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diff --git a/cmake/src/base/TextGL.pas b/cmake/src/base/TextGL.pas
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+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *}
+
+unit TextGL;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+// as long as the transition to freetype is not finished
+// use the old implementation
+{$IFDEF UseFreetype}
+ {$INCLUDE TextGLFreetype.pas}
+{$ELSE}
+uses
+ gl,
+ SDL,
+ UTexture,
+ ULog;
+
+procedure BuildFont; // build our bitmap font
+procedure KillFont; // delete the font
+function glTextWidth(const text: string): real; // returns text width
+procedure glPrint(const text: string); // custom GL "Print" routine
+procedure ResetFont(); // reset font settings of active font
+procedure SetFontPos(X, Y: real); // sets X and Y
+procedure SetFontZ(Z: real); // sets Z
+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);
+procedure SetFontReflection(Enable:boolean;Spacing: real); // enables/disables text reflection
+
+//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;
+
+type
+ TTextGL = record
+ X: real;
+ Y: real;
+ Z: real;
+ Text: string;
+ Size: real;
+ ColR: real;
+ ColG: real;
+ ColB: real;
+ end;
+
+ PFont = ^TFont;
+ TFont = record
+ Tex: TTexture;
+ Width: array[0..255] of byte;
+ AspectW: real;
+ Centered: boolean;
+ Outline: real;
+ Italic: boolean;
+ Reflection: boolean;
+ ReflectionSpacing: real;
+ end;
+
+
+var
+ Fonts: array of TFont;
+ ActFont: integer;
+
+
+implementation
+
+uses
+ Classes,
+ SysUtils,
+ IniFiles,
+ UCommon,
+ UGraphic,
+ UMain,
+ UPath;
+
+var
+ // Colours for the reflection
+ TempColor: array[0..3] of GLfloat;
+
+{**
+ * Load font info.
+ * FontFile is the name of the image (.png) not the data (.dat) file
+ *}
+procedure LoadFontInfo(FontID: integer; const FontFile: string);
+var
+ Stream: TFileStream;
+ DatFile: string;
+begin
+ DatFile := ChangeFileExt(FontFile, '.dat');
+ FillChar(Fonts[FontID].Width[0], Length(Fonts[FontID].Width), 0);
+
+ Stream := nil;
+ try
+ Stream := TFileStream.Create(DatFile, fmOpenRead);
+ Stream.Read(Fonts[FontID].Width, 256);
+ except
+ Log.LogError('Error while reading font['+ inttostr(FontID) +']', 'LoadFontInfo');
+ end;
+ Stream.Free;
+end;
+
+// Builds bitmap fonts
+procedure BuildFont;
+var
+ Count: integer;
+ FontIni: TMemIniFile;
+ FontFile: string; // filename of the image (with .png/... ending)
+begin
+ ActFont := 0;
+
+ SetLength(Fonts, 4);
+ FontIni := TMemIniFile.Create(FontPath + 'fonts.ini');
+
+ // Normal
+
+ FontFile := FontPath + FontIni.ReadString('Normal', 'File', '');
+
+ Fonts[0].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
+ Fonts[0].Tex.H := 30;
+ Fonts[0].AspectW := 0.9;
+ Fonts[0].Outline := 0;
+
+ LoadFontInfo(0, FontFile);
+
+ // Bold
+
+ FontFile := FontPath + FontIni.ReadString('Bold', 'File', '');
+
+ Fonts[1].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
+ Fonts[1].Tex.H := 30;
+ Fonts[1].AspectW := 1;
+ Fonts[1].Outline := 0;
+
+ LoadFontInfo(1, FontFile);
+ for Count := 0 to 255 do
+ Fonts[1].Width[Count] := Fonts[1].Width[Count] div 2;
+
+ // Outline1
+
+ FontFile := FontPath + FontIni.ReadString('Outline1', 'File', '');
+
+ Fonts[2].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
+ Fonts[2].Tex.H := 30;
+ Fonts[2].AspectW := 0.95;
+ Fonts[2].Outline := 5;
+
+ LoadFontInfo(2, FontFile);
+ for Count := 0 to 255 do
+ Fonts[2].Width[Count] := Fonts[2].Width[Count] div 2 + 2;
