 2 + 2;}
+
+end;
+
+procedure KillFont; // Delete The Font
+begin
+// glDeleteLists(base, 256); // Delete All 96 Characters
+end;
+
+function glTextWidth(text: pchar): real;
+var
+ Letter: char;
+ i: integer;
+begin
+// Log.LogStatus(Text, 'glTextWidth');
+ Result := 0;
+ for i := 0 to Length(text) do
+ begin
+ Letter := Text[i];
+ // Bugfix: does not work with FPC, probably because a part of text is assigned to itself
+ //text := pchar(Copy(text, 2, Length(text)-1));
+ Result := Result + Fonts[ActFont].Width[Ord(Letter)] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
+ end;
+end;
+
+procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real);
+begin
+ Fonts[ActFont].Done := Done;
+ PColR := ColR;
+ PColG := ColG;
+ PColB := ColB;
+ glPrintCut(text);
+ Fonts[ActFont].Done := -1;
+end;
+
+procedure glPrintLetter(Letter: char);
+var
+ TexX, TexY: real;
+ TexR, TexB: real;
+ FWidth: real;
+ PL, PT: real;
+ PR, PB: real;
+ XItal: real; // X shift for italic type letter
+begin
+ with Fonts[ActFont].Tex do
+ begin
+ FWidth := Fonts[ActFont].Width[Ord(Letter)];
+
+ W := FWidth * (H/30) * Fonts[ActFont].AspectW;
+ // H := 30;
+
+ // set texture positions
+ TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
+ TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
+ TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
+ TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
+
+ // set vector positions
+ PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2;
+ PT := Y;
+ PR := PL + W + Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
+ PB := PT + H;
+
+ if Fonts[ActFont].Italic = false then
+ XItal := 0
+ else
+ XItal := 12;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, TexNum);
+
+ glBegin(GL_QUADS);
+ try
+ glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
+ glTexCoord2f(TexX, TexB); glVertex2f(PL, PB);
+ glTexCoord2f(TexR, TexB); glVertex2f(PR, PB);
+ glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT);
+ finally
+ glEnd;
+ end;
+
+ X := X + W;
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end; // with
+end;
+
+procedure glPrintLetterCut(letter: char; Start, Finish: real);
+var
+ TexX, TexY: real;
+ TexR, TexB: real;
+ TexTemp: real;
+ FWidth: real;
+ PL, PT: real;
+ PR, PB: real;
+ OutTemp: real;
+ XItal: real;
+begin
+ with Fonts[ActFont].Tex do begin
+ FWidth := Fonts[ActFont].Width[Ord(Letter)];
+
+ W := FWidth * (H/30) * Fonts[ActFont].AspectW;
+// H := 30;
+ OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
+
+ // set texture positions
+ TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
+ TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
+ TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
+ TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
+
+ TexTemp := TexX + Start * (TexR - TexX);
+ TexR := TexX + Finish * (TexR - TexX);
+ TexX := TexTemp;
+
+ // set vector positions
+ PL := X - OutTemp / 2 + OutTemp * Start;
+ PT := Y;
+ PR := PL + (W + OutTemp) * (Finish - Start);
+ PB := PT + H;
+ if Fonts[ActFont].Italic = false then
+ XItal := 0
+ else
+ XItal := 12;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
+ glTexCoord2f(TexX, TexB); glVertex2f(PL, PB);
+ glTexCoord2f(TexR, TexB); glVertex2f(PR, PB);
+ glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); // not tested with XItal
+ glEnd;
+ X := X + W * (Finish - Start);
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end; // with
+
+end;
+
+procedure glPrint(text: pchar); // Custom GL "Print" Routine
+var
+// Letter : char;
+ iPos : Integer;
+
+begin
+ if (Text = '') then // If There's No Text
+ Exit; // Do Nothing
+
+(*
+ while (length(text) > 0) do
+ begin
+ // cut
+ Letter := Text[0];
+ Text := pchar(Copy(Text, 2, Length(Text)-1));
+
+ // print
+ glPrintLetter(Letter);
+ end; // while
+*)
+
+ // This code is better, because doing a Copy of for every
+ // letter in a string is a waste of CPU & Memory resources.
+ // Copy operations are quite memory intensive, and this simple
+ // code achieves the same result.
