mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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272 lines
8.2 KiB
C#
272 lines
8.2 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.Text;
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using System.Drawing;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Rendering
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{
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public class TextLabel : IDisposable, ID3DResource
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// The text is stored as a polygon in a vertex buffer
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private VertexBuffer textbuffer;
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private int numfaces;
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private int capacity;
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// Text settings
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private string text;
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private RectangleF rect;
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private bool transformcoords;
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private PixelColor color;
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private PixelColor backcolor;
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private float scale;
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private TextAlignmentX alignx;
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private TextAlignmentY aligny;
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private SizeF size;
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// This keeps track if changes were made
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private bool updateneeded;
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private float lasttranslatex = float.MinValue;
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private float lasttranslatey;
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private float lastscalex;
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private float lastscaley;
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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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// Properties
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public RectangleF Rectangle { get { return rect; } set { rect = value; updateneeded = true; } }
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public float Left { get { return rect.X; } set { rect.X = value; updateneeded = true; } }
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public float Top { get { return rect.Y; } set { rect.Y = value; updateneeded = true; } }
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public float Width { get { return rect.Width; } set { rect.Width = value; updateneeded = true; } }
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public float Height { get { return rect.Height; } set { rect.Height = value; updateneeded = true; } }
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public float Right { get { return rect.Right; } set { rect.Width = value - rect.X + 1f; updateneeded = true; } }
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public float Bottom { get { return rect.Bottom; } set { rect.Height = value - rect.Y + 1f; updateneeded = true; } }
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public string Text { get { return text; } set { if(text != value.ToUpperInvariant()) { text = value.ToUpperInvariant(); updateneeded = true; } } }
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public bool TransformCoords { get { return transformcoords; } set { transformcoords = value; updateneeded = true; } }
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public SizeF TextSize { get { return size; } }
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public float Scale { get { return scale; } set { scale = value; updateneeded = true; } }
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public TextAlignmentX AlignX { get { return alignx; } set { alignx = value; updateneeded = true; } }
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public TextAlignmentY AlignY { get { return aligny; } set { aligny = value; updateneeded = true; } }
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public PixelColor Color { get { return color; } set { color = value; updateneeded = true; } }
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public PixelColor Backcolor { get { return backcolor; } set { backcolor = value; updateneeded = true; } }
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internal VertexBuffer VertexBuffer { get { return textbuffer; } }
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internal int NumFaces { get { return numfaces; } }
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// Disposing
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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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public TextLabel(int capacity)
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{
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// Initialize
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this.text = "";
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this.rect = new RectangleF(0f, 0f, 1f, 1f);
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this.color = new PixelColor(255, 255, 255, 255);
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this.backcolor = new PixelColor(0, 0, 0, 0);
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this.scale = 10f;
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this.alignx = TextAlignmentX.Left;
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this.aligny = TextAlignmentY.Top;
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this.size = new SizeF(0f, 0f);
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this.updateneeded = true;
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this.numfaces = 0;
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this.capacity = capacity;
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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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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// Clean up
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UnloadResource();
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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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 updates the text if needed
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internal void Update(float translatex, float translatey, float scalex, float scaley)
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{
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//FlatVertex[] verts;
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RectangleF absview;
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float beginx = 0;
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float beginy = 0;
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//bool colorcode = false;
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//int characters = 0;
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byte[] textbytes;
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DataStream stream;
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// Check if transformation changed and needs to be updated
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if(transformcoords)
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{
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if((translatex != lasttranslatex) ||
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(translatey != lasttranslatey) ||
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(scalex != lastscalex) ||
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(scaley != lastscaley)) updateneeded = true;
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}
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// Update if needed
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if(updateneeded)
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{
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// Only build when there are any vertices
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if(text.Length > 0)
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{
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// Do we have to make a new buffer?
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if((textbuffer == null) || (text.Length > capacity))
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{
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// Dispose previous
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if(textbuffer != null) textbuffer.Dispose();
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// Determine new capacity
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if(capacity < text.Length) capacity = text.Length;
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// Create the buffer
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textbuffer = new VertexBuffer(General.Map.Graphics.Device,
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capacity * 12 * FlatVertex.Stride,
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Usage.Dynamic | Usage.WriteOnly,
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VertexFormat.None, Pool.Default);
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}
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// Transform?
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if(transformcoords)
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{
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// Calculate absolute coordinates
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Vector2D lt = new Vector2D(rect.Left, rect.Top);
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Vector2D rb = new Vector2D(rect.Right, rect.Bottom);
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lt = lt.GetTransformed(translatex, translatey, scalex, scaley);
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rb = rb.GetTransformed(translatex, translatey, scalex, scaley);
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absview = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
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}
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else
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{
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// Fixed coordinates
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absview = rect;
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}
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// Calculate text dimensions
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size = General.Map.Graphics.Font.GetTextSize(text, scale);
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// Align the text horizontally
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switch(alignx)
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{
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case TextAlignmentX.Left: beginx = absview.X; break;
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case TextAlignmentX.Center: beginx = absview.X + (absview.Width - size.Width) * 0.5f; break;
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case TextAlignmentX.Right: beginx = absview.X + absview.Width - size.Width; break;
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}
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// Align the text vertically
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switch(aligny)
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{
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case TextAlignmentY.Top: beginy = absview.Y; break;
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case TextAlignmentY.Middle: beginy = absview.Y + (absview.Height - size.Height) * 0.5f; break;
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case TextAlignmentY.Bottom: beginy = absview.Y + absview.Height - size.Height; break;
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}
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// Get the ASCII bytes for the text
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textbytes = Encoding.ASCII.GetBytes(text);
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// Lock the buffer
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stream = textbuffer.Lock(0, capacity * 12 * FlatVertex.Stride,
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LockFlags.Discard | LockFlags.NoSystemLock);
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// Go for all chars in text to create the backgrounds
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float textx = beginx;
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foreach(byte b in textbytes)
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General.Map.Graphics.Font.SetupVertices(stream, b, scale, backcolor.ToInt(),
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ref textx, beginy, size.Height, 0.5f);
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// Go for all chars in text to create the text
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textx = beginx;
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foreach(byte b in textbytes)
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General.Map.Graphics.Font.SetupVertices(stream, b, scale, color.ToInt(),
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ref textx, beginy, size.Height, 0.0f);
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// Done filling the vertex buffer
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textbuffer.Unlock();
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stream.Dispose();
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// Calculate number of triangles
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numfaces = text.Length * 4;
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}
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else
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{
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// No faces in polygon
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numfaces = 0;
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size = new SizeF(0f, 0f);
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}
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// Text updated
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updateneeded = false;
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}
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}
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// This unloads the resources
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public void UnloadResource()
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{
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// Clean up
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if(textbuffer != null) textbuffer.Dispose();
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textbuffer = null;
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// Need to update before we can render
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updateneeded = true;
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}
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// This (re)loads the resources
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public void ReloadResource()
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{
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}
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#endregion
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}
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}
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