first commit

This commit is contained in:
murdle
2026-03-01 02:38:58 +02:00
commit 19250b9db4
19111 changed files with 4358159 additions and 0 deletions

View File

@@ -0,0 +1,503 @@
#include "stdafx.h"
#include "..\..\Tesselator.h"
#include "XUI_FontData.h"
#include "XUI_Font.h"
extern IDirect3DDevice9 *g_pD3DDevice;
//--------------------------------------------------------------------------------------
// Name: XUI_Font()
// Desc: Constructor
//--------------------------------------------------------------------------------------
XUI_Font::XUI_Font(int iFontData, float scaleFactor, XUI_FontData *fontData)
: m_iFontData(iFontData), m_fScaleFactor(scaleFactor)
{
m_fontData = fontData;
refCount = 0;
m_fCursorX = 0.0f;
m_fCursorY = 0.0f;
m_fXScaleFactor = m_fYScaleFactor = scaleFactor;
m_fSlantFactor = 0.0f;
m_bRotate = FALSE;
m_dRotCos = cos( 0.0 );
m_dRotSin = sin( 0.0 );
m_dwNestedBeginCount = 0L;
// Initialize the window
D3DDISPLAYMODE DisplayMode;
g_pD3DDevice->GetDisplayMode( 0, &DisplayMode );
m_rcWindow.x1 = 0;
m_rcWindow.y1 = 0;
m_rcWindow.x2 = DisplayMode.Width;
m_rcWindow.y2 = DisplayMode.Height;
}
//--------------------------------------------------------------------------------------
// Name: ~XUI_Font()
// Desc: Destructor
//--------------------------------------------------------------------------------------
XUI_Font::~XUI_Font()
{
}
//--------------------------------------------------------------------------------------
// Name: GetTextExtent()
// Desc: Get the dimensions of a text string
//--------------------------------------------------------------------------------------
VOID XUI_Font::GetTextExtent( const WCHAR* strText, FLOAT* pWidth,
FLOAT* pHeight, BOOL bFirstLineOnly ) const
{
assert( pWidth != NULL );
assert( pHeight != NULL );
// Set default text extent in output parameters
int iWidth = 0;
FLOAT fHeight = 0.0f;
if( strText )
{
// Initialize counters that keep track of text extent
int ix = 0;
FLOAT fy = m_fontData->getFontHeight(); // One character high to start
if( fy > fHeight )
fHeight = fy;
// Loop through each character and update text extent
DWORD letter;
while( (letter = *strText) != 0 )
{
++strText;
// Handle newline character
if( letter == L'\n' )
{
if( bFirstLineOnly )
break;
ix = 0;
fy += m_fontData->getFontYAdvance();
// since the height has changed, test against the height extent
if( fy > fHeight )
fHeight = fy;
}
// Handle carriage return characters by ignoring them. This helps when
// displaying text from a file.
if( letter == L'\r' )
continue;
// Translate unprintable characters
XUI_FontData::SChar sChar = m_fontData->getChar(letter);
// Get text extent for this character's glyph
ix += sChar.getOffset();
ix += sChar.getWAdvance();
// Since the x widened, test against the x extent
if (ix > iWidth) iWidth = ix;
}
}
// Convert the width to a float here, load/hit/store. :(
FLOAT fWidth = static_cast<FLOAT>(iWidth); // Delay the use if fWidth to reduce LHS pain
// Apply the scale factor to the result
fHeight *= m_fYScaleFactor;
// Store the final results
*pHeight = fHeight;
fWidth *= m_fXScaleFactor;
*pWidth = fWidth;
}
//--------------------------------------------------------------------------------------
// Name: GetTextWidth()
// Desc: Returns the width in pixels of a text string
//--------------------------------------------------------------------------------------
FLOAT XUI_Font::GetTextWidth( const WCHAR* strText ) const
{
FLOAT fTextWidth;
FLOAT fTextHeight;
GetTextExtent( strText, &fTextWidth, &fTextHeight );
return fTextWidth;
}
//--------------------------------------------------------------------------------------
// Name: Begin()
// Desc: Prepares the font vertex buffers for rendering.
