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TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
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MissionEditor/TextDrawer.h
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MissionEditor/TextDrawer.h
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/*
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FinalSun/FinalAlert 2 Mission Editor
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Copyright (C) 1999-2024 Electronic Arts, Inc.
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Authored by Matthias Wagner
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <ddraw.h>
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#include <afx.h>
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#include <string>
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#include "Vec2.h"
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// Very simple class that renders text through a prepared DirectDraw surface
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// Only supports ASCII chars 32 to 126, only supports monospace font
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// This is for rendering waypoint ids or credits on map without using GDI during rendering, nothing fancy
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class TextDrawer
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{
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public:
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TextDrawer(IDirectDraw4* pDirectDraw, int fontSizeInPoints, COLORREF col, COLORREF shadowCol=CLR_INVALID);
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bool isValid() const;
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void RenderText(IDirectDrawSurface4* target, int x, int y, const std::string& text, bool centered=false) const;
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ProjectedVec GetExtent(const std::string& text) const;
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private:
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CComPtr<IDirectDrawSurface4> m_fontSurface;
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ProjectedVec m_charExtent;
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int m_fontSizeInPoints;
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int m_fontSizeInPixels;
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COLORREF m_col;
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COLORREF m_shadowCol;
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};
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