mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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255 lines
6.2 KiB
C#
255 lines
6.2 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Text;
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using System.IO;
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using System.Drawing;
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using SlimDX;
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using Configuration = CodeImp.DoomBuilder.IO.Configuration;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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internal class TextFont : IDisposable
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{
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#region ================== Structures
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// This structure defines character properties
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private struct FontCharacter
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{
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// Variables
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public float width;
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public float height;
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public float u1;
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public float v1;
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public float u2;
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public float v2;
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}
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#endregion
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#region ================== Constants
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// Font resource name
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private const string FONT_RESOURCE = "Font.cfg";
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// Spacing adjustments
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private const float ADJUST_SPACING = -0.08f;
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#endregion
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#region ================== Variables
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// Characters
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private FontCharacter[] characters;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal TextFont()
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{
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Configuration cfg;
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Stream fontdata;
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StreamReader fontreader;
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string[] resnames;
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// Initialize
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characters = new FontCharacter[256];
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// Make chars configuration
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cfg = new Configuration();
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// Find a resource named Font.cfg
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resnames = General.ThisAssembly.GetManifestResourceNames();
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foreach(string rn in resnames)
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{
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// Found it?
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if(rn.EndsWith(FONT_RESOURCE, StringComparison.InvariantCultureIgnoreCase))
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{
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// Get a stream from the resource
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fontdata = General.ThisAssembly.GetManifestResourceStream(rn);
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fontreader = new StreamReader(fontdata, Encoding.ASCII);
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// Load configuration from stream
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cfg.InputConfiguration(fontreader.ReadToEnd());
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// Done
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fontreader.Dispose();
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fontdata.Dispose();
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break;
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}
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}
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// Get the charset from configuration
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IDictionary cfgchars = cfg.ReadSetting("chars", new Hashtable());
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// Go for all defined chars
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foreach(DictionaryEntry item in cfgchars)
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{
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// Get the character Hashtable
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IDictionary chr = (IDictionary)item.Value;
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int i = Convert.ToInt32(item.Key);
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// This is ancient code of mine.
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// The charater sizes were based on 800x600 resolution.
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characters[i].width = (float)(int)chr["width"] / 40f;
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characters[i].height = (float)(int)chr["height"] / 30f;
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characters[i].u1 = (float)chr["u1"];
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characters[i].v1 = (float)chr["v1"];
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characters[i].u2 = (float)chr["u2"];
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characters[i].v2 = (float)chr["v2"];
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}
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This sets up vertices for a specific character
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// also advances vertsoffset and textx
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public void SetupVertices(DataStream stream, byte c, float scale, int color,
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ref float textx, float texty, float textheight, float offsetv)
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{
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FlatVertex vert = new FlatVertex();
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FontCharacter cinfo;
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float cwidth;
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// Get the character information
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cinfo = characters[c];
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cwidth = cinfo.width * scale;
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// Create lefttop vertex
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vert.c = color;
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vert.u = cinfo.u1;
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vert.v = cinfo.v1 * 0.5f + offsetv;
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vert.x = textx;
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vert.y = texty;
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stream.Write<FlatVertex>(vert);
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// Create leftbottom vertex
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vert.c = color;
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vert.u = cinfo.u1;
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vert.v = cinfo.v2 * 0.5f + offsetv;
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vert.x = textx;
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vert.y = texty + textheight;
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stream.Write<FlatVertex>(vert);
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// Create righttop vertex
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vert.c = color;
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vert.u = cinfo.u2;
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vert.v = cinfo.v1 * 0.5f + offsetv;
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vert.x = textx + cwidth;
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vert.y = texty;
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stream.Write<FlatVertex>(vert);
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// Create leftbottom vertex
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vert.c = color;
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vert.u = cinfo.u1;
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vert.v = cinfo.v2 * 0.5f + offsetv;
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vert.x = textx;
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vert.y = texty + textheight;
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stream.Write<FlatVertex>(vert);
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// Create righttop vertex
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vert.c = color;
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vert.u = cinfo.u2;
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vert.v = cinfo.v1 * 0.5f + offsetv;
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vert.x = textx + cwidth;
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vert.y = texty;
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stream.Write<FlatVertex>(vert);
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// Create rightbottom vertex
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vert.c = color;
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vert.u = cinfo.u2;
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vert.v = cinfo.v2 * 0.5f + offsetv;
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vert.x = textx + cwidth;
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vert.y = texty + textheight;
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stream.Write<FlatVertex>(vert);
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textx += (cwidth + (ADJUST_SPACING * scale));
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}
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// This checks if the given character exists in the charset
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public bool Contains(char c)
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{
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// Convert character to ASCII
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byte[] keybyte = Encoding.ASCII.GetBytes(c.ToString());
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return Contains(keybyte[0]);
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}
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// This checks if the given character exists in the charset
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public bool Contains(byte b)
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{
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// Check if the character has been set
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return ((characters[b].width > 0.000000001f) ||
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(characters[b].height > 0.000000001f));
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}
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// This calculates the size of a text string at a given scale
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public SizeF GetTextSize(string text, float scale)
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{
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// Size items
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float sizex = 0, sizey = 0;
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// Get the ASCII bytes for the text
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byte[] btext = Encoding.ASCII.GetBytes(text);
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// Go for all chars in text to calculate final text size
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foreach(byte b in btext)
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{
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// Add to the final size
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sizex += characters[b].width * scale;
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sizey = characters[b].height * scale;
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}
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// Return size
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return new SizeF(sizex, sizey);
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}
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#endregion
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}
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}
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