//--------------------------------------------------------------------------------------
VOID XUI_Font::Begin()
{
PIXBeginNamedEvent( 0, "Text Rendering" );
// Set state on the first call
if( 0 == m_dwNestedBeginCount )
{
// Cache the global pointer into a register
IDirect3DDevice9 *pD3dDevice = g_pD3DDevice;
assert( pD3dDevice );
// Set the texture scaling factor as a vertex shader constant
//D3DSURFACE_DESC TextureDesc;
//m_pFontTexture->GetLevelDesc( 0, &TextureDesc ); // Get the description
// Set render state
assert(m_fontData->m_pFontTexture != NULL || m_fontData->m_iFontTexture > 0);
if(m_fontData->m_pFontTexture != NULL)
{
pD3dDevice->SetTexture( 0, m_fontData->m_pFontTexture );
}
else
{
glBindTexture(GL_TEXTURE_2D, m_fontData->m_iFontTexture);
}
//// Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc()
//FLOAT vTexScale[4];
//vTexScale[0] = 1.0f / TextureDesc.Width; // LHS due to int->float conversion
//vTexScale[1] = 1.0f / TextureDesc.Height;
//vTexScale[2] = 0.0f;
//vTexScale[3] = 0.0f;
//
//pD3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
//pD3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
//pD3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
//pD3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
//pD3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
//pD3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
//pD3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
//pD3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
//pD3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
//pD3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
//pD3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
//pD3dDevice->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
//pD3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
//pD3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
//pD3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
//pD3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
}
// Keep track of the nested begin/end calls.
m_dwNestedBeginCount++;
}
//--------------------------------------------------------------------------------------
// Name: DrawText()
// Desc: Draws text as textured polygons
//--------------------------------------------------------------------------------------
VOID XUI_Font::DrawText( DWORD dwColor, const WCHAR* strText, DWORD dwFlags,
FLOAT fMaxPixelWidth )
{
DrawText( m_fCursorX, m_fCursorY, dwColor, strText, dwFlags, fMaxPixelWidth );
}
//--------------------------------------------------------------------------------------
// Name: DrawShadowText()
// Desc: Draws text as textured polygons
//--------------------------------------------------------------------------------------
VOID XUI_Font::DrawShadowText( FLOAT fOriginX, FLOAT fOriginY, DWORD dwColor, DWORD dwShadowColor,
const WCHAR* strText, DWORD dwFlags, FLOAT fMaxPixelWidth)
{
float fXShadow=1.0f, fYShadow=1.0f;
// 4J Stu - Don't move the drop shadow as much
//DrawText( fOriginX + (1*m_fXScaleFactor), fOriginY + (1*m_fYScaleFactor), dwColor, strText, dwFlags, fMaxPixelWidth, true );
// 4J-PB - if we're in 480 widescreen, we need to draw the drop shadow at +2 pixels, so that when the scene is halved, it's at +1
if(!RenderManager.IsHiDef())
{
if(RenderManager.IsWidescreen())
{
fXShadow=2.0f;
fYShadow=2.0f;
}
//else
//{
// 480 SD mode - the draw text call will reposition the y
//}
}
DrawText( fOriginX + fXShadow, fOriginY + fYShadow, dwColor, strText, dwFlags, fMaxPixelWidth, true );
DrawText( fOriginX, fOriginY, dwColor, strText, dwFlags, fMaxPixelWidth );
//DrawText( fOriginX + 1, fOriginY + 1, dwShadowColor, strText, dwFlags, fMaxPixelWidth);
//DrawText( fOriginX, fOriginY, dwColor, strText, dwFlags, fMaxPixelWidth );
}
//--------------------------------------------------------------------------------------
// Name: DrawText()
// Desc: Draws text as textured polygons
// TODO: This function should use the Begin/SetVertexData/End() API when it
// becomes available.
