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source: orxonox.OLD/orxonox/branches/convention/src/lib/graphics/font/fontset.cc @ 3758

Last change on this file since 3758 was 3548, checked in by bensch, 20 years ago

orxonox/trunk: debug information in importer set like they should be

File size: 7.8 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15   ***
16   * This file is extended to the needs of the orxonox-project.         *
17   * The main difference to the version of Marius is, that textures get *
18   * loaded by orxonox Texture-class, and that the comments are set up, *
19   * in doxygen style                                                   *
20   * the Copyright of the original file is below this copyright, and we *
21   * hope not to offend Marius through this.                            *
22                                                                      ***
23
24*/
25
26/***************************************************************************
27                          cone3dfont.cpp  -  description
28                             -------------------
29    copyright            : (C) 2001 by Marius Andra aka Cone3D
30    email                : marius@hot.ee
31    ICQ                  : 43999510
32 ***************************************************************************/
33
34/***************************************************************************
35 *                                                                         *
36 *   This program is free software; you can redistribute it and/or modify  *
37 *   it under the terms of the GNU General Public License as published by  *
38 *   the Free Software Foundation; either version 2 of the License, or     *
39 *   (at your option) any later version.                                   *
40 *                                                                         *
41 ***************************************************************************/
42
43
44#include "fontset.h"
45#include <stdarg.h>
46
47#include "texture.h"
48#include <string.h>
49
50/**
51    \brief initializes a new fontset
52*/
53FontSet::FontSet()
54{
55  this->sizex=1.0f;
56  this->sizey=1.0f;
57  this->font = NULL;
58}
59
60/**
61    \brief initializes a new fontset with a texture for the font
62    \param fontFile The fontfile to load
63*/
64FontSet::FontSet(char* fontFile)
65{
66  this->sizex=1.0f;
67  this->sizey=1.0f;
68  this->font = NULL;
69 
70}
71
72/**
73   \brief deletes the Fontset by freeing all allocated space
74   and then deleting the Texture.
75*/
76FontSet::~FontSet()
77{
78  killFont();
79  // delete the texture;
80  delete font;
81}
82
83/**
84   \brief sets the size of the font
85   \param x the width of the font
86   \param y the height of the font
87*/
88int FontSet::setSize(float x, float y)
89{
90  sizex=x;
91  sizey=y;
92 
93  return 1;
94}
95
96/**
97   \brief builds the fontset
98   \param file the name of the file to get the fontset from.
99*/
100int FontSet::buildFont(char *file)
101{
102  int loop1;
103  float cx, cy;
104 
105  if (!font)
106    delete font;
107  font = new Texture();
108  font->loadImage(file);
109 
110  base=glGenLists(256);                          // Creating 256 Display Lists
111  glBindTexture(GL_TEXTURE_2D, font->getTexture()); // Select Our Font Texture
112  for (loop1=0; loop1<256; loop1++)              // Loop Through All 256 Lists
113    {
114      cx=(float)(loop1%16)/16.0f;                  // X Position Of Current Character
115      cy=(float)(loop1/16)/16.0f;                  // Y Position Of Current Character
116     
117      glNewList(base+loop1,GL_COMPILE);            // Start Building A List
118      glBegin(GL_QUADS);                           // Use A Quad For Each Character
119      glTexCoord2f(cx,1.0f-cy-0.0625f);          // Texture Coord (Bottom Left)
120      glVertex2d(0,16);                          // Vertex Coord (Bottom Left)
121      glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f);  // Texture Coord (Bottom Right)
122      glVertex2i(16,16);                         // Vertex Coord (Bottom Right)
123      glTexCoord2f(cx+0.0625f,1.0f-cy-0.001f);   // Texture Coord (Top Right)
124      glVertex2i(16,0);                          // Vertex Coord (Top Right)
