mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
f6b444a4f1
Rearranged some settings in the Preferences window.
365 lines
12 KiB
C#
365 lines
12 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.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Drawing.Text;
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using System.IO;
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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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using Font = System.Drawing.Font;
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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 Texture texture;
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private Font font; //mxd
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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 RectangleF absview; //mxd
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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 TextAlignmentX alignx;
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private TextAlignmentY aligny;
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private SizeF textsize;
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private bool drawbg; //mxd
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// This keeps track if changes were made
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private bool updateneeded;
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private bool textureupdateneeded; //mxd
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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;
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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) { text = value; textureupdateneeded = true; } } }
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public Font Font { get { return font; } set { font = value; textureupdateneeded = true; } } //mxd
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public bool TransformCoords { get { return transformcoords; } set { transformcoords = value; updateneeded = true; } }
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public SizeF TextSize { get { return textsize; } }
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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 { if(!color.Equals(value)) { color = value; textureupdateneeded = true; } } }
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public PixelColor Backcolor { get { return backcolor; } set { if(!backcolor.Equals(value)) { backcolor = value; textureupdateneeded = true; } } }
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public bool DrawBackground { get { return drawbg; } set { if(drawbg != value) { drawbg = value; textureupdateneeded = true; } } } //mxd
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internal Texture Texture { get { return texture; } } //mxd
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internal VertexBuffer VertexBuffer { get { return textbuffer; } }
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internal bool SkipRendering; //mxd
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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()
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{
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// Initialize
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this.text = "";
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this.font = General.Settings.TextLabelFont; //mxd
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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(255, 0, 0, 0);
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this.alignx = TextAlignmentX.Center;
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this.aligny = TextAlignmentY.Top;
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this.textsize = new SizeF();
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this.updateneeded = true;
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this.textureupdateneeded = true; //mxd
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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 RectangleF Update(float translatex, float translatey, float scalex, float scaley)
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{
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// Check if transformation changed and needs to be updated
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if(transformcoords && (translatex != lasttranslatex || translatey != lasttranslatey ||
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scalex != lastscalex || scaley != lastscaley))
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{
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lasttranslatex = translatex; //mxd
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lasttranslatey = translatey; //mxd
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lastscalex = scalex; //mxd
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lastscaley = scaley; //mxd
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updateneeded = true;
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}
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//mxd. Update texture if needed
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if(textureupdateneeded)
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{
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// Get rid of old texture
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if(texture != null)
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{
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texture.Dispose();
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texture = null;
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}
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// Create label image
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Bitmap img = CreateLabelImage(text, font, color, backcolor, drawbg);
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textsize = img.Size;
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// Create texture
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MemoryStream memstream = new MemoryStream((img.Size.Width * img.Size.Height * 4) + 4096);
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img.Save(memstream, ImageFormat.Bmp);
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memstream.Seek(0, SeekOrigin.Begin);
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texture = Texture.FromStream(General.Map.Graphics.Device, memstream, (int)memstream.Length,
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img.Size.Width, img.Size.Height, 1, Usage.None, Format.Unknown,
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Pool.Managed, General.Map.Graphics.PostFilter, General.Map.Graphics.MipGenerateFilter, 0);
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}
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// Update if needed
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if(updateneeded || textureupdateneeded)
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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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// 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((float)Math.Round(lt.x), (float)Math.Round(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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// Align the text horizontally
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float beginx = 0;
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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 - textsize.Width) * 0.5f; break;
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case TextAlignmentX.Right: beginx = absview.X + absview.Width - textsize.Width; break;
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}
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// Align the text vertically
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float beginy = 0;
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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 - textsize.Height) * 0.5f; break;
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case TextAlignmentY.Bottom: beginy = absview.Y + absview.Height - textsize.Height; break;
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}
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// Do we have to make a new buffer?