//--------------------------------------------------------------------------------------
VOID XUI_Font::DrawText( FLOAT fOriginX, FLOAT fOriginY, DWORD dwColor,
const WCHAR* strText, DWORD dwFlags, FLOAT fMaxPixelWidth, bool darken /*= false*/ )
{
if( NULL == strText ) return;
if( L'\0' == strText[0] ) return;
// 4J-PB - if we're in 480 widescreen mode, we need to ensure that the font characters are aligned on an even boundary if they are a 2x multiple
if(!RenderManager.IsHiDef())
{
if(RenderManager.IsWidescreen())
{
int iScaleX=(int)m_fXScaleFactor;
int iOriginX;
if(iScaleX%2==0)
{
iOriginX=(int)fOriginX;
if(iOriginX%2==1)
{
fOriginX+=1.0f;
}
}
int iScaleY=(int)m_fYScaleFactor;
int iOriginY;
if(iScaleY%2==0)
{
iOriginY=(int)fOriginY;
if(iOriginY%2==1)
{
fOriginY+=1.0f;
}
}
}
else
{
// 480 SD mode - y needs to be on a pixel boundary when multiplied by 1.5, so if it's an odd number, subtract 1/3 from it
int iOriginY=(int)fOriginY;
if(iOriginY%2==1)
{
fOriginY-=1.0f/3.0f;
}
}
}
// Create a PIX user-defined event that encapsulates all of the text draw calls.
// This makes DrawText calls easier to recognize in PIX captures, and it makes
// them take up fewer entries in the event list.
PIXBeginNamedEvent( dwColor, "DrawText: %S", strText );
// Set up stuff to prepare for drawing text
Begin();
if (darken)
{
int oldAlpha = dwColor & 0xff000000;
dwColor = (dwColor & 0xfcfcfc) >> 2;
dwColor += oldAlpha;
}
float r = ((dwColor >> 16) & 0xff) / 255.0f;
float g = ((dwColor >> 8) & 0xff) / 255.0f;
float b = ((dwColor) & 0xff) / 255.0f;
float a = ((dwColor >> 24) & 0xff) / 255.0f;
if (a == 0) a = 1;
// a = 1;
glColor4f(r, g, b, a);
// Set the starting screen position
if( ( fOriginX < 0.0f ) || ( ( dwFlags & ATGFONT_RIGHT ) && ( fOriginX <= 0.0f ) ) )
{
fOriginX += ( m_rcWindow.x2 - m_rcWindow.x1 );
}
// 4J-PB - not sure what this code was intending to do, but it removed a line of text that is slightly off the top of the control, rather than having it partially render
// if( fOriginY < 0.0f )
// {
// fOriginY += ( m_rcWindow.y2 - m_rcWindow.y1 );
// }
m_fCursorX = floorf( fOriginX );
m_fCursorY = floorf( fOriginY );
// Adjust for padding
fOriginY -= m_fontData->getFontTopPadding();
XUI_FontData::SChar sChar = m_fontData->getChar(L'.');
FLOAT fEllipsesPixelWidth = m_fXScaleFactor * 3.0f * (sChar.getOffset() + sChar.getWAdvance());
if( dwFlags & ATGFONT_TRUNCATED )
{
// Check if we will really need to truncate the string
if( fMaxPixelWidth <= 0.0f )
{
dwFlags &= ( ~ATGFONT_TRUNCATED );
}
else
{
FLOAT w, h;
GetTextExtent( strText, &w, &h, TRUE );
// If not, then clear the flag
if( w <= fMaxPixelWidth )
dwFlags &= ( ~ATGFONT_TRUNCATED );
}
}
// If vertically centered, offset the starting m_fCursorY value
if( dwFlags & ATGFONT_CENTER_Y )
{
FLOAT w, h;
GetTextExtent( strText, &w, &h );
m_fCursorY = floorf( m_fCursorY - (h * 0.5f) );
}
// Add window offsets
FLOAT Winx = static_cast<FLOAT>(m_rcWindow.x1);
FLOAT Winy = static_cast<FLOAT>(m_rcWindow.y1);
fOriginX += Winx;
fOriginY += Winy;
m_fCursorX += Winx;
m_fCursorY += Winy;
// Set a flag so we can determine initial justification effects
BOOL bStartingNewLine = TRUE;
DWORD dwNumEllipsesToDraw = 0;
// Begin drawing the vertices
DWORD dwNumChars = wcslen( strText ) + ( dwFlags & ATGFONT_TRUNCATED ? 3 : 0 );
bStartingNewLine = TRUE;
// Draw four vertices for each glyph
while( *strText )
{
WCHAR letter;
if( dwNumEllipsesToDraw )
{
letter = L'.';
}
else
{
// If starting text on a new line, determine justification effects
if( bStartingNewLine )
{
if( dwFlags & ( ATGFONT_RIGHT | ATGFONT_CENTER_X ) )
{
// Get the extent of this line
FLOAT w, h;
GetTextExtent( strText, &w, &h, TRUE );
// Offset this line's starting m_fCursorX value
if( dwFlags & ATGFONT_RIGHT )
m_fCursorX = floorf( fOriginX - w );
if( dwFlags & ATGFONT_CENTER_X )
m_fCursorX = floorf( fOriginX - w * 0.5f );
}
bStartingNewLine = FALSE;
}
// Get the current letter in the string
letter = *strText++;
// Handle the newline character
if( letter == L'\n' )
{
m_fCursorX = fOriginX;
m_fCursorY += m_fontData->getFontYAdvance() * m_fYScaleFactor;
bStartingNewLine = TRUE;
continue;
}
// Handle carriage return characters by ignoring them. This helps when
// displaying text from a file.
