jedioutcast/code/cgame/cg_text.cpp

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2013-04-04 14:52:42 +00:00
// cg_text.c --
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
#include "cg_media.h"
//int precacheWav_i; // Current high index of precacheWav array
//precacheWav_t precacheWav[MAX_PRECACHEWAV];
//int precacheText_i; // Current high index of precacheText array
//precacheText_t precacheText[MAX_PRECACHETEXT];
extern vec4_t textcolor_caption;
extern vec4_t textcolor_center;
extern vec4_t textcolor_scroll;
#define GAMETEXT_X_START 75.0f
#define GAMETEXT_X_END 600.0f
#define MAX_NUM_GAMELINES 4
void CG_GameText(int y )
{
CG_Printf("CG_GameText() being called. Tell Ste\n");
/* const char *s,*holds;
int i, len;
float x, w;
int numChars;
int text_i;
char str[MAX_QPATH];
int holdCnt,playingTime;
int totalLength,sound,max;
Q_strncpyz (str, CG_Argv( 1 ), MAX_QPATH );
cg.gameTextSpeaker = atoi(CG_Argv(2));
cg.gameTextEntNum = atoi(CG_Argv(3));
sound = cgs.sound_precache[atoi(CG_Argv(4))];
text_i = CG_SearchTextPrecache(str);
//ensure we found a match
if (text_i == -1)
{
Com_Printf("WARNING: CG_GameText given invalid text key :'%s'",str);
return;
}
cg.gameTextTime = cg.time;
cg.printTextY = 5 + SMALLCHAR_HEIGHT;
cg.gameTextCurrentLine = 0;
// count the number of lines for centering
cg.scrollTextLines = 1;
memset (cg.printText, 0, sizeof(cg.printText));
// Break into individual lines
i = 0;
len = 0;
s = precacheText[text_i].text;
holds = s;
playingTime = cgi_S_GetSampleLength(sound);
totalLength = strlen(s);
if (totalLength == 0)
{
totalLength = 1;
}
cg.gameLetterTime = playingTime / totalLength;
//We start at column 75 according to DrawGameText
x = GAMETEXT_X_START;
w = GAMETEXT_X_END - GAMETEXT_X_START;
numChars = floor(w/SMALLCHAR_WIDTH);
while( *s )
{
len++;
if (*s == '\n')
{//Being told explicitly to start a new line
Q_strncpyz( cg.printText[i], holds, len);
i++;
len = 0;
holds = s;
holds++;
cg.scrollTextLines++;
}
else if ( len == numChars )
{//Reached max length of this line
//step back until we find a space
while( len && *s != ' ' )
{
s--;
len--;
}
//break the line here
Q_strncpyz( cg.printText[i], holds, len);
i++;
len = 0;
holds = s;
holds++;
cg.scrollTextLines++;
}
s++;
}
len++; // So the NULL will be properly placed at the end of the string of Q_strncpyz
Q_strncpyz( cg.printText[i], holds, len); // To get the last line
//NOTE: This might be able to use the VoiceVolume or TID_VOICE info from the cg.gameTextEntNum
// to decide when to drop the text...