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if(textbuffer == null)
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{
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// Create the buffer
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textbuffer = new VertexBuffer(General.Map.Graphics.Device, 4 * FlatVertex.Stride,
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Usage.Dynamic | Usage.WriteOnly, VertexFormat.None, Pool.Default);
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}
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//mxd. Lock the buffer
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using(DataStream stream = textbuffer.Lock(0, 4 * FlatVertex.Stride, LockFlags.Discard | LockFlags.NoSystemLock))
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{
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FlatQuad quad = new FlatQuad(PrimitiveType.TriangleStrip, beginx, beginy, beginx + textsize.Width, beginy + textsize.Height);
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stream.WriteRange(quad.Vertices);
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}
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// Done filling the vertex buffer
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textbuffer.Unlock();
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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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if(textbuffer != null) textbuffer.Dispose(); //mxd
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textsize = new SizeF();
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}
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// Text updated
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updateneeded = false;
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textureupdateneeded = false; //mxd
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}
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return absview; //mxd
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}
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//mxd
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private static Bitmap CreateLabelImage(string text, Font font, PixelColor color, PixelColor backcolor, bool drawbg)
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{
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PointF textorigin = new PointF(4, 3);
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RectangleF textrect = new RectangleF(textorigin, General.Interface.MeasureString(text, font));
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textrect.Width = (float)Math.Round(textrect.Width);
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textrect.Height = (float)Math.Round(textrect.Height);
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RectangleF bgrect = new RectangleF(0, 0, textrect.Width + textorigin.X * 2, textrect.Height + textorigin.Y * 2);
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Bitmap result = new Bitmap((int)bgrect.Width, (int)bgrect.Height);
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using(Graphics g = Graphics.FromImage(result))
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{
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g.SmoothingMode = SmoothingMode.HighQuality;
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g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
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g.CompositingQuality = CompositingQuality.HighQuality;
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// Draw text
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using(StringFormat sf = new StringFormat())
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{
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sf.FormatFlags = StringFormatFlags.NoWrap;
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sf.Alignment = StringAlignment.Center;
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sf.LineAlignment = StringAlignment.Center;
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// Draw text with BG
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if(drawbg)
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{
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GraphicsPath p = new GraphicsPath();
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float radius = textorigin.X;
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const float outlinewidth = 1;
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RectangleF pathrect = bgrect;
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pathrect.Width -= 1;
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pathrect.Height -= 1;
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// Left line
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p.AddLine(pathrect.Left, pathrect.Bottom - radius + outlinewidth, pathrect.Left, pathrect.Top + radius);
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p.AddArc(pathrect.Left, pathrect.Top, radius, radius, 180, 90);
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// Top line
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p.AddLine(pathrect.Left + radius, pathrect.Top, pathrect.Right - radius, pathrect.Top);
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p.AddArc(pathrect.Right - radius, pathrect.Top, radius, radius, 270, 90);
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// Right line
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p.AddLine(pathrect.Right, pathrect.Top + radius, pathrect.Right, pathrect.Bottom - radius);
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p.AddArc(pathrect.Right - radius, pathrect.Bottom - radius, radius, radius, 0, 90);
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// Bottom line
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p.AddLine(pathrect.Left + radius, pathrect.Bottom, pathrect.Left + radius, pathrect.Bottom);
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p.AddArc(pathrect.Left, pathrect.Bottom - radius, radius, radius, 90, 90);
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// Fill'n'draw bg
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using(SolidBrush brush = new SolidBrush(color.ToColor()))
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g.FillPath(brush, p);
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using(Pen pen = new Pen(backcolor.ToColor(), outlinewidth))
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g.DrawPath(pen, p);
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// Draw text
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using(SolidBrush brush = new SolidBrush(backcolor.ToColor()))
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g.DrawString(text, font, brush, textrect, sf);
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}
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// Draw text with outline
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else
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{
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RectangleF pathrect = textrect;
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pathrect.Inflate(1, 3);
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GraphicsPath p = new GraphicsPath();
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p.AddString(text, font.FontFamily, (int)font.Style, g.DpiY * font.Size / 72f, pathrect, sf);
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// Draw'n'fill text
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using(Pen pen = new Pen(backcolor.ToColor(), 3))
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g.DrawPath(pen, p);
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using(SolidBrush brush = new SolidBrush(color.ToColor()))
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g.FillPath(brush, p);
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}
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}
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}
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return result;
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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)
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{
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textbuffer.Dispose();
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textbuffer = null;
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}
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if(texture != null) //mxd
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{
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texture.Dispose();
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texture = null;
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}
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// Need to update before we can render
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updateneeded = true;
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textureupdateneeded = true; //mxd
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}
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// This (re)loads the resources
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public void ReloadResource() { }
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#endregion
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}
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}
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