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