max = MAX_NUM_GAMELINES;
if (max >cg.scrollTextLines)
{
max = cg.scrollTextLines;
}
holdCnt = 0;
for (i=0;i<max;++i)
{
holdCnt += strlen(cg.printText[i]);
}
cg.gameNextTextTime = cg.time + (holdCnt * cg.gameLetterTime);
cg.scrollTextTime = 0; // No scrolling during captions
*/
}
void CG_DrawGameText(void)
{
if ( !cg.gameTextTime )
{
return;
}
CG_Printf("CG_DrawGameText() being called. Tell Ste\n");
/*
char *start;
int l;
int i,max;
int x, y;
char linebuffer[1024], string[1024];
int holdCnt;
vec4_t color;
// Advance to next line (if there are any) and calculate time to show
if ( cg.gameNextTextTime < cg.time )
{
cg.gameTextCurrentLine += MAX_NUM_GAMELINES;
if (cg.gameTextCurrentLine >= cg.scrollTextLines)
{
cg.gameTextTime = 0;
return;
}
else
{
max = MAX_NUM_GAMELINES;
if ((cg.scrollTextLines - cg.gameTextCurrentLine) < max)
{
max = cg.scrollTextLines - cg.gameTextCurrentLine;
}
// Loop through next lines to calc how long to show 'em
holdCnt = 0;
for (i=cg.gameTextCurrentLine;i<(cg.gameTextCurrentLine + max);++i)
{
holdCnt += strlen(cg.printText[i]);
}
cg.gameNextTextTime = cg.time + (holdCnt * cg.gameLetterTime);
}
}
// Give a color if one wasn't given
if((textcolor_caption[0] == 0) && (textcolor_caption[1] == 0) &&
(textcolor_caption[2] == 0) && (textcolor_caption[3] == 0))
{
Vector4Copy( colorTable[CT_WHITE], textcolor_caption );
}
color[0] = colorTable[CT_BLACK][0];
color[1] = colorTable[CT_BLACK][1];
color[2] = colorTable[CT_BLACK][2];
color[3] = 0.350f;
// Set Y of the first line
y = cg.printTextY;
x = GAMETEXT_X_START;
// Background
cgi_R_SetColor(color); // Background, CLAMP TO 4 LINES
CG_DrawPic( x - 4, y - SMALLCHAR_HEIGHT - 2, (70 * SMALLCHAR_WIDTH),(( ((cg.scrollTextLines>MAX_NUM_GAMELINES)?MAX_NUM_GAMELINES:cg.scrollTextLines) + 1) * SMALLCHAR_HEIGHT) + 4, cgs.media.ammoslider );
sprintf(string, "%s:", speakerTable[cg.gameTextSpeaker].stringID);
CG_DrawStringExt( x, y - SMALLCHAR_HEIGHT, string, colorTable[CT_LTPURPLE1], qfalse, qtrue, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT );
for (i= cg.gameTextCurrentLine;i< cg.gameTextCurrentLine + MAX_NUM_GAMELINES;++i)
{
start = cg.printText[i];
while ( 1 )
{
for ( l = 0; l < 80; l++ )
{
if ( !start[l] || start[l] == '\n' )
{
break;
}
linebuffer[l] = start[l];
}
linebuffer[l] = 0;
CG_DrawStringExt( x, y, linebuffer, textcolor_caption, qfalse, qtrue,
SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT );
y += SMALLCHAR_HEIGHT;
while ( *start && ( *start != '\n' ) )
{
start++;
}
if ( !*start )
{
break;
}
start++;
}
}
cgi_R_SetColor( NULL );
*/
}
// display text in a supplied box, start at top left and going down by however many pixels I feel like internally,
// return value is NULL if all fitted, else char * of next char to continue from that didn't fit.
//
// (coords are in the usual 640x480 virtual space)...
//
// ( if you get the same char * returned as what you passed in, then none of it fitted at all (box too small) )
//
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color)
{
cgi_R_SetColor( v4Color );
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// Setup a reasonable vertical spacing (taiwanese & japanese need 1.5 fontheight, so use that for all)...
