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-rw-r--r--Game/Code/Classes/TextGL.pas323
1 files changed, 89 insertions, 234 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas
index e36fcd2c..f7b3ac95 100644
--- a/Game/Code/Classes/TextGL.pas
+++ b/Game/Code/Classes/TextGL.pas
@@ -8,10 +8,6 @@ interface
{$I switches.inc}
-{$IFDEF FPC}
- {$ASMMODE Intel}
-{$ENDIF}
-
uses
gl,
SDL,
@@ -22,12 +18,9 @@ uses
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);
+function glTextWidth(text: PChar): real; // returns text width
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 SetFontZ(Z: real); // sets Z
procedure SetFontSize(Size: real);
@@ -37,15 +30,11 @@ procedure SetFontAspectW(Aspect: real);
procedure SetFontReflection(Enable:boolean;Spacing: real); // enables/disables text reflection
procedure SetFontBlend(Enable: boolean); // enables/disables blending
-// 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
@@ -65,7 +54,6 @@ type
Width: array[0..255] of byte;
AspectW: real;
Centered: boolean;
- Done: real;
Outline: real;
Italic: boolean;
Reflection: boolean;
@@ -75,16 +63,9 @@ type
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;
- // Colours for the reflection
- TempColor: array[0..3] of GLfloat;
- PTempColor: PGLfloat;
implementation
@@ -94,6 +75,10 @@ uses
SysUtils,
UGraphic;
+var
+ // Colours for the reflection
+ TempColor: array[0..3] of GLfloat;
+
procedure LoadBitmapFontInfo(aID : integer; const aType, aResourceName: string);
var
stream: TStream;
@@ -119,36 +104,25 @@ var
begin
ActFont := 0;
- //Log.LogStatus( '' , '---------------------------');
-
- //Log.LogStatus( 'Font' , '---------------------------');
SetLength(Fonts, 5);
Fonts[0].Tex := Texture.LoadTexture(true, 'Font', TEXTURE_TYPE_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', TEXTURE_TYPE_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', TEXTURE_TYPE_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', TEXTURE_TYPE_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', TEXTURE_TYPE_TRANSPARENT, 0); // for score screen
@@ -158,10 +132,10 @@ begin
Fonts[4].Outline := 5;}
// load font info
- LoadBitmapFontInfo( 0, 'FNT', 'Font' );
- LoadBitmapFontInfo( 1, 'FNT', 'FontB' );
- LoadBitmapFontInfo( 2, 'FNT', 'FontO' );
- LoadBitmapFontInfo( 3, 'FNT', 'FontO2' );
+ LoadBitmapFontInfo( 0, 'FNT', 'Font');
+ LoadBitmapFontInfo( 1, 'FNT', 'FontB');
+ LoadBitmapFontInfo( 2, 'FNT', 'FontO');
+ LoadBitmapFontInfo( 3, 'FNT', 'FontO2');
for Count := 0 to 255 do
Fonts[1].Width[Count] := Fonts[1].Width[Count] div 2;
@@ -184,7 +158,7 @@ end;
procedure KillFont;
begin
// delete all characters
- //glDeleteLists(base, 256);
+ //glDeleteLists(..., 256);
end;
function glTextWidth(text: pchar): real;
@@ -200,16 +174,6 @@ begin
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;
@@ -244,7 +208,7 @@ begin
PR := PL + Tex.W + Font.Outline * (Tex.H/30) * Font.AspectW;
PB := PT + Tex.H;
- if Font.Italic = false then
+ if (not Font.Italic) then
XItal := 0
else
XItal := 12;
@@ -268,7 +232,7 @@ begin
// <mog> Reflection
// Yes it would make sense to put this in an extra procedure,
// but this works, doesn't take much lines, and is almost lightweight
- if Font.Reflection = true then
+ if Font.Reflection then
begin
ReflectionSpacing := Font.ReflectionSpacing + Tex.H/2;
@@ -303,129 +267,104 @@ begin
Tex.X := Tex.X + Tex.W;
//write the colour back
- glColor4fv(PTempColor);
+ glColor4fv(@TempColor);
end;
-procedure glPrintLetterCut(letter: char; Start, Finish: real);
+// Custom GL "Print" Routine
+procedure glPrint(Text: PChar);
var
- TexX, TexY: real;
- TexR, TexB: real;
- TexTemp: real;
- FWidth: real;
- PL, PT: real;
- PR, PB: real;
- OutTemp: real;
- XItal: real;
- Font: PFont;
- Tex: PTexture;
+ Pos: integer;
begin
- Font := @Fonts[ActFont];
- Tex := @Font.Tex;
-
- FWidth := Fonts[ActFont].Width[Ord(Letter)];
-
- Tex.W := FWidth * (Tex.H/30) * Fonts[ActFont].AspectW;