125      glTexCoord2f(cx,1.0f-cy-0.001f);           // Texture Coord (Top Left)
126      glVertex2i(0,0);                           // Vertex Coord (Top Left)
127      glEnd();                                     // Done Building Our Quad (Character)
128      glTranslated(12,0,0);                        // Move To The Right Of The Character
129      glEndList();                                 // Done Building The Display List
130    }                                              // Loop Until All 256 Are Built
131  return 1;
132}
133
134/**
135   \brief deletes the display lists.
136*/
137int FontSet::killFont(void)                          // Delete The Font From Memory
138{
139  glDeleteLists(base,256);                       // Delete All 256 Display Lists
140  return 1;
141}
142
143/**
144   \brief prints out some text
145   \param x most left coordinate of the text.
146   \param y the top coordinate of the text
147   \param type Type of text
148   \param fmt The text to display
149   \param ... more text
150*/
151int FontSet::printText(int x, int y, char type, char *fmt,...)// Where The Printing Happens
152{
153  char    text[1024];                            // Holds Our String
154  int blendOn,scissorOn,textureOn,lightOn;  // Holds the previous GL settings
155  int depthOn,matrixMode,screenStats[4],blendSrc,blendDst;
156  char typ=type;
157
158  va_list ap;                                    // Pointer To List Of Arguments
159
160  if (fmt == NULL)                               // If There's No Text
161    return 1;                                      // Do Nothing
162 
163  va_start(ap, fmt);                             // Parses The String For Variables
164  vsprintf(text, fmt, ap);                       // And Converts Symbols To Actual Numbers
165  va_end(ap);                                    // Results Are Stored In Text
166 
167  if (type>3)                                     // Did User Choose An Invalid Character Set?
168    type=3;                                       // If So, Select Set 2 (Italic)
169 
170  textureOn = glIsEnabled(GL_TEXTURE_2D); // Were textures enabled?
171  depthOn = glIsEnabled(GL_DEPTH_TEST);  // Was GL_DEPTH_TEST enabled?
172  lightOn = glIsEnabled(GL_LIGHTING); // Was GL_LIGHTING enabled?
173  scissorOn = glIsEnabled(GL_SCISSOR_TEST);  // etc.
174  glGetIntegerv(GL_MATRIX_MODE, &matrixMode);
175  glGetIntegerv(GL_VIEWPORT, screenStats);
176  blendOn= glIsEnabled(GL_BLEND);
177  glGetIntegerv(GL_BLEND_SRC, &blendSrc);
178  glGetIntegerv(GL_BLEND_DST, &blendDst);
179 
180  if (depthOn) glDisable(GL_DEPTH_TEST);  // If they were enabled/disabled
181  if (!textureOn) glEnable(GL_TEXTURE_2D); // then enable/disable them
182  if (!blendOn) glEnable(GL_BLEND);
183  if (!scissorOn) glEnable(GL_SCISSOR_TEST);
184  if (lightOn) glDisable(GL_LIGHTING);
185  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Set the correct blending mode
186 
187  glMatrixMode(GL_PROJECTION); // and initalize Ortho mode
188  glPushMatrix();
189  glLoadIdentity();
190  glOrtho(0.0f,screenStats[2],screenStats[3],0.0f,-1.0f,1.0f);
191  glMatrixMode(GL_MODELVIEW);
192  glPushMatrix();
193  glBindTexture(GL_TEXTURE_2D, font->getTexture());
194
195  if(type>1) typ=typ-2;
196  glLoadIdentity();
197  glTranslated(x,y,0);
198  glListBase(base-32+(128*typ));
199  glScalef(sizex,sizey,1.0f);
200  glCallLists(strlen(text),GL_UNSIGNED_BYTE, text); // Write The Text To The Screen
201 
202  if(type>1)
203    {
204      glLoadIdentity();
205      glTranslated(x+1,y,0);
206      glListBase(base-32+(128*(type-2)));
207      glScalef(sizex,sizey,1.0f);
208      glCallLists(strlen(text),GL_UNSIGNED_BYTE, text); // Write The Text To The Screen
209    }
210
211  glBindTexture(GL_TEXTURE_2D, 0); // Fix everything up
212  glMatrixMode(GL_PROJECTION);
213  glPopMatrix();
214  glMatrixMode(GL_MODELVIEW);
215  glPopMatrix();
216
217  if (depthOn) glEnable(GL_DEPTH_TEST);
218  if (!textureOn) glDisable(GL_TEXTURE_2D);
219  if (!blendOn) glDisable(GL_BLEND);
220  if (!scissorOn) glDisable(GL_SCISSOR_TEST);
221  if (lightOn) glEnable(GL_LIGHTING);
222
223  glBlendFunc(blendSrc, blendDst);
224  glMatrixMode(matrixMode);
225
226  return 1;
227}
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