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//
const int iFontHeight = cgi_R_Font_HeightPixels(iFontHandle, fScale);
const int iFontHeightAdvance = (int) (1.5f * (float) iFontHeight);
int iYpos = iBoxY; // start print pos
// findmeste // test stuff, remove later
// psText = "<22>ɨ<EFBFBD><C9A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>դh<D5A4>w<EFBFBD>g<EFBFBD>w<EFBFBD><77><EFBFBD>F<EFBFBD>A<EFBFBD>ڤ]<5D><><EFBFBD>Ҧ<EFBFBD><D2A6>o<EFBFBD>{<7B><><EFBFBD>i<EFBFBD><69><EFBFBD>u<EFBFBD>ө<EFBFBD><D3A9>v<EFBFBD>C<EFBFBD>ܤ<EFBFBD><DCA4><EFBFBD><EFBFBD>a<EFBFBD>A<EFBFBD><41><EFBFBD>hĵ<68><C4B5><EFBFBD><EFBFBD><EFBFBD>ǥ<EFBFBD>è<EFBFBD>o<EFBFBD>{<7B>F<EFBFBD>@<40>Ǫ<EFBFBD><C7AA>p<EFBFBD>A<EFBFBD>dzƦb<C6A6><62><EFBFBD><EFBFBD><EFBFBD>e<EFBFBD><65><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>E<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>C<EFBFBD>L<EFBFBD><4C><EFBFBD>˦<EFBFBD><CBA6>~<7E><><EFBFBD>ϸ`<60>A<EFBFBD><41><EFBFBD>L<EFBFBD>F<EFBFBD>h<EFBFBD>h<EFBFBD><68><EFBFBD>ơC<C6A1>{<7B>b<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD>A<EFBFBD>åB<C3A5>¯٭n<D9AD><6E><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>r<EFBFBD>C<EFBFBD>ھڳ̷psCurrentTextReadPos<6F><73><EFBFBD><EFBFBD><EFBFBD>i<EFBFBD>A<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>ΥL<CEA5><4C><EFBFBD>ҦФw<D0A4>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڤF<DAA4><46><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>ڨ<EFBFBD><DAA8>R<EFBFBD>Ӱl<D3B0><6C><EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>αϥX<CFA5>Ҧ<EFBFBD><D2A6>H<EFBFBD><48><EFBFBD>C<EFBFBD>o<EFBFBD>ä<EFBFBD><C3A4>e<EFBFBD><65><EFBFBD>C";
// this could probably be simplified now, but it was converted from something else I didn't originally write,
// and it works anyway so wtf...
//
const char *psCurrentTextReadPos = psText;
const char *psReadPosAtLineStart = psCurrentTextReadPos;
const char *psBestLineBreakSrcPos = psCurrentTextReadPos;
const char *psLastGood_s; // needed if we get a full screen of chars with no punctuation or space (see usage notes)
while( *psCurrentTextReadPos && (iYpos + iFontHeight < (iBoxY + iBoxHeight)) )
{
char sLineForDisplay[2048]; // ott
// construct a line...
//
psCurrentTextReadPos = psReadPosAtLineStart;
sLineForDisplay[0] = '\0';
while ( *psCurrentTextReadPos )
{
psLastGood_s = psCurrentTextReadPos;
// read letter...
//
qboolean bIsTrailingPunctuation;
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&psCurrentTextReadPos, &bIsTrailingPunctuation);
// concat onto string so far...
//
if (uiLetter > 255)
{
Q_strcat(sLineForDisplay, sizeof(sLineForDisplay),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
}
else
{
Q_strcat(sLineForDisplay, sizeof(sLineForDisplay),va("%c",uiLetter & 0xFF));
}
// record last-good linebreak pos... (ie if we've just concat'd a punctuation point (western or asian) or space)
//
if (bIsTrailingPunctuation || uiLetter == ' ')
{
psBestLineBreakSrcPos = psCurrentTextReadPos;
}
if (uiLetter == '\n')
{
// explicit new line...
//
sLineForDisplay[ strlen(sLineForDisplay)-1 ] = '\0'; // kill the CR
psReadPosAtLineStart = psCurrentTextReadPos;
break; // print this line
}
else
if ( cgi_R_Font_StrLenPixels(sLineForDisplay, iFontHandle, fScale) >= (iBoxWidth - 16) )
{
// reached screen edge, so cap off string at bytepos after last good position...
//
if (psBestLineBreakSrcPos == psReadPosAtLineStart)
{
// aarrrggh!!!!! we'll only get here is someone has fed in a (probably) garbage string,
// since it doesn't have a single space or punctuation mark right the way across one line
// of the screen. So far, this has only happened in testing when I hardwired a taiwanese
// string into this function while the game was running in english (which should NEVER happen
// normally). On the other hand I suppose it'psCurrentTextReadPos entirely possible that some taiwanese string
// might have no punctuation at all, so...
