UltimateZoneBuilder/Source/Rendering/TextLabel.cs
codeimp 77720694a3 - added proper text rendering
- linedef lengths visible when dragging geometry
- included my ancient bitmap font creator
2008-05-13 14:24:35 +00:00

283 lines
8.5 KiB
C#

#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;
#endregion
namespace CodeImp.DoomBuilder.Rendering
{
public class TextLabel : IDisposable, ID3DResource
{
#region ================== Constants
#endregion
#region ================== Variables
// The text is stored as a polygon in a vertex buffer
private VertexBuffer textbuffer;
private int numfaces;
private int capacity;
// Text settings
private string text;
private RectangleF rect;
private bool transformcoords;
private PixelColor color;
private PixelColor backcolor;
private float scale;
private TextAlignmentX alignx;
private TextAlignmentY aligny;
private SizeF size;
// This keeps track if changes were made
private bool updateneeded;
private float lasttranslatex = float.MinValue;
private float lasttranslatey;
private float lastscalex;
private float lastscaley;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
// Properties
public RectangleF Rectangle { get { return rect; } set { rect = value; updateneeded = true; } }
public float Left { get { return rect.X; } set { rect.X = value; updateneeded = true; } }
public float Top { get { return rect.Y; } set { rect.Y = value; updateneeded = true; } }
public float Width { get { return rect.Width; } set { rect.Width = value; updateneeded = true; } }
public float Height { get { return rect.Height; } set { rect.Height = value; updateneeded = true; } }
public float Right { get { return rect.Right; } set { rect.Width = value - rect.X + 1f; updateneeded = true; } }
public float Bottom { get { return rect.Bottom; } set { rect.Height = value - rect.Y + 1f; updateneeded = true; } }
public string Text { get { return text; } set { if(text != value) { text = value; updateneeded = true; } } }
public bool TransformCoords { get { return transformcoords; } set { transformcoords = value; updateneeded = true; } }
public SizeF TextSize { get { return size; } }
public float Scale { get { return scale; } set { scale = value; updateneeded = true; } }
public TextAlignmentX AlignX { get { return alignx; } set { alignx = value; updateneeded = true; } }
public TextAlignmentY AlignY { get { return aligny; } set { aligny = value; updateneeded = true; } }
public PixelColor Color { get { return color; } set { color = value; updateneeded = true; } }
public PixelColor Backcolor { get { return backcolor; } set { backcolor = value; updateneeded = true; } }
internal VertexBuffer VertexBuffer { get { return textbuffer; } }
internal int NumFaces { get { return numfaces; } }
// Disposing
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public TextLabel(int capacity)
{
// Initialize
this.text = "";
this.rect = new RectangleF(0f, 0f, 1f, 1f);
this.color = new PixelColor(255, 255, 255, 255);
this.backcolor = new PixelColor(0, 0, 0, 0);
this.scale = 10f;
this.alignx = TextAlignmentX.Left;
this.aligny = TextAlignmentY.Top;
this.size = new SizeF(0f, 0f);
this.updateneeded = true;
this.numfaces = 0;
this.capacity = capacity;
// Register as resource
General.Map.Graphics.RegisterResource(this);
// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
UnloadResource();
// Unregister resource
General.Map.Graphics.UnregisterResource(this);
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This updates the text if needed
internal void Update(float translatex, float translatey, float scalex, float scaley)
{
FlatVertex[] verts;
RectangleF absview;
float beginx = 0;
float beginy = 0;
bool colorcode = false;
int characters = 0;
byte[] textbytes;
DataStream stream;
// Check if transformation changed and needs to be updated
if(transformcoords)
{
if((translatex != lasttranslatex) ||
(translatey != lasttranslatey) ||
(scalex != lastscalex) ||
(scaley != lastscaley)) updateneeded = true;
}
// Update if needed
if(updateneeded)
{
// Only build when there are any vertices
if(text.Length > 0)
{
// Do we have to make a new buffer?
if((textbuffer == null) || (text.Length > capacity))
{
// Dispose previous
if(textbuffer != null) textbuffer.Dispose();
// Determine new capacity
if(capacity < text.Length) capacity = text.Length;
// Create the buffer
textbuffer = new VertexBuffer(General.Map.Graphics.Device,
capacity * 12 * FlatVertex.Stride,
Usage.Dynamic | Usage.WriteOnly,
VertexFormat.None, Pool.Default);
}
// Transform?
if(transformcoords)
{
// Calculate absolute coordinates
Vector2D lt = new Vector2D(rect.Left, rect.Top);
Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
lt = lt.GetTransformed(translatex, translatey, scalex, scaley);
rb = rb.GetTransformed(translatex, translatey, scalex, scaley);
absview = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
}
else
{
// Fixed coordinates
absview = rect;
}
// Calculate text dimensions
size = General.Map.Graphics.Font.GetTextSize(text, scale);
// Align the text horizontally
switch(alignx)
{
case TextAlignmentX.Left: beginx = absview.X; break;
case TextAlignmentX.Center: beginx = absview.X + (absview.Width - size.Width) * 0.5f; break;
case TextAlignmentX.Right: beginx = absview.X + absview.Width - size.Width; break;
}
// Align the text vertically
switch(aligny)
{
case TextAlignmentY.Top: beginy = absview.Y; break;
case TextAlignmentY.Middle: beginy = absview.Y + (absview.Height - size.Height) * 0.5f; break;
case TextAlignmentY.Bottom: beginy = absview.Y + absview.Height - size.Height; break;
}
// Get the ASCII bytes for the text
textbytes = Encoding.ASCII.GetBytes(text);
// Lock the buffer
stream = textbuffer.Lock(0, capacity * 12 * FlatVertex.Stride,
LockFlags.Discard | LockFlags.NoSystemLock);
// Go for all chars in text to create the backgrounds
float textx = beginx;
foreach(byte b in textbytes)
General.Map.Graphics.Font.SetupVertices(stream, b, scale, backcolor.ToInt(),
ref textx, beginy, size.Height, 0.5f);
// Go for all chars in text to create the text
textx = beginx;
foreach(byte b in textbytes)
General.Map.Graphics.Font.SetupVertices(stream, b, scale, color.ToInt(),
ref textx, beginy, size.Height, 0.0f);
// Done filling the vertex buffer
textbuffer.Unlock();
stream.Dispose();
// Calculate number of triangles
numfaces = text.Length * 4;
}
else
{
// No faces in polygon
numfaces = 0;
size = new SizeF(0f, 0f);
}
// Text updated
updateneeded = false;
}
}
// This unloads the resources
public void UnloadResource()
{
// Clean up
if(textbuffer != null) textbuffer.Dispose();
textbuffer = null;
// Need to update before we can render
updateneeded = true;
}
// This (re)loads the resources
public void ReloadResource()
{
}
#endregion
}
}