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-rw-r--r--Game/Code/Classes/TextGL.pas562
1 files changed, 562 insertions, 0 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas
new file mode 100644
index 00000000..0bd61fa7
--- /dev/null
+++ b/Game/Code/Classes/TextGL.pas
@@ -0,0 +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;
+ 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.
+
+