//
psBestLineBreakSrcPos = psLastGood_s; // force a break after last good letter
}
sLineForDisplay[ psBestLineBreakSrcPos - psReadPosAtLineStart ] = '\0';
psReadPosAtLineStart = psCurrentTextReadPos = psBestLineBreakSrcPos;
break; // print this line
}
}
// ... and print it...
//
// int iWidth = cgi_R_Font_StrLenPixels( sLineForDisplay, iFontHandle, iFontScale );
// if (iWidth)
// {
// int x = BoxX; // ignore this for now -----> (SCREEN_WIDTH-iWidth) / 2;
cgi_R_Font_DrawString(iBoxX, iYpos, sLineForDisplay, v4Color, iFontHandle, -1, fScale);
iYpos += iFontHeightAdvance;
// }
// and echo to console in dev mode...
//
if ( cg_developer.integer )
{
Com_Printf( "%psCurrentTextReadPos\n", sLineForDisplay );
}
}
return psReadPosAtLineStart;
}
/*
===============================================================================
CAPTION TEXT
===============================================================================
*/
void CG_CaptionTextStop(void)
{
cg.captionTextTime = 0;
}
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// try and get the correct StripEd text (with retry) for a given reference...
//
// returns 0 if failed, else strlen...
//
static int cg_SP_GetStringTextStringWithRetry( LPCSTR psReference, char *psDest, int iSizeofDest)
{
int iReturn;
2013-04-04 18:02:27 +00:00
if (psReference[0] == '#')
{
// then we know the striped package name is already built in, so do NOT try prepending anything else...
//
return cgi_SP_GetStringTextString( va("%s",psReference+1), psDest, iSizeofDest );
}
2013-04-04 18:01:17 +00:00
for (int i=0; i<STRIPED_LEVELNAME_VARIATIONS; i++)
{
if (cgs.stripLevelName[i][0]) // entry present?
{
iReturn = cgi_SP_GetStringTextString( va("%s_%s",cgs.stripLevelName[i],psReference), psDest, iSizeofDest );
if (iReturn)
{
return iReturn;
}
}
}
return 0;
}
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// slightly confusingly, the char arg for this function is an audio filename of the form "path/path/filename",
// the "filename" part of which should be the same as the StripEd reference we're looking for in the current
// level's string package...
//
void CG_CaptionText( const char *str, int sound, int y )
{
const char *s, *holds;
int i;
int holdTime;
char text[8192]={0};
const float fFontScale = cgi_Language_IsAsian() ? 0.8f : 1.0f;
holds = strrchr(str,'/');
if (!holds)
{
#ifndef FINAL_BUILD
Com_Printf("WARNING: CG_CaptionText given audio filename with no '/':'%s'\n",str);
#endif
return;
}
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i = cg_SP_GetStringTextStringWithRetry( holds+1, text, sizeof(text) );
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//ensure we found a match
if (!i)
{
#ifndef FINAL_BUILD
Com_Printf("WARNING: CG_CaptionText given invalid text key :'%s'\n",str);
#endif
return;
}
2013-04-04 18:01:17 +00:00
const int fontHeight = (int) ((cgi_Language_IsAsian() ? 1.4f : 1.0f) * (float) cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, fFontScale)); // taiwanese & japanese need 1.5 fontheight spacing
2013-04-04 14:52:42 +00:00
cg.captionTextTime = cg.time;
if (in_camera) {
cg.captionTextY = SCREEN_HEIGHT - (client_camera.bar_height_dest/2); // ths is now a centre'd Y, not a start Y
} else { //get above the hud
cg.captionTextY = (int) (0.75f * ((float)SCREEN_HEIGHT - (float)fontHeight * 1.5f));
}
cg.captionTextCurrentLine = 0;
// count the number of lines for centering
cg.scrollTextLines = 1;
memset (cg.captionText, 0, sizeof(cg.captionText));
// Break into individual lines
i = 0; // this could be completely removed and replace by "cg.scrollTextLines-1", but wtf?
// findmeste // test stuff, remove later
s=(const char*)&text;
// tai...