if( letter == L'\r' )
continue;
}
// Translate unprintable characters
XUI_FontData::SChar sChar = m_fontData->getChar( letter );
FLOAT fOffset = m_fXScaleFactor * ( FLOAT )sChar.getOffset();
FLOAT fAdvance = m_fXScaleFactor * ( FLOAT )sChar.getWAdvance();
// 4J Use the font max width otherwise scaling doesnt look right
FLOAT fWidth = m_fXScaleFactor * (sChar.tu2() - sChar.tu1());//( FLOAT )pGlyph->wWidth;
FLOAT fHeight = m_fYScaleFactor * m_fontData->getFontHeight();
if( 0 == dwNumEllipsesToDraw )
{
if( dwFlags & ATGFONT_TRUNCATED )
{
// Check if we will be exceeded the max allowed width
if( m_fCursorX + fOffset + fWidth + fEllipsesPixelWidth + m_fSlantFactor > fOriginX + fMaxPixelWidth )
{
// Yup, draw the three ellipses dots instead
dwNumEllipsesToDraw = 3;
continue;
}
}
}
// Setup the screen coordinates
m_fCursorX += fOffset;
FLOAT X4 = m_fCursorX;
FLOAT X1 = X4 + m_fSlantFactor;
FLOAT X3 = X4 + fWidth;
FLOAT X2 = X1 + fWidth;
FLOAT Y1 = m_fCursorY;
FLOAT Y3 = Y1 + fHeight;
FLOAT Y2 = Y1;
FLOAT Y4 = Y3;
m_fCursorX += fAdvance;
// Add the vertices to draw this glyph
FLOAT tu1 = sChar.tu1() / (float)m_fontData->getImageWidth();
FLOAT tv1 = sChar.tv1() / (float)m_fontData->getImageHeight();
FLOAT tu2 = sChar.tu2() / (float)m_fontData->getImageWidth();
FLOAT tv2 = sChar.tv2() / (float)m_fontData->getImageHeight();
Tesselator *t = Tesselator::getInstance();
t->begin();
t->vertexUV(X1, Y1, 0.0f, tu1, tv1);
t->vertexUV(X2, Y2, 0.0f, tu2, tv1);
t->vertexUV(X3, Y3, 0.0f, tu2, tv2);
t->vertexUV(X4, Y4, 0.0f, tu1, tv2);
t->end();
// If drawing ellipses, exit when they're all drawn
if( dwNumEllipsesToDraw )
{
if( --dwNumEllipsesToDraw == 0 )
break;
}
dwNumChars--;
}
// Undo window offsets
m_fCursorX -= Winx;
m_fCursorY -= Winy;
// Call End() to complete the begin/end pair for drawing text
End();
// Close off the user-defined event opened with PIXBeginNamedEvent.
PIXEndNamedEvent();
}
//--------------------------------------------------------------------------------------
// Name: End()
// Desc: Paired call that restores state set in the Begin() call.
//--------------------------------------------------------------------------------------
VOID XUI_Font::End()
{
assert( m_dwNestedBeginCount > 0 );
if( --m_dwNestedBeginCount > 0 )
{
PIXEndNamedEvent();
return;
}
PIXEndNamedEvent();
}

View File

@@ -0,0 +1,93 @@
#pragma once
class XUI_FontData;
// 4J This class is partially based of the ATG font implementation, modified to suit our uses for XUI
//--------------------------------------------------------------------------------------
// Flags for the Font::DrawText() function (Or them together to combine features)
//--------------------------------------------------------------------------------------
#define ATGFONT_LEFT 0x00000000
#define ATGFONT_RIGHT 0x00000001
#define ATGFONT_CENTER_X 0x00000002
#define ATGFONT_CENTER_Y 0x00000004
#define ATGFONT_TRUNCATED 0x00000008
class XUI_Font
{
public:
XUI_FontData *m_fontData;
public:
const int m_iFontData;
const float m_fScaleFactor;
FLOAT m_fXScaleFactor; // Scaling constants
FLOAT m_fYScaleFactor;
FLOAT m_fSlantFactor; // For italics
DOUBLE m_dRotCos; // Precalculated sine and cosine for italic like rotation
DOUBLE m_dRotSin;
D3DRECT m_rcWindow; // Bounds rect if the text window, modify via accessors only!