+ for iPos := 0 to length( text ) - 1 do
+ begin
+ glPrintLetter( Text[iPos] );
+ end;
+
+end;
+
+function NextPowerOfTwo(Value: Integer): Integer;
+// tyty to Asphyre
+begin
+ Result:= 1;
+ asm
+ xor ecx, ecx
+ bsr ecx, Value
+ inc ecx
+ shl Result, cl
+ end;
+end;
+
+function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
+begin
+ if (FileExists(FileName)) then
+ begin
+ Result := TTF_OpenFont( FileName, PointSize );
+ end
+ else
+ begin
+ Log.LogStatus('ERROR Could not find font in ' + FileName , '');
+ ShowMessage( 'ERROR Could not find font in ' + FileName );
+ end;
+end;
+
+function RenderText(font: PTTF_Font; Text:PAnsiChar; Color: Cardinal): PSDL_Surface;
+var
+ clr : TSDL_color;
+begin
+ clr.r := ((Color and $ff0000) shr 16 ) div 255;
+ clr.g := ((Color and $ff00 ) shr 8 ) div 255;
+ clr.b := ( Color and $ff ) div 255 ;
+
+ result := TTF_RenderText_Blended( font, text, cLr);
+end;
+
+procedure printrandomtext();
+var
+ stext,intermediary : PSDL_surface;
+ clrFg, clrBG : TSDL_color;
+ texture : Gluint;
+ font : PTTF_Font;
+ w,h : integer;
+begin
+
+font := LoadFont('fonts\comicbd.ttf', 42);
+
+clrFg.r := 255;
+clrFg.g := 255;
+clrFg.b := 255;
+clrFg.unused := 255;
+
+clrBg.r := 255;
+clrbg.g := 0;
+clrbg.b := 255;
+clrbg.unused := 0;
+
+ sText := RenderText(font, 'katzeeeeeee', $fe198e);
+//sText := TTF_RenderText_Blended( font, 'huuuuuuuuuund', clrFG);
+
+ // Convert the rendered text to a known format
+ w := nextpoweroftwo(sText.w);
+ h := nextpoweroftwo(sText.h);
+
+intermediary := SDL_CreateRGBSurface(0, w, h, 32,
+ $000000ff, $0000ff00, $00ff0000, $ff000000);
+
+ SDL_SetAlpha(intermediary, 0, 255);
+ SDL_SetAlpha(sText, 0, 255);
+ SDL_BlitSurface(sText, 0, intermediary, 0);
+
+ glGenTextures(1, @texture);
+
+ glBindTexture(GL_TEXTURE_2D, texture);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, intermediary.pixels);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+
+
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glColor4f(1, 0, 1, 1);
+
+ glbegin(gl_quads);
+ glTexCoord2f(0,0); glVertex2f(200, 300);
+ glTexCoord2f(0,sText.h/h); glVertex2f(200 , 300 + sText.h);
+ glTexCoord2f(sText.w/w,sText.h/h); glVertex2f(200 + sText.w, 300 + sText.h);
+ glTexCoord2f(sText.w/w,0); glVertex2f(200 + sText.w, 300);
+ glEnd;
+ glfinish();
+ glDisable(GL_BLEND);
+ gldisable(gl_texture_2d);
+
+
+
+
+SDL_FreeSurface( sText );
+SDL_FreeSurface( intermediary );
+glDeleteTextures(1, @texture);
+TTF_CloseFont( font );
+
+end;
+
+procedure glPrintCut(text: pchar);
+var
+ Letter: char;
+ PToDo: real;
+ PTotWidth: real;
+ PDoingNow: real;
+ S: string;
+begin
+ if (Text = '') then // If There's No Text
+ Exit; // Do Nothing
+
+ PTotWidth := glTextWidth(Text);
+ PToDo := Fonts[ActFont].Done;
+
+ while (length(text) > 0) do begin
+ // cut
+ Letter := Text[0];
+ Text := pchar(Copy(Text, 2, Length(Text)-1));
+
+ // analyze
+ S := Letter;
+ PDoingNow := glTextWidth(pchar(S)) / PTotWidth;
+
+ // drawing
+ if (PToDo > 0) and (PDoingNow <= PToDo) then
+ glPrintLetter(Letter);
+
+ if (PToDo > 0) and (PDoingNow > PToDo) then begin
+ glPrintLetterCut(Letter, 0, PToDo / PDoingNow);
+ glColor3f(PColR, PColG, PColB);
+ glPrintLetterCut(Letter, PToDo / PDoingNow, 1);
+ end;
+
+ if (PToDo <= 0) then
+ glPrintLetter(Letter);
+
+ PToDo := PToDo - PDoingNow;
+
+ end; // while
+end;
+
+
+procedure SetFontPos(X, Y: real);
+begin
+ Fonts[ActFont].Tex.X := X;
+ Fonts[ActFont].Tex.Y := Y;
+end;
+
+procedure SetFontSize(Size: real);
+begin
+ Fonts[ActFont].Tex.H := 30 * (Size/10);
+end;
+
+procedure SetFontStyle(Style: integer);
+begin
+ ActFont := Style;
+end;
+
+procedure SetFontItalic(Enable: boolean);
+begin
+ Fonts[ActFont].Italic := Enable;
+end;
+
+procedure SetFontAspectW(Aspect: real);
+begin
+ Fonts[ActFont].AspectW := Aspect;
+end;
+
+
+{$IFDEF LAZARUS}
+{$IFDEF win32}
+initialization
+ {$I UltraStar.lrs}
+{$ENDIF}
+{$ENDIF}
+
+
+end.
+
+