// s="<22>ɨ<EFBFBD><C9A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>դh<D5A4>w<EFBFBD>g<EFBFBD>w<EFBFBD><77><EFBFBD>F<EFBFBD>A<EFBFBD>ڤ]<5D><><EFBFBD>Ҧ<EFBFBD><D2A6>o<EFBFBD>{<7B><><EFBFBD>i<EFBFBD><69><EFBFBD>u<EFBFBD>ө<EFBFBD><D3A9>v<EFBFBD>C<EFBFBD>ܤ<EFBFBD><DCA4><EFBFBD><EFBFBD>a<EFBFBD>A<EFBFBD><41><EFBFBD>hĵ<68><C4B5><EFBFBD><EFBFBD><EFBFBD>ǥ<EFBFBD>è<EFBFBD>o<EFBFBD>{<7B>F<EFBFBD>@<40>Ǫ<EFBFBD><C7AA>p<EFBFBD>A<EFBFBD>dzƦb<C6A6><62><EFBFBD><EFBFBD><EFBFBD>e<EFBFBD><65><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>E<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>C<EFBFBD>L<EFBFBD><4C><EFBFBD>˦<EFBFBD><CBA6>~<7E><><EFBFBD>ϸ`<60>A<EFBFBD><41><EFBFBD>L<EFBFBD>F<EFBFBD>h<EFBFBD>h<EFBFBD><68><EFBFBD>ơC<C6A1>{<7B>b<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>H<EFBFBD><48><EFBFBD>A<EFBFBD>åB<C3A5>¯٭n<D9AD><6E><EFBFBD><EFBFBD><EFBFBD>f<EFBFBD>r<EFBFBD>C<EFBFBD>ھڳ̷s<CCB7><73><EFBFBD><EFBFBD><EFBFBD>i<EFBFBD>A<EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>ΥL<CEA5><4C><EFBFBD>ҦФw<D0A4>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڤF<DAA4><46><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>ڨ<EFBFBD><DAA8>R<EFBFBD>Ӱl<D3B0><6C><EFBFBD>ǧJ<C7A7><4A><EFBFBD>o<EFBFBD>H<EFBFBD>αϥX<CFA5>Ҧ<EFBFBD><D2A6>H<EFBFBD><48><EFBFBD>C<EFBFBD>o<EFBFBD>ä<EFBFBD><C3A4>e<EFBFBD><65><EFBFBD>C";
// kor...
// s="Wp:<3A><>Ÿ<EFBFBD><C5B8><EFBFBD>̴<EFBFBD> <20>ָ<EFBFBD>. <20>׵<EFBFBD><D7B5><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD><D1B4><EFBFBD> <20>װ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰڴ<CFB0>.<2E><>Ÿ<EFBFBD><C5B8><EFBFBD>̴<EFBFBD> <20>ָ<EFBFBD>. <20>׵<EFBFBD><D7B5><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD><D1B4><EFBFBD> <20>װ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰڴ<CFB0>.";
holds = s;
int iPlayingTimeMS = cgi_S_GetSampleLength(sound);
int iLengthInChars = strlen(s);//cgi_R_Font_StrLenChars(s); // strlen is also good for MBCS in this instance, since it's for timing
if (iLengthInChars == 0)
{
iLengthInChars = 1;
}
cg.captionLetterTime = iPlayingTimeMS / iLengthInChars;
const char *psBestLineBreakSrcPos = s;
const char *psLastGood_s; // needed if we get a full screen of chars with no punctuation or space (see usage notes)
while( *s )
{
psLastGood_s = s;
// read letter...
//
qboolean bIsTrailingPunctuation;
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&s, &bIsTrailingPunctuation);
// concat onto string so far...
//
if (uiLetter > 255)
{
Q_strcat(cg.captionText[i],sizeof(cg.captionText[i]),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
}
else
{
Q_strcat(cg.captionText[i],sizeof(cg.captionText[i]),va("%c",uiLetter & 0xFF));
}
// record last-good linebreak pos... (ie if we've just concat'd a punctuation point (western or asian) or space)
//
if (bIsTrailingPunctuation || uiLetter == ' ')
{
psBestLineBreakSrcPos = s;
}
if (uiLetter == '\n')
{
// explicit new line...
