252 lines
8.1 KiB
C++
252 lines
8.1 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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 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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**
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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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**
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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 <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/render2dsentence.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 10/08/01 10:16p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef RENDER2DSENTENCE_H
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#define RENDER2DSENTENCE_H
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#include "render2d.h"
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#include "refcount.h"
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#include "vector.h"
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#include "vector2i.h"
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#include "wwstring.h"
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#include "win.h"
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/*
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** FontCharsClass
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*/
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class SurfaceClass;
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class FontCharsClass : public RefCountClass {
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public:
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FontCharsClass( void );
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~FontCharsClass();
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void Initialize_GDI_Font( const char *font_name, int point_size, bool is_bold );
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bool Is_Font( const char *font_name, int point_size, bool is_bold );
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const char * Get_Name( void ) { return Name; }
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int Get_Char_Height( void ) { return CharHeight; }
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int Get_Char_Width( WCHAR ch );
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int Get_Char_Spacing( WCHAR ch );
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void Blit_Char( WCHAR ch, uint16 *dest_ptr, int dest_stride, int x, int y );
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private:
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//
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// Private data structures
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//
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struct CharDataStruct {
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WCHAR Value;
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short Width;
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uint16 * Buffer;
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};
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//
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// Private methods
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//
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void Create_GDI_Font( const char *font_name );
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void Free_GDI_Font( void );
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const CharDataStruct * Store_GDI_Char( WCHAR ch );
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void Update_Current_Buffer( int char_width );
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const CharDataStruct * Get_Char_Data( WCHAR ch );
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void Grow_Unicode_Array( WCHAR ch );
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void Free_Character_Arrays( void );
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//
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// Private member data
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//
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StringClass Name;
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DynamicVectorClass<uint16 *> BufferList;
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uint16* PreAllocatedBufferList[16]; // We'll use this with BufferList first
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int CurrPixelOffset;
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int CharHeight;
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int PointSize;
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StringClass GDIFontName;
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HFONT OldGDIFont;
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HBITMAP OldGDIBitmap;
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HBITMAP GDIBitmap;
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HFONT GDIFont;
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uint8 * GDIBitmapBits;
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HDC MemDC;
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CharDataStruct * ASCIICharArray[256];
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CharDataStruct ** UnicodeCharArray;
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uint16 FirstUnicodeChar;
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uint16 LastUnicodeChar;
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bool IsBold;
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};
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/*
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** Render2DSentenceClass
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*/
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class Render2DSentenceClass {
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public:
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//Render2DSentenceClass( FontCharsClass * font );
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Render2DSentenceClass( void );
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~Render2DSentenceClass();
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void Render (void);
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virtual void Reset (void);
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void Reset_Polys (void);
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FontCharsClass * Peek_Font( void ) { return Font; }
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void Set_Font( FontCharsClass *font );
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void Set_Location( const Vector2 & loc );
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void Set_Base_Location( const Vector2 & loc );
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void Set_Wrapping_Width (float width) { WrapWidth = width; }
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void Set_Tabstop(float stop);
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//
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// Clipping support
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//
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void Set_Clipping_Rect( const RectClass &rect ) { ClipRect = rect; IsClippedEnabled = true; }
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bool Is_Clipping_Enabled( void ) const { return IsClippedEnabled; }
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void Enable_Clipping( bool onoff ) { IsClippedEnabled = onoff; }
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//
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// Shader modification support
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//
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void Make_Additive (void);
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ShaderClass Get_Shader (void) const { return Shader; }
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void Set_Shader (ShaderClass shader);
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// void Draw_Block( const RectClass & screen, unsigned long color = 0xFFFFFFFF );
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const RectClass & Get_Draw_Extents( void ) { return DrawExtents; }
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// const RectClass & Get_Total_Extents( void ) { return TotalExtents; }
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// const Vector2 & Get_Cursor( void ) { return Cursor; }
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Vector2 Get_Text_Extents( const WCHAR * text );
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Vector2 Get_Formatted_Text_Extents( const WCHAR * text, int *row_count = NULL );
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const WCHAR * Find_Row_Start( const WCHAR * text, int row_index );
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//
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// Sentence control
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//
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void Build_Sentence (const WCHAR *text);
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void Draw_Sentence (uint32 color = 0xFFFFFFFF);
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//
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// Texture hint
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//
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void Set_Texture_Size_Hint( int hint ) { TextureSizeHint = hint; }
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int Get_Texture_Size_Hint( void ) const { return TextureSizeHint; }
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void Set_Mono_Spaced( bool onoff ) { MonoSpaced = onoff; }
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// Force all alphas
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void Force_Alpha( float alpha );
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private:
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//
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// Private structures
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//
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struct SentenceDataStruct {
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SurfaceClass * Surface;
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RectClass ScreenRect;
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RectClass UVRect;
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bool operator== (const SentenceDataStruct &src) { return false; }
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bool operator!= (const SentenceDataStruct &src) { return true; }
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};
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struct PendingSurfaceStruct {
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SurfaceClass * Surface;
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DynamicVectorClass<Render2DClass *> Renderers;
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Render2DClass * PreAllocatedRenderers[16]; // Use this with Renderers at first
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PendingSurfaceStruct() : Renderers(sizeof(PreAllocatedRenderers)/sizeof(Render2DClass*),PreAllocatedRenderers) {}
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bool operator== (const PendingSurfaceStruct &src) { return false; }
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bool operator!= (const PendingSurfaceStruct &src) { return true; }
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};
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struct RendererDataStruct {
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Render2DClass * Renderer;
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SurfaceClass * Surface;
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bool operator== (const RendererDataStruct &src) { return false; }
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bool operator!= (const RendererDataStruct &src) { return true; }
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};
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//
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// Private methods
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//
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void Reset_Sentence_Data (void);
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void Build_Textures (void);
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void Record_Sentence_Chunk (void);
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void Allocate_New_Surface (const WCHAR *text);
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void Release_Pending_Surfaces (void);
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//
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// Private member data
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//
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DynamicVectorClass<SentenceDataStruct> SentenceData;
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DynamicVectorClass<PendingSurfaceStruct> PendingSurfaces;
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DynamicVectorClass<RendererDataStruct> Renderers;
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RendererDataStruct PreAllocatedRenderers[16]; // Use this with Renderers at first
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FontCharsClass * Font;
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Vector2 BaseLocation;
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Vector2 Location;
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Vector2 Cursor;
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Vector2i TextureOffset;
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int TextureStartX;
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int CurrTextureSize;
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int TextureSizeHint;
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SurfaceClass * CurSurface;
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bool MonoSpaced;
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float WrapWidth;
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float TabStop;
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RectClass ClipRect;
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RectClass DrawExtents;
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bool IsClippedEnabled;
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uint16 * LockedPtr;
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int LockedStride;
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TextureClass * CurTexture;
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ShaderClass Shader;
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};
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#endif // RENDER2DSENTENCE_H
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