FLOAT m_fCursorX; // Current text cursor
FLOAT m_fCursorY;
BOOL m_bRotate;
DWORD m_dwNestedBeginCount;
wstring m_fontName;
wstring m_fallbackFont;
DWORD refCount;
public:
float getScaleFactor() { return m_fScaleFactor; }
void GetScaleFactors(FLOAT *pfXScaleFactor, FLOAT *pfYScaleFactor) { *pfXScaleFactor = m_fScaleFactor; *pfYScaleFactor = m_fScaleFactor; }
// Accessor functions
inline VOID SetSlantFactor( FLOAT fSlantFactor )
{
m_fSlantFactor = fSlantFactor;
}
inline VOID SetScaleFactors( FLOAT fXScaleFactor, FLOAT fYScaleFactor )
{
// m_fXScaleFactor = m_fYScaleFactor = m_fScaleFactor;
}
void SetFallbackFont(const wstring &fallbackFont) { m_fallbackFont = fallbackFont; }
void IncRefCount() { ++refCount; }
void DecRefCount() { --refCount; }
public:
XUI_Font(int iFontData, float scaleFactor, XUI_FontData *fontData);
~XUI_Font();
// Returns the dimensions of a text string
VOID GetTextExtent( const WCHAR* strText, FLOAT* pWidth,
FLOAT* pHeight, BOOL bFirstLineOnly=FALSE ) const;
FLOAT GetTextWidth( const WCHAR* strText ) const;
FLOAT GetCharAdvance( const WCHAR* strChar ) const;
VOID SetWindow(const D3DRECT &rcWindow );
VOID SetWindow( LONG x1, LONG y1, LONG x2, LONG y2 );
VOID GetWindow(D3DRECT &rcWindow) const;
VOID SetCursorPosition( FLOAT fCursorX, FLOAT fCursorY );
VOID SetRotationFactor( FLOAT fRotationFactor );
// Function to create a texture containing rendered text
D3DTexture* CreateTexture( const WCHAR* strText,
D3DCOLOR dwBackgroundColor = 0x00000000,
D3DCOLOR dwTextColor = 0xffffffff,
D3DFORMAT d3dFormat = D3DFMT_A8R8G8B8 );
// Public calls to render text. Callers can simply call DrawText(), but for
// performance, they should batch multiple calls together, bracketed by calls to
// Begin() and End().