//
cg.captionText[i][ strlen(cg.captionText[i])-1 ] = '\0'; // kill the CR
i++;
holds = s;
cg.scrollTextLines++;
}
else
if ( cgi_R_Font_StrLenPixels(cg.captionText[i], cgs.media.qhFontMedium, fFontScale) >= SCREEN_WIDTH - 16)
{
// reached screen edge, so cap off string at bytepos after last good position...
//
if (psBestLineBreakSrcPos == holds)
{
// aarrrggh!!!!! we'll only get here is someone has fed in a (probably) garbage string,
// since it doesn't have a single space or punctuation mark right the way across one line
// of the screen. So far, this has only happened in testing when I hardwired a taiwanese
// string into this function while the game was running in english (which should NEVER happen
// normally). On the other hand I suppose it's entirely possible that some taiwanese string
// might have no punctuation at all, so...
//
psBestLineBreakSrcPos = psLastGood_s; // force a break after last good letter
}
cg.captionText[i][ psBestLineBreakSrcPos - holds ] = '\0';
holds = s = psBestLineBreakSrcPos;
i++;
cg.scrollTextLines++;
}
}
// calc the length of time to hold each 2 lines of text on the screen.... presumably this works?
//
holdTime = strlen(cg.captionText[0]);
if (cg.scrollTextLines > 1)
{
holdTime += strlen(cg.captionText[1]); // strlen is also good for MBCS in this instance, since it's for timing
}
cg.captionNextTextTime = cg.time + (holdTime * cg.captionLetterTime);
cg.scrollTextTime = 0; // No scrolling during captions
//Echo to console in dev mode
if ( cg_developer.integer )
{
Com_Printf( "%s\n", cg.captionText[0] ); // ste: was [i], but surely sentence 0 is more useful than last?
}
}
void CG_DrawCaptionText(void)
{
int i;
int x, y, w;
int holdTime;
if ( !cg.captionTextTime )
{
return;
}
const float fFontScale = cgi_Language_IsAsian() ? 0.8f : 1.0f;
if (cg_skippingcin.value != 0.0f)
{
cg.captionTextTime = 0;
return;
}
if ( cg.captionNextTextTime < cg.time )
{
cg.captionTextCurrentLine += 2;
if (cg.captionTextCurrentLine >= cg.scrollTextLines)
{
cg.captionTextTime = 0;
return;
}
else
{
holdTime = strlen(cg.captionText[cg.captionTextCurrentLine]);
if (cg.scrollTextLines >= cg.captionTextCurrentLine)
{
// ( strlen is also good for MBCS in this instance, since it's for timing -ste)
//
holdTime += strlen(cg.captionText[cg.captionTextCurrentLine + 1]);
}
cg.captionNextTextTime = cg.time + (holdTime * cg.captionLetterTime);//50);
}
}
// Give a color if one wasn't given
if((textcolor_caption[0] == 0) && (textcolor_caption[1] == 0) &&
(textcolor_caption[2] == 0) && (textcolor_caption[3] == 0))
{
Vector4Copy( colorTable[CT_WHITE], textcolor_caption );
}
cgi_R_SetColor(textcolor_caption);
// Set Y of the first line (varies if only printing one line of text)
// (this all works, please don't mess with it)
const int fontHeight = (int) ((cgi_Language_IsAsian() ? 1.4f : 1.0f) * (float) cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, fFontScale));
const bool bPrinting2Lines = !!(cg.captionText[ cg.captionTextCurrentLine+1 ][0]);
y = cg.captionTextY - ( (float)fontHeight * (bPrinting2Lines ? 1 : 0.5f)); // captionTextY was a centered Y pos, not a top one
y -= cgi_Language_IsAsian() ? 0 : 4;
for (i= cg.captionTextCurrentLine;i< cg.captionTextCurrentLine + 2;++i)
{
w = cgi_R_Font_StrLenPixels(cg.captionText[i], cgs.media.qhFontMedium, fFontScale);
if (w)
{
x = (SCREEN_WIDTH-w) / 2;
cgi_R_Font_DrawString(x, y, cg.captionText[i], textcolor_caption, cgs.media.qhFontMedium, -1, fFontScale);
y += fontHeight;
}
}
cgi_R_SetColor( NULL );
}
/*
===============================================================================
SCROLL TEXT
===============================================================================
CG_ScrollText - split text up into seperate lines
'str' arg is StripEd string reference, eg "CREDITS_RAVEN"
*/
int giScrollTextPixelWidth = SCREEN_WIDTH;
void CG_ScrollText( const char *str, int iPixelWidth )
{
const char *s,*holds;
int i;//, len;//, numChars;
giScrollTextPixelWidth = iPixelWidth;
// first, ask the strlen of the final string...
