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CnC_Renegade/Code/ww3d2/textdraw.h

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***************************************************************************
*** 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