VOID Begin();
VOID DrawText( DWORD dwColor, const WCHAR* strText, DWORD dwFlags=0L,
FLOAT fMaxPixelWidth = 0.0f );
VOID DrawText( FLOAT sx, FLOAT sy, DWORD dwColor, const WCHAR* strText,
DWORD dwFlags=0L, FLOAT fMaxPixelWidth = 0.0f, bool darken = false );
VOID DrawShadowText( FLOAT sx, FLOAT sy, DWORD dwColor, DWORD dwShadowColor, const WCHAR* strText,
DWORD dwFlags=0L, FLOAT fMaxPixelWidth = 0.0f );
VOID End();
};

View File

@@ -0,0 +1,395 @@
#include "stdafx.h"
#include "..\..\stubs.h"
#include "..\..\Minecraft.h"
#include "..\..\Textures.h"
#include "XUI_FontData.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
#define USE_NEW 0
extern IDirect3DDevice9 *g_pD3DDevice;
int XUI_FontData::getMaxGlyph()
{
return m_fontData->getFontData()->m_uiGlyphCount;
}
float XUI_FontData::getFontHeight()
{
return m_fontData->getFontData()->m_uiGlyphHeight;
}
float XUI_FontData::getFontTopPadding()
{
return 0;
}
float XUI_FontData::getFontBottomPadding()
{
return 0;
}
float XUI_FontData::getFontYAdvance()
{
return m_fontData->getFontData()->m_uiGlyphHeight - 1;
}
float XUI_FontData::getFontMaxWidth()
{
return m_fontData->getFontData()->m_uiGlyphWidth;
}
float XUI_FontData::getMaxDescent()
{
return 0;
}
float XUI_FontData::getMaxAscent()
{
return m_fontData->getFontData()->m_uiGlyphHeight;
}
int XUI_FontData::getImageWidth()
{
return m_fontData->getFontData()->m_uiGlyphMapX;
}
int XUI_FontData::getImageHeight()
{
return m_fontData->getFontData()->m_uiGlyphMapY;
}
float XUI_FontData::SChar::getMinX()
{
return 0.0f;
}
float XUI_FontData::SChar::getMaxX()
{
return (float) m_parent->m_fontData->getFontData()->m_uiGlyphWidth;
}
float XUI_FontData::SChar::getMinY()
{
return 0.0f;
}
float XUI_FontData::SChar::getMaxY()
{
return 0.0f; //m_parent->m_fontData->getFontData()->m_uiGlyphHeight;
}
float XUI_FontData::SChar::getAdvance()
{
return (float) m_parent->m_fontData->getWidth(m_glyphId);
}
int XUI_FontData::SChar::getGlyphId()
{
return m_glyphId;
}
#define USE_NEW_UV 1
int XUI_FontData::SChar::tu1()
{
#if USE_NEW_UV
int row = 0, col = 0;
m_parent->m_fontData->getPos(m_glyphId, row, col);
return col * m_parent->m_fontData->getFontData()->m_uiGlyphWidth;
#else
return m_parent->m_Glyphs[m_glyphId].tu1;
#endif
}
int XUI_FontData::SChar::tu2()
{
#if USE_NEW_UV
return tu1() + m_parent->m_fontData->getFontData()->m_uiGlyphWidth;
#else
return m_parent->m_Glyphs[m_glyphId].tu2;
#endif
}
int XUI_FontData::SChar::tv1()
{
#if USE_NEW_UV
int row = 0, col = 0;
m_parent->m_fontData->getPos(m_glyphId, row, col);
return row * m_parent->m_fontData->getFontData()->m_uiGlyphHeight + 1;
#else
return m_parent->m_Glyphs[m_glyphId].tv1;
#endif
}
int XUI_FontData::SChar::tv2()
{
#if USE_NEW_UV
return tv1() + m_parent->m_fontData->getFontData()->m_uiGlyphHeight;
#else
return m_parent->m_Glyphs[m_glyphId].tv2;
#endif
}
short XUI_FontData::SChar::getOffset()
{
return 0;
}
short XUI_FontData::SChar::getWAdvance()
{
return 0;
}
XUI_FontData::SChar XUI_FontData::getChar(const wchar_t strChar)
{
SChar out;
out.m_glyphId = m_fontData->getGlyphId((unsigned int) strChar);
out.m_parent = this;
return out;
}
//--------------------------------------------------------------------------------------
// Name: XUI_FontData()
// Desc: Constructor
//--------------------------------------------------------------------------------------
XUI_FontData::XUI_FontData()
{
m_pFontTexture = NULL;
m_iFontTexture = -1;
m_dwNumGlyphs = 0L;
m_Glyphs = NULL;
m_cMaxGlyph = 0;
m_dwNestedBeginCount = 0L;
}
//--------------------------------------------------------------------------------------
// Name: ~XUI_FontData()
// Desc: Destructor
//--------------------------------------------------------------------------------------
XUI_FontData::~XUI_FontData()
{
Destroy();
}
//--------------------------------------------------------------------------------------
// Name: Create()
// Desc: Create the font's internal objects (texture and array of glyph info)
// using the XPR packed resource file
//--------------------------------------------------------------------------------------
HRESULT XUI_FontData::Create( SFontData &sfontdata )
{
#ifndef _CONTENT_PACKAGE
app.DebugPrintf("Attempting to load font data for font: '%s'\n", sfontdata.m_strFontName.c_str());
#endif
BufferedImage *img = new BufferedImage(sfontdata.m_wstrFilename, false, true);
m_iFontTexture = Minecraft::GetInstance()->textures->getTexture(img, C4JRender::TEXTURE_FORMAT_RxGyBzAw, false);
int imgWidth = img->getWidth(), imgHeight = img->getHeight();
intArray rawPixels(imgWidth * imgHeight);
img->getRGB(0, 0, imgWidth, imgHeight, rawPixels, 0, imgWidth);
delete img;
m_fontData = new CFontData( sfontdata, rawPixels.data );
if (rawPixels.data != NULL) delete [] rawPixels.data;
#if 0
{ // 4J-JEV: Load in FontData (ABC) file, and initialize member variables from it.