- //Tex.H := 30;
- OutTemp := Fonts[ActFont].Outline * (Tex.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;
+ // if there is no text do nothing
+ if ((Text = nil) or (Text = '')) then
+ Exit;
- // set vector positions
- PL := Tex.X - OutTemp / 2 + OutTemp * Start;
- PT := Tex.Y;
- PR := PL + (Tex.W + OutTemp) * (Finish - Start);
- PB := PT + Tex.H;
- if Fonts[ActFont].Italic = false then
- XItal := 0
- else
- XItal := 12;
+ //Save the actual color and alpha (for reflection)
+ glGetFloatv(GL_CURRENT_COLOR, @TempColor);
- if (Font.Blend) then
+ for Pos := 0 to Length(Text) - 1 do
begin
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glPrintLetter(Text[Pos]);
end;
+end;
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, Tex.TexNum);
+procedure SetFontPos(X, Y: real);
+begin
+ Fonts[ActFont].Tex.X := X;
+ Fonts[ActFont].Tex.Y := Y;
+end;
- 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;
+procedure SetFontZ(Z: real);
+begin
+ Fonts[ActFont].Tex.Z := Z;
+end;
- Tex.X := Tex.X + Tex.W * (Finish - Start);
+procedure SetFontSize(Size: real);
+begin
+ Fonts[ActFont].Tex.H := 30 * (Size/10);
+end;
- glDisable(GL_TEXTURE_2D);
- if (Font.Blend) then
- glDisable(GL_BLEND);
+procedure SetFontStyle(Style: integer);
+begin
+ ActFont := Style;
end;
-// Custom GL "Print" Routine
-procedure glPrint(text: pchar);
-var
- //Letter : char;
- iPos : integer;
+procedure SetFontItalic(Enable: boolean);
begin
- if (Text = '') then // If There's No Text
- Exit; // Do Nothing
+ Fonts[ActFont].Italic := Enable;
+end;
- //Save the actual color and alpha (for reflection)
- PTempColor:= @TempColor;
- //I've read that glGetFloat is quite slow, but it seems that there is no alternative
- glGetFloatv(GL_CURRENT_COLOR, PTempColor);
-
- // 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;
+procedure SetFontAspectW(Aspect: real);
+begin
+ Fonts[ActFont].AspectW := Aspect;
+end;
+procedure SetFontReflection(Enable: boolean; Spacing: real);
+begin
+ Fonts[ActFont].Reflection := Enable;
+ Fonts[ActFont].ReflectionSpacing := Spacing;
+end;
+
+procedure SetFontBlend(Enable: boolean);
+begin
+ Fonts[ActFont].Blend := Enable;
end;
-{*
+
+
+
+(*
<mog> I uncommented this, because it was some kind of after hour hack together with blindy
it's actually just a prove of concept, as it's having some flaws
- instead nice and clean ttf code should be placed here :)
-*}
-// tyty to Asphyre
-// FIXME: check if the non-asm version is fast enough and use it by default if so
-//function NextPowerOfTwo(Value: integer): integer;
-//begin
-// Result:= 1;
-//{$IF Defined(CPUX86_64)}
-// asm
-// mov rcx, -1
-// bsr rcx, Value
-// inc rcx
-// shl Result, cl
-// end;
-//{$ELSEIF Defined(CPU386) or Defined(CPUI386)}
-// asm
-// mov ecx, -1
-// bsr ecx, Value
-// inc ecx
-// shl Result, cl
-// end;
-//{$ELSE}
-// while (Result <= Value) do
-// Result := 2 * Result;
-//{$IFEND}
-//end;
-{*
+
+{$IFDEF FPC}
+ {$ASMMODE Intel}
+{$ENDIF}
+
+function NextPowerOfTwo(Value: integer): integer;
+begin
+ Result:= 1;
+{$IF Defined(CPUX86_64)}
+ asm
+ mov rcx, -1
+ bsr rcx, Value
+ inc rcx
+ shl Result, cl
+ end;
+{$ELSEIF Defined(CPU386) or Defined(CPUI386)}
+ asm
+ mov ecx, -1
+ bsr ecx, Value
+ inc ecx
+ shl Result, cl
+ end;
+{$ELSE}
+ while (Result <= Value) do
+ Result := 2 * Result;
+{$IFEND}
+end;
+
function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
begin
if (FileExists(FileName)) then
@@ -517,91 +456,7 @@ begin
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 SetFontZ(Z: real);
-begin
- Fonts[ActFont].Tex.Z := Z;
-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;
+*)
-procedure SetFontReflection(Enable: boolean; Spacing: real);
-begin
- Fonts[ActFont].Reflection := Enable;
- Fonts[ActFont].ReflectionSpacing := Spacing;
-end;
-
-procedure SetFontBlend(Enable: boolean);
-begin
- Fonts[ActFont].Blend := Enable;
-end;
end.