diff options
Diffstat (limited to 'Game')
-rw-r--r-- | Game/Code/Classes/TextGL.pas | 225 |
1 files changed, 111 insertions, 114 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas index 03196de6..1c6ecee6 100644 --- a/Game/Code/Classes/TextGL.pas +++ b/Game/Code/Classes/TextGL.pas @@ -35,7 +35,7 @@ procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for procedure SetFontAspectW(Aspect: real);
procedure SetFontReflection(Enable:boolean;Spacing: real); // Enables/Disables text reflection
// Start of SDL_ttf
-function NextPowerOfTwo(Value: Integer): Integer;
+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;
@@ -77,7 +77,7 @@ var PColB: real;
// Colours for the reflection
- TempColor: Array[0..3] of GLfloat; + TempColor: array[0..3] of GLfloat;
PTempColor: PGLfloat;
implementation
@@ -111,7 +111,7 @@ procedure BuildFont; // Build Our Bitmap Font end;
var
- Count: integer;
+ Count: integer;
begin
ActFont := 0;
@@ -211,14 +211,14 @@ end; procedure glPrintLetter(Letter: char);
var
- TexX, TexY: real;
- TexR, TexB: real;
- TexHeight: real;
- FWidth: real;
- PL, PT: real;
- PR, PB: real;
- XItal: real; // X shift for italic type letter
- ReflectionSpacing:real; // Distance of the reflection
+ TexX, TexY: real;
+ TexR, TexB: real;
+ TexHeight: real;
+ FWidth: real;
+ PL, PT: real;
+ PR, PB: real;
+ XItal: real; // X shift for italic type letter
+ ReflectionSpacing: real; // Distance of the reflection
begin
with Fonts[ActFont].Tex do
begin
@@ -261,13 +261,13 @@ begin end;
// <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 Fonts[ActFont].Reflection = true then - begin - ReflectionSpacing := Fonts[ActFont].ReflectionSpacing + H/2; - - glDepthRange(0, 10); + // 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 Fonts[ActFont].Reflection = true then
+ begin
+ ReflectionSpacing := Fonts[ActFont].ReflectionSpacing + H/2;
+
+ glDepthRange(0, 10);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
@@ -292,15 +292,15 @@ begin end;
glDisable(GL_DEPTH_TEST);
end; // reflection
- - glDisable(GL_TEXTURE_2D); +
+ glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- - X := X + W; - end; // with - - //write the colour back - glColor4fv(PTempColor); +
+ X := X + W;
+ end; // with
+
+ //write the colour back
+ glColor4fv(PTempColor);
end;
procedure glPrintLetterCut(letter: char; Start, Finish: real);
@@ -314,46 +314,47 @@ var 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;
+ with Fonts[ActFont].Tex do
+ begin
+ FWidth := Fonts[ActFont].Width[Ord(Letter)];
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
- glBegin(GL_QUADS);
+ 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);
+ glEnd;
+ X := X + W * (Finish - Start);
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
end; // with
end;
@@ -361,7 +362,7 @@ end; procedure glPrint(text: pchar); // Custom GL "Print" Routine
var
// Letter : char;
- iPos : Integer;
+ iPos : integer;
begin
if (Text = '') then // If There's No Text
@@ -380,9 +381,9 @@ begin *)
//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); + 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.
@@ -395,7 +396,7 @@ begin end;
-function NextPowerOfTwo(Value: Integer): Integer;
+function NextPowerOfTwo(Value: integer): integer;
// tyty to Asphyre
// FIXME: check if the non-asm version is fast enough and use it by default if so
begin
@@ -454,33 +455,33 @@ var w,h : integer;
begin
-font := LoadFont('fonts\comicbd.ttf', 42);
+ font := LoadFont('fonts\comicbd.ttf', 42);
-clrFg.r := 255;
-clrFg.g := 255;
-clrFg.b := 255;
-clrFg.unused := 255;
+ clrFg.r := 255;
+ clrFg.g := 255;
+ clrFg.b := 255;
+ clrFg.unused := 255;
-clrBg.r := 255;
-clrbg.g := 0;
-clrbg.b := 255;
-clrbg.unused := 0;
+ clrBg.r := 255;
+ clrbg.g := 0;
+ clrbg.b := 255;
+ clrbg.unused := 0;
sText := RenderText(font, 'katzeeeeeee', $fe198e);
-//sText := TTF_RenderText_Blended( font, 'huuuuuuuuuund', clrFG);
+// sText := TTF_RenderText_Blended( font, 'huuuuuuuuuund', clrFG);
- // Convert the rendered text to a known format
- w := nextpoweroftwo(sText.w);
- h := nextpoweroftwo(sText.h);
+// 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);
+ intermediary := SDL_CreateRGBSurface(0, w, h, 32,
+ $000000ff, $0000ff00, $00ff0000, $ff000000);
- SDL_SetAlpha(intermediary, 0, 255);
- SDL_SetAlpha(sText, 0, 255);
- SDL_BlitSurface(sText, nil, intermediary, nil);
+ SDL_SetAlpha(intermediary, 0, 255);
+ SDL_SetAlpha(sText, 0, 255);
+ SDL_BlitSurface(sText, nil, intermediary, nil);
- glGenTextures(1, @texture);
+ glGenTextures(1, @texture);
glBindTexture(GL_TEXTURE_2D, texture);
@@ -489,32 +490,26 @@ intermediary := SDL_CreateRGBSurface(0, w, h, 32, 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);
-
- 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 );
+ SDL_FreeSurface(sText);
+ SDL_FreeSurface(intermediary);
+ glDeleteTextures(1, @texture);
+ TTF_CloseFont(font);
end;
@@ -527,12 +522,13 @@ var S: string;
begin
if (Text = '') then // If There's No Text
- Exit; // Do Nothing
+ Exit; // Do Nothing
PTotWidth := glTextWidth(Text);
PToDo := Fonts[ActFont].Done;
- while (length(text) > 0) do begin
+ while (length(text) > 0) do
+ begin
// cut
Letter := Text[0];
Text := pchar(Copy(Text, 2, Length(Text)-1));
@@ -545,7 +541,8 @@ begin if (PToDo > 0) and (PDoingNow <= PToDo) then
glPrintLetter(Letter);
- if (PToDo > 0) and (PDoingNow > PToDo) then begin
+ if (PToDo > 0) and (PDoingNow > PToDo) then
+ begin
glPrintLetterCut(Letter, 0, PToDo / PDoingNow);
glColor3f(PColR, PColG, PColB);
glPrintLetterCut(Letter, PToDo / PDoingNow, 1);
@@ -586,8 +583,8 @@ begin Fonts[ActFont].AspectW := Aspect;
end;
-procedure SetFontReflection(Enable:boolean;Spacing: real);
-begin +procedure SetFontReflection(Enable: boolean; Spacing: real);
+begin
Fonts[ActFont].Reflection := Enable;
Fonts[ActFont].ReflectionSpacing := Spacing;
end;
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