/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU 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 General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/ww3d2/textdraw.h $* * * * $Author:: Greg_h $* * * * $Modtime:: 3/15/01 3:41p $* * * * $Revision:: 4 $* * * *-------------------------------------------------------------------------*/ #if defined(_MSC_VER) #pragma once #endif #ifndef TEXTDRAW_H #define TEXTDRAW_H #include "always.h" #include "dynamesh.h" // sgc : wwlib and wwmath contain different rect.h files... #include "..\wwmath\rect.h" class Font3DInstanceClass; /****************************************************************** ** ** TextDrawClass ** ** This class provides a simple method to draw 2D text into a scene. ** Both strings and individual characters can be drawn to any normalized ** screen coordinates ( 0.. 1 ), or any scale/offset. ** This class uses a dynamic mesh for all polygon and vertex management ** *******************************************************************/ class TextDrawClass : public DynamicMeshClass { public: /* ** Constructor and Destructor */ TextDrawClass( int max_chars ); ~TextDrawClass(); // Set Coordinate Range void Set_Coordinate_Ranges( const Vector2 & param_ul, const Vector2 & param_lr, const Vector2 & dest_ul, const Vector2 & dest_lr ); // Reset all polys and verts virtual void Reset( void ); /* ** class id of this render object */ virtual int Class_ID(void) const { return CLASSID_TEXTDRAW; } /* ** */ float Get_Width( Font3DInstanceClass *font, const char *message ); float Get_Char_Width( Font3DInstanceClass *font, const char c ); float Get_Inter_Char_Width( Font3DInstanceClass *font ); float Get_Height( Font3DInstanceClass *font, const char *message = "" ); /* ** Print the given char/string with the given font at the given loation in screen pixels ** returns the pixel width of the drawn data. */ float Print( Font3DInstanceClass *font, char ch, float screen_x, float screen_y); float Print( Font3DInstanceClass *font, const char *message, float screen_x, float screen_y); void Set_Text_Color( const Vector3 & color ) { Set_Vertex_Color(color); } /* ** dump the font image (debuging) */ void Show_Font( Font3DInstanceClass *font, float screen_x, float screen_y ); void Quad( float x0, float y0, float x1, float y1, float u0 = 0, float v0 = 0, float u1 = 1, float v1 = 1); void Quad( const RectClass & rect, const RectClass & uv = RectClass( 0, 0, 1, 1 ) ); void Line( const Vector2 & a, const Vector2 & b, float width ); void Line_Ends( const Vector2 & a, const Vector2 & b, float width, float end_percent ); private: Vector3 TextColor; VertexMaterialClass *DefaultVertexMaterial; ShaderClass DefaultShader; Vector2 TranslateScale; Vector2 TranslateOffset; Vector2 PixelSize; }; #endif // TEXTDRAW_H