khanat-code-old/code/nel/include/nel/3d/text_context_user.h
2010-05-06 02:08:41 +02:00

140 lines
4.5 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TEXT_CONTEXT_USER_H
#define NL_TEXT_CONTEXT_USER_H
#include "nel/misc/types_nl.h"
#include "nel/3d/u_text_context.h"
#include "nel/3d/text_context.h"
#include "nel/3d/driver_user.h"
namespace NL3D
{
/**
* UTextContext implementation.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CTextContextUser : public UTextContext
{
private:
CTextContext _TextContext;
CDriverUser *_DriverUser;
IDriver *_Driver;
CComputedString _CacheString; // Performance Optimisation
public:
/// Constructor
CTextContextUser(const std::string fontFileName, const std::string fontExFileName, CDriverUser *drv, CFontManager *fmg)
{
nlassert(drv);
_DriverUser= drv;
// The enum of CComputedString and UTextContext MUST be the same!!!
nlassert((uint)UTextContext::HotSpotCount== (uint)CComputedString::HotSpotCount);
_Driver= drv->getDriver();
_TextContext.init(_Driver, fmg);
_TextContext.setFontGenerator(fontFileName, fontExFileName);
}
virtual ~CTextContextUser()
{
}
/// \name Text look.
// @{
void setColor(NLMISC::CRGBA color);
void setFontSize(uint32 fontSize) ;
uint32 getFontSize() const ;
void setHotSpot(THotSpot hotSpot) ;
THotSpot getHotSpot() const ;
void setScaleX(float scaleX) ;
void setScaleY(float scaleY) ;
float getScaleX() const ;
float getScaleY() const ;
void setShaded(bool b) ;
bool getShaded() const ;
void setShadeExtent(float shext) ;
void setShadeColor (NLMISC::CRGBA sc);
NLMISC::CRGBA getShadeColor () const;
void setKeep800x600Ratio(bool keep);
bool getKeep800x600Ratio() const;
// @}
/// \name Rendering.
/** All rendering are done in current UDriver matrix context. So verify your 2D/3D modes.
*
*/
// @{
uint32 textPush(const char *format, ...) ;
uint32 textPush(const ucstring &str) ;
void setStringColor(uint32 i, CRGBA newCol);
void setStringSelection(uint32 i, uint32 selectStart, uint32 selectSize);
void resetStringSelection(uint32 i);
void erase(uint32 i) ;
virtual CStringInfo getStringInfo (uint32 i);
virtual CStringInfo getStringInfo (const ucstring &ucstr);
void clear() ;
void printAt(float x, float y, uint32 i) ;
void printClipAt(URenderStringBuffer &renderBuffer, float x, float y, uint32 i, float xmin, float ymin, float xmax, float ymax) ;
void printClipAtUnProjected(URenderStringBuffer &renderBuffer, class NL3D::CFrustum &frustum, const NLMISC::CMatrix &scaleMatrix, float x, float y, float depth, uint32 i, float xmin, float ymin, float xmax, float ymax);
void printClipAtOld (float x, float y, uint32 i, float xmin, float ymin, float xmax, float ymax);
void printAt(float x, float y, const ucstring &ucstr) ;
void printfAt(float x, float y, const char * format, ...) ;
void render3D(const CMatrix &mat, const ucstring &ucstr) ;
void render3D(const CMatrix &mat, const char *format, ...) ;
float getLastXBound() const ;
// @}
void dumpCacheTexture (const char *filename);
virtual URenderStringBuffer *createRenderBuffer();
virtual void deleteRenderBuffer(URenderStringBuffer *buffer);
virtual void flushRenderBuffer(URenderStringBuffer *buffer);
virtual void flushRenderBufferUnProjected(URenderStringBuffer *buffer, bool zwrite);
CTextContext &getTextContext() {return _TextContext;}
/// \letters colors in single line mode.
/** In single line mode you can assign several color to letters
*
*/
// @{
virtual void setLetterColors(ULetterColors * letterColors, uint index);
virtual bool isSameLetterColors(ULetterColors * letterColors, uint index);
virtual ULetterColors * createLetterColors();
// @}
};
} // NL3D
#endif // NL_TEXT_CONTEXT_USER_H
/* End of text_context_user.h */