//
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i = cgi_SP_GetStringTextString( str, NULL, 0 );
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//ensure we found a match
if (!i)
{
#ifndef FINAL_BUILD
Com_Printf("WARNING: CG_ScrollText given invalid text key :'%s'\n",str);
#endif
return;
}
//
// malloc space to hold it...
//
char *psText = (char *) cgi_Z_Malloc( i+1, TAG_STRING );
//
// now get the string...
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//
i = cgi_SP_GetStringTextString( str, psText, i+1 );
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//ensure we found a match
if (!i)
{
assert(0); // should never get here now, but wtf?
cgi_Z_Free(psText);
#ifndef FINAL_BUILD
Com_Printf("WARNING: CG_ScrollText given invalid text key :'%s'\n",str);
#endif
return;
}
cg.scrollTextTime = cg.time;
cg.printTextY = SCREEN_HEIGHT;
cg.scrollTextLines = 1;
s = psText;
i = 0;
holds = s;
const char *psBestLineBreakSrcPos = s;
const char *psLastGood_s; // needed if we get a full screen of chars with no punctuation or space (see usage notes)
while( *s )
{
psLastGood_s = s;
// read letter...
//
qboolean bIsTrailingPunctuation;
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&s, &bIsTrailingPunctuation);
// concat onto string so far...
//
if (uiLetter > 255)
{
Q_strcat(cg.printText[i],sizeof(cg.printText[i]),va("%c%c",uiLetter >> 8, uiLetter & 0xFF));
}
else
{
Q_strcat(cg.printText[i],sizeof(cg.printText[i]),va("%c",uiLetter & 0xFF));
}
// record last-good linebreak pos... (ie if we've just concat'd a punctuation point (western or asian) or space)
//
if (bIsTrailingPunctuation || uiLetter == ' ')
{
psBestLineBreakSrcPos = s;
}
if (uiLetter == '\n')
{
// explicit new line...
//
cg.printText[i][ strlen(cg.printText[i])-1 ] = '\0'; // kill the CR
i++;
holds = s;
cg.scrollTextLines++;
}
else
if ( cgi_R_Font_StrLenPixels(cg.printText[i], cgs.media.qhFontMedium, 1.0f) >= iPixelWidth)
{
// reached screen edge, so cap off string at bytepos after last good position...
//
if (psBestLineBreakSrcPos == holds)
{
// aarrrggh!!!!! we'll only get here is someone has fed in a (probably) garbage string,
// since it doesn't have a single space or punctuation mark right the way across one line
// of the screen. So far, this has only happened in testing when I hardwired a taiwanese
// string into this function while the game was running in english (which should NEVER happen
// normally). On the other hand I suppose it's entirely possible that some taiwanese string
// might have no punctuation at all, so...
//
psBestLineBreakSrcPos = psLastGood_s; // force a break after last good letter
}
cg.printText[i][ psBestLineBreakSrcPos - holds ] = '\0';
holds = s = psBestLineBreakSrcPos;
i++;
cg.scrollTextLines++;
}
}
cg.captionTextTime = 0; // No captions during scrolling
cgi_Z_Free(psText);
}
// draws using [textcolor_scroll]...