const ULONG_PTR c_ModuleHandle = (ULONG_PTR)GetModuleHandle(NULL);
//wsprintfW(szResourceLocator,L"section://%X,%s#%s",c_ModuleHandle,L"media", L"media/font/Mojangles_10.abc");
wsprintfW(szResourceLocator,L"section://%X,%s#%s%s%s",c_ModuleHandle,L"media", L"media/font/",strFontFileName.c_str(),L".abc");
BYTE *buffer;
UINT bufferSize;
hr = XuiResourceLoadAllNoLoc(
szResourceLocator,
&buffer,
&bufferSize
);
if( FAILED(hr) ) app.FatalLoadError();
//return Create( tex, buffer );
hr = Create( m_iFontTexture, buffer );
XuiFree(buffer);
}
// The ABC's are wrong, so recalc
// TODO 4J Stu - This isn't going to change every time we run the app, so really the FontMaker tool needs
// changed, or at the very least the .abc files need pre-processed to store the values we want
int rowV = 0;
int rowXOffset = 0;
for (unsigned int i = 0; i < 299; i++)
{
// Translate unprintable characters
GLYPH_ATTR* pGlyph;
DWORD letter = m_fontData->getGlyphId(i);
if( letter == 0 || letter >= 280 ) continue;
pGlyph = (GLYPH_ATTR*)&m_Glyphs[letter]; // Get the requested glyph
// 4J Stu - The original ABC's were generated for a font height that is 1 pixel higher than our cleaned up version
// We adjust for 1 pixel padding in the y at the top of each box.
pGlyph->tv1++;
if( pGlyph->tv1 != rowV )
{
rowV = pGlyph->tv1;
rowXOffset = 0;
}
if( pGlyph->wOffset > 0 )
{
rowXOffset += pGlyph->wOffset;
pGlyph->wOffset = 0;
}
pGlyph->tu1 -= rowXOffset;
pGlyph->tu2 -= rowXOffset;
int x = pGlyph->tu2-1;
int emptyColumnX = x;
for (; x >= pGlyph->tu1; x--)
{
bool emptyColumn = true;
for (int y = pGlyph->tv1; y < pGlyph->tv2; y++)
{
int rawPix = rawPixels[x + (y*imgWidth)];
DWORD pixel = rawPixels[x + (y*imgWidth)] & 0xff000000;
if (pixel > 0) emptyColumn = false;
}
if (!emptyColumn && emptyColumnX == pGlyph->tu2-1)
{
emptyColumnX = x;
}
}
if(emptyColumnX != pGlyph->tu2-1)
{
pGlyph->wWidth = emptyColumnX-pGlyph->tu1;
pGlyph->wAdvance = pGlyph->wWidth + 1;
}
}
#endif
return S_OK;
}
//--------------------------------------------------------------------------------------
// Name: Create()
// Desc: Create the font's internal objects (texture and array of glyph info)
//--------------------------------------------------------------------------------------
//HRESULT XUI_FontData::Create( D3DTexture* pFontTexture, const VOID* pFontData )
HRESULT XUI_FontData::Create( int iFontTexture, const VOID* pFontData )
{
// Save a copy of the texture
//m_pFontTexture = pFontTexture;
#if 0
m_iFontTexture = iFontTexture;
// Check version of file (to make sure it matches up with the FontMaker tool)
const BYTE* pData = static_cast<const BYTE*>(pFontData);
DWORD dwFileVersion = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_dwFileVersion;
if( dwFileVersion == ATGFONTFILEVERSION )
{
//m_fFontHeight = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontHeight;
//m_fFontTopPadding = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontTopPadding;
//m_fFontBottomPadding = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontBottomPadding;
//m_fFontYAdvance = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_fFontYAdvance;
// Point to the translator string which immediately follows the 4 floats
m_cMaxGlyph = reinterpret_cast<const FontFileHeaderImage_t *>(pData)->m_cMaxGlyph;
