UltimateZoneBuilder/Source/Core/Rendering/TextFont.cs
MaxED f646dd7a57 Classic modes: rewritten and optimized some parts of text label rendering logic.
Internal, API: TextLabels can now display multi-line text, their font can be changed, they can have a background.
2016-03-30 23:25:03 +00:00

248 lines
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6 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.Text;
using System.IO;
using System.Drawing;
using SlimDX;
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;
#endregion
#region ================== Properties
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal TextFont()
{
// Initialize
characters = new FontCharacter[256];
// Make chars configuration
Configuration cfg = new Configuration();
// Find a resource named Font.cfg
string[] resnames = General.ThisAssembly.GetManifestResourceNames();
foreach(string rn in resnames)
{
// Found it?
if(rn.EndsWith(FONT_RESOURCE, StringComparison.OrdinalIgnoreCase))
{
// Get a stream from the resource
Stream fontdata = General.ThisAssembly.GetManifestResourceStream(rn);
StreamReader fontreader = new StreamReader(fontdata, Encoding.ASCII);
// Load configuration from stream
cfg.InputConfiguration(fontreader.ReadToEnd());
// Done
fontreader.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 = (int)chr["width"] / 40f;
characters[i].height = (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();
// Get the character information
FontCharacter cinfo = characters[c];
float 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;
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;
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;
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;
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;
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;
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
}
}
*/