#include "Renderer.h" #include "platform.h" #include GLHEADER #include #include "Font.h" #include namespace Renderer { bool loadedFonts = false; void setColor4bArray(GLubyte* array, unsigned int color) { array[0] = (color & 0xff000000) / 0x1000000; array[1] = (color & 0x00ff0000) / 0x10000; array[2] = (color & 0x0000ff00) / 0x100; array[3] = (color & 0x000000ff); } void buildGLColorArray(GLubyte* ptr, unsigned int color, unsigned int vertCount) { for(unsigned int i = 0; i < vertCount; i++) { setColor4bArray(ptr, color); ptr += 4; } } void drawRect(int x, int y, int w, int h, unsigned int color) { GLfloat points[12]; points[0] = x; points [1] = y; points[2] = x; points[3] = y + h; points[4] = x + w; points[5] = y; points[6] = x + w; points[7] = y; points[8] = x; points[9] = y + h; points[10] = x + w; points[11] = y + h; GLubyte colors[6*4]; buildGLColorArray(colors, color, 6); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, points); glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_BLEND); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_COLOR_ARRAY); } Font* fonts[3] = {NULL, NULL, NULL}; /*void unloadFonts() { std::cout << "unloading fonts..."; for(unsigned int i = 0; i < 3; i++) { delete fonts[i]; fonts[i] = NULL; } loadedFonts = false; std::cout << "done.\n"; }*/ //creates the default fonts (which shouldn't ever be deleted) void loadFonts() { if(loadedFonts) return; std::cout << "loading fonts..."; std::string fontPath = Font::getDefaultPath(); //make sure our font exists if(!boost::filesystem::exists(fontPath)) { std::cerr << "System font \"" << fontPath << "\" wasn't found! Well, you're kind of screwed. Sorry. Report this to Aloshi, please.\n"; return; } float fontSizes[] = {0.035, 0.045, 0.1}; for(unsigned int i = 0; i < 3; i++) { fonts[i] = new Font(fontPath, (unsigned int)(fontSizes[i] * getScreenHeight())); } loadedFonts = true; std::cout << "done\n"; } Font* getDefaultFont(FontSize size) { if(!loadedFonts) loadFonts(); return fonts[size]; } void drawText(std::string text, int x, int y, unsigned int color, Font* font) { font->drawText(text, x, y, color); } void drawCenteredText(std::string text, int xOffset, int y, unsigned int color, Font* font) { int w, h; font->sizeText(text, &w, &h); int x = (int)getScreenWidth() - w; x *= 0.5; x += xOffset * 0.5; drawText(text, x, y, color, font); } //this could probably be optimized //draws text and ensures it's never longer than xLen void drawWrappedText(std::string text, int xStart, int yStart, int xLen, unsigned int color, Font* font) { int y = yStart; std::string line, word, temp; int w, h; size_t space, newline; while(text.length() > 0 || !line.empty()) //while there's text or we still have text to render { space = text.find(' ', 0); if(space == std::string::npos) space = text.length() - 1; word = text.substr(0, space + 1); //check if the next word contains a newline newline = word.find('\n', 0); if(newline != std::string::npos) { word = word.substr(0, newline); text.erase(0, newline + 1); }else{ text.erase(0, space + 1); } temp = line + word; font->sizeText(temp, &w, &h); //if we're on the last word and it'll fit on the line, just add it to the line if((w <= xLen && text.length() == 0) || newline != std::string::npos) { line = temp; word = ""; } //if the next line will be too long or we're on the last of the text, render it if(w > xLen || text.length() == 0 || newline != std::string::npos) { //render line now if(w > 0) //make sure it's not blank drawText(line, xStart, y, color, font); //increment y by height and some extra padding for the next line y += h + 4; //move the word we skipped to the next line line = word; }else{ //there's still space, continue building the line line = temp; } } } };