//
#define SCROLL_LPM (1/50.0) // 1 line per 50 ms
void CG_DrawScrollText(void)
{
char *start;
int i;
int x,y;
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const int fontHeight = (int) (1.5f * (float) cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f)); // taiwanese & japanese need 1.5 fontheight spacing
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if ( !cg.scrollTextTime )
{
return;
}
cgi_R_SetColor( textcolor_scroll );
y = cg.printTextY - (cg.time - cg.scrollTextTime) * SCROLL_LPM;
// cgi_R_Font_DrawString(320, 200, va("Scrolltext printing @ %d",y), colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.0f);
// See if text has finished scrolling off screen
if ((y + cg.scrollTextLines * fontHeight) < 1)
{
cg.scrollTextTime = 0;
return;
}
for (i=0;i<cg.scrollTextLines;++i)
{
// Is this line off top of screen?
if ((y + ((i +1) * fontHeight)) < 1)
{
y += fontHeight;
continue;
}
// or past bottom of screen?
else if (y > SCREEN_HEIGHT)
{
break;
}
start = cg.printText[i];
// w = cgi_R_Font_StrLenPixels(cg.printText[i], cgs.media.qhFontMedium, 1.0f);
// if (w)
{
x = (SCREEN_WIDTH - giScrollTextPixelWidth) / 2;
cgi_R_Font_DrawString(x,y, cg.printText[i], textcolor_scroll, cgs.media.qhFontMedium, -1, 1.0f);
y += fontHeight;
}
}
cgi_R_SetColor( NULL );
}
/*
===============================================================================
CENTER PRINTING
===============================================================================
*/
/*
==============
CG_CenterPrint
Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void CG_CenterPrint( const char *str, int y) {
char *s;
// Find text to match the str given
if (*str == '@')
{
int i;
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i = cgi_SP_GetStringTextString( str+1, cg.centerPrint, sizeof(cg.centerPrint) );
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if (!i)
{
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Com_Printf (S_COLOR_RED"CG_CenterPrint: cannot find reference '%s' in StringPackage!\n",str);
Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) );
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}
}
else
{
Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) );
}
cg.centerPrintTime = cg.time;
cg.centerPrintY = y;
// count the number of lines for centering
cg.centerPrintLines = 1;
s = cg.centerPrint;
while( *s ) {
if (*s == '\n')
cg.centerPrintLines++;
s++;
}
}
/*
===================
CG_DrawCenterString
===================
*/
void CG_DrawCenterString( void )
{
char *start;
int l;
int x, y, w;
float *color;
if ( !cg.centerPrintTime ) {
return;
}
color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value );
if ( !color ) {
return;
}
if((textcolor_center[0] == 0) && (textcolor_center[1] == 0) &&
(textcolor_center[2] == 0) && (textcolor_center[3] == 0))
{
Vector4Copy( colorTable[CT_WHITE], textcolor_center );
}
start = cg.centerPrint;
const int fontHeight = cgi_R_Font_HeightPixels(cgs.media.qhFontMedium, 1.0f);
y = cg.centerPrintY - (cg.centerPrintLines * fontHeight) / 2;
while ( 1 ) {
char linebuffer[1024];
// this is kind of unpleasant when dealing with MBCS, but...
//
const char *psString = start;
int iOutIndex = 0;
for ( l = 0; l < 40; l++ ) {
unsigned int uiLetter = cgi_AnyLanguage_ReadCharFromString(&psString);
if (!uiLetter || uiLetter == '\n'){
break;
}
if (uiLetter > 255)
{
linebuffer[iOutIndex++] = uiLetter >> 8;
linebuffer[iOutIndex++] = uiLetter & 0xFF;
}
else
{
linebuffer[iOutIndex++] = uiLetter & 0xFF;
}
}
linebuffer[iOutIndex++] = '\0';
w = cgi_R_Font_StrLenPixels(linebuffer, cgs.media.qhFontMedium, 1.0f);
x = ( SCREEN_WIDTH - w ) / 2;
cgi_R_Font_DrawString(x,y,linebuffer, textcolor_center, cgs.media.qhFontMedium, -1, 1.0f);
y += fontHeight;
while ( *start && ( *start != '\n' ) ) {
start++;
}
if ( !*start ) {
break;
}
start++;
}
}