#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * 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. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using System.Drawing; using System.ComponentModel; using CodeImp.DoomBuilder.Map; using SlimDX.Direct3D9; using SlimDX; using CodeImp.DoomBuilder.Geometry; using System.Drawing.Imaging; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Editing; using Configuration = CodeImp.DoomBuilder.IO.Configuration; #endregion namespace CodeImp.DoomBuilder.Rendering { internal class TextFont : IDisposable { #region ================== Structures // This structure defines character properties private struct FontCharacter { // Variables public float width; public float height; public float u1; public float v1; public float u2; public float v2; } #endregion #region ================== Constants // Font resource name private const string FONT_RESOURCE = "Font.cfg"; // Spacing adjustments private const float ADJUST_SPACING = -0.08f; #endregion #region ================== Variables // Characters private FontCharacter[] characters; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public bool IsDisposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor internal TextFont() { Configuration cfg; Stream fontdata; StreamReader fontreader; string[] resnames; // Initialize characters = new FontCharacter[256]; // Make chars configuration cfg = new Configuration(); // Find a resource named Font.cfg resnames = General.ThisAssembly.GetManifestResourceNames(); foreach(string rn in resnames) { // Found it? if(rn.EndsWith(FONT_RESOURCE, StringComparison.InvariantCultureIgnoreCase)) { // Get a stream from the resource fontdata = General.ThisAssembly.GetManifestResourceStream(rn); fontreader = new StreamReader(fontdata, Encoding.ASCII); // Load configuration from stream cfg.InputConfiguration(fontreader.ReadToEnd()); // Done fontreader.Dispose(); fontdata.Dispose(); break; } } // Get the charset from configuration IDictionary cfgchars = cfg.ReadSetting("chars", new Hashtable()); // Go for all defined chars foreach(DictionaryEntry item in cfgchars) { // Get the character Hashtable IDictionary chr = (IDictionary)item.Value; int i = Convert.ToInt32(item.Key); // This is ancient code of mine. // The charater sizes were based on 800x600 resolution. characters[i].width = (float)(int)chr["width"] / 40f; characters[i].height = (float)(int)chr["height"] / 30f; characters[i].u1 = (float)chr["u1"]; characters[i].v1 = (float)chr["v1"]; characters[i].u2 = (float)chr["u2"]; characters[i].v2 = (float)chr["v2"]; } // We have no destructor GC.SuppressFinalize(this); } // Diposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Done isdisposed = true; } } #endregion #region ================== Methods // This sets up vertices for a specific character // also advances vertsoffset and textx public void SetupVertices(DataStream stream, byte c, float scale, int color, ref float textx, float texty, float textheight, float offsetv) { FlatVertex vert = new FlatVertex(); FontCharacter cinfo; float cwidth; // Get the character information cinfo = characters[c]; cwidth = cinfo.width * scale; // Create lefttop vertex vert.c = color; vert.u = cinfo.u1; vert.v = cinfo.v1 * 0.5f + offsetv; vert.x = textx; vert.y = texty; vert.w = 1f; stream.Write(vert); // Create leftbottom vertex vert.c = color; vert.u = cinfo.u1; vert.v = cinfo.v2 * 0.5f + offsetv; vert.x = textx; vert.y = texty + textheight; vert.w = 1f; stream.Write(vert); // Create righttop vertex vert.c = color; vert.u = cinfo.u2; vert.v = cinfo.v1 * 0.5f + offsetv; vert.x = textx + cwidth; vert.y = texty; vert.w = 1f; stream.Write(vert); // Create leftbottom vertex vert.c = color; vert.u = cinfo.u1; vert.v = cinfo.v2 * 0.5f + offsetv; vert.x = textx; vert.y = texty + textheight; vert.w = 1f; stream.Write(vert); // Create righttop vertex vert.c = color; vert.u = cinfo.u2; vert.v = cinfo.v1 * 0.5f + offsetv; vert.x = textx + cwidth; vert.y = texty; vert.w = 1f; stream.Write(vert); // Create rightbottom vertex vert.c = color; vert.u = cinfo.u2; vert.v = cinfo.v2 * 0.5f + offsetv; vert.x = textx + cwidth; vert.y = texty + textheight; vert.w = 1f; stream.Write(vert); textx += (cwidth + (ADJUST_SPACING * scale)); } // This checks if the given character exists in the charset public bool Contains(char c) { // Convert character to ASCII byte[] keybyte = Encoding.ASCII.GetBytes(c.ToString()); return Contains(keybyte[0]); } // This checks if the given character exists in the charset public bool Contains(byte b) { // Check if the character has been set return ((characters[b].width > 0.000000001f) || (characters[b].height > 0.000000001f)); } // This calculates the size of a text string at a given scale public SizeF GetTextSize(string text, float scale) { // Size items float sizex = 0, sizey = 0; // Get the ASCII bytes for the text byte[] btext = Encoding.ASCII.GetBytes(text); // Go for all chars in text to calculate final text size foreach(byte b in btext) { // Add to the final size sizex += characters[b].width * scale; sizey = characters[b].height * scale; } // Return size return new SizeF(sizex, sizey); } #endregion } }