+
+ // Outline2
+
+ FontFile := FontPath + FontIni.ReadString('Outline2', 'File', '');
+
+ Fonts[3].Tex := Texture.LoadTexture(true, FontFile, TEXTURE_TYPE_TRANSPARENT, 0);
+ Fonts[3].Tex.H := 30;
+ Fonts[3].AspectW := 0.95;
+ Fonts[3].Outline := 4;
+
+ LoadFontInfo(3, FontFile);
+ for Count := 0 to 255 do
+ Fonts[3].Width[Count] := Fonts[3].Width[Count] + 1;
+
+
+ // close ini-file
+ FontIni.Free;
+end;
+
+// Deletes the font
+procedure KillFont;
+begin
+ // delete all characters
+ //glDeleteLists(..., 256);
+end;
+
+function glTextWidth(const text: string): real;
+var
+ Letter: char;
+ i: integer;
+ Font: PFont;
+begin
+ Result := 0;
+ Font := @Fonts[ActFont];
+
+ for i := 1 to Length(text) do
+ begin
+ Letter := Text[i];
+ Result := Result + Font.Width[Ord(Letter)] * Font.Tex.H / 30 * Font.AspectW;
+ end;
+
+ if ((Result > 0) and Font.Italic) then
+ Result := Result + 12 * Font.Tex.H / 60 * Font.AspectW;
+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
+ Font: PFont;
+ Tex: PTexture;
+begin
+ Font := @Fonts[ActFont];
+ Tex := @Font.Tex;
+
+ FWidth := Font.Width[Ord(Letter)];
+
+ Tex.W := FWidth * (Tex.H/30) * Font.AspectW;
+
+ // set texture positions
+ TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Font.Outline/1024;
+ TexY := (ord(Letter) div 16) * 1/16 + 2/1024;
+ TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Font.Outline/1024;
+ TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
+
+ TexHeight := TexB - TexY;
+
+ // set vector positions
+ PL := Tex.X - Font.Outline * (Tex.H/30) * Font.AspectW /2;
+ PT := Tex.Y;
+ PR := PL + Tex.W + Font.Outline * (Tex.H/30) * Font.AspectW;
+ PB := PT + Tex.H;
+
+ if (not Font.Italic) then
+ XItal := 0
+ else
+ XItal := 12;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, Tex.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);
+ glEnd;
+
+ // <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 then
+ begin
+ ReflectionSpacing := Font.ReflectionSpacing + Tex.H/2;
+
+ glDepthRange(0, 10);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glBegin(GL_QUADS);
+ glColor4f(TempColor[0], TempColor[1], TempColor[2], 0);
+ glTexCoord2f(TexX, TexY + TexHeight/2);
+ glVertex3f(PL, PB + ReflectionSpacing - Tex.H/2, Tex.z);
+
+ glColor4f(TempColor[0], TempColor[1], TempColor[2], Tex.Alpha-0.3);
+ glTexCoord2f(TexX, TexB );
+ glVertex3f(PL + XItal, PT + ReflectionSpacing, Tex.z);
+
+ glTexCoord2f(TexR, TexB );
+ glVertex3f(PR + XItal, PT + ReflectionSpacing, Tex.z);
+
+ glColor4f(TempColor[0], TempColor[1], TempColor[2], 0);
+ glTexCoord2f(TexR, TexY + TexHeight/2);
+ glVertex3f(PR, PB + ReflectionSpacing - Tex.H/2, Tex.z);
+ glEnd;
+
+ glDisable(GL_DEPTH_TEST);
+ end; // reflection
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ Tex.X := Tex.X + Tex.W;
+
+ //write the colour back
+ glColor4fv(@TempColor);
+end;
+
+// Custom GL "Print" Routine
+procedure glPrint(const Text: string);
+var
+ Pos: integer;
+begin
+ // if there is no text do nothing
+ if (Text = '') then
+ Exit;
+
+ //Save the actual color and alpha (for reflection)
+ glGetFloatv(GL_CURRENT_COLOR, @TempColor);
+
+ for Pos := 1 to Length(Text) do
+ begin
+ glPrintLetter(Text[Pos]);
+ end;
+end;
+
+procedure ResetFont();
+begin
+ SetFontPos(0, 0);
+ SetFontZ(0);
+ SetFontItalic(False);
+ SetFontReflection(False, 0);
+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 := Size;
+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;
+
+end.
+
+{$ENDIF}
+