WCHAR* translatorTable = const_cast<FontFileHeaderImage_t*>(reinterpret_cast<const FontFileHeaderImage_t *>(pData))->m_TranslatorTable;
// 4J Stu - This map saves us some memory because the translatorTable is largely empty
// If we were ever to use >50% of the table then we should store it and use directly rather than the map
for( unsigned short i = 0; i < m_cMaxGlyph + 1; ++i )
{
if( translatorTable[i] == 0 ) continue;
m_TranslatorMap.insert( unordered_map<wchar_t, unsigned short>::value_type(i, translatorTable[i]) );
}
pData += ATGCALCFONTFILEHEADERSIZE( m_cMaxGlyph + 1 );
// Read the glyph attributes from the file
m_dwNumGlyphs = reinterpret_cast<const FontFileStrikesImage_t *>(pData)->m_dwNumGlyphs;
m_Glyphs = new GLYPH_ATTR[m_dwNumGlyphs];
memcpy(m_Glyphs, reinterpret_cast<const FontFileStrikesImage_t *>(pData)->m_Glyphs, sizeof(GLYPH_ATTR) * m_dwNumGlyphs);
//m_dwNumGlyphs = m_fontData->getFontData()->m_uiGlyphCount;
}
else
{
app.DebugPrintf( "Incorrect version number on font file!\n" );
return E_FAIL;
}
#endif
return S_OK;
}
//--------------------------------------------------------------------------------------
// Name: Destroy()
// Desc: Destroy the font object
//--------------------------------------------------------------------------------------
VOID XUI_FontData::Destroy()
{
if(m_pFontTexture!=NULL)
{
m_pFontTexture->Release();
delete m_pFontTexture;
}
m_fontData->release();
m_pFontTexture = NULL;
m_dwNumGlyphs = 0L;
m_cMaxGlyph = 0;
m_dwNestedBeginCount = 0L;
}
/*
FLOAT XUI_FontData::GetCharAdvance( const WCHAR* strChar )
{
unsigned int uiChar = (unsigned int) *strChar;
return 0.0f;// m_fontData.getAdvance(m_fontData.getGlyphId(uiChar));
}
FLOAT XUI_FontData::GetCharWidth( const WCHAR* strChar )
{
return 0.0f;
}
void XUI_FontData::GetCharMetrics( const WCHAR* strChar, XUICharMetrics *xuiMetrics)
{
unsigned int uiChar = (unsigned int) *strChar;
unsigned short usGlyph = m_fontData->getGlyphId(uiChar);
xuiMetrics->fAdvance = m_fontData->getWidth(usGlyph); //.getAdvance(usGlyph) * (float) m_fontData.getFontData()->m_uiGlyphHeight;
xuiMetrics->fMaxX = (float) m_fontData->getFontData()->m_uiGlyphWidth;
xuiMetrics->fMinX = 0.0f;
xuiMetrics->fMaxY = 0;// m_fontData.getFontData()->m_fAscent * (float) m_fontData.getFontData()->m_uiGlyphHeight;
xuiMetrics->fMinY = 0;//m_fontData.getFontData()->m_fDescent * (float) m_fontData.getFontData()->m_uiGlyphHeight;
}
unsigned short XUI_FontData::getGlyphId(wchar_t character)
{
return m_fontData->getGlyphId( (unsigned int) character );
}
*/

View File

@@ -0,0 +1,147 @@
#pragma once
using namespace std;
#include <xuirender.h>
#include "..\..\Common\UI\UIFontData.h"
// 4J This class is partially based of the ATG font implementation
//--------------------------------------------------------------------------------------
// Name: GLYPH_ATTR
// Desc: Structure to hold information about one glyph (font character image)
//--------------------------------------------------------------------------------------
typedef struct GLYPH_ATTR
{
WORD tu1, tv1, tu2, tv2; // Texture coordinates for the image
SHORT wOffset; // Pixel offset for glyph start
SHORT wWidth; // Pixel width of the glyph
SHORT wAdvance; // Pixels to advance after the glyph
WORD wMask; // Channel mask
} GLYPH_ATTR;
//
// These two structures are mapped to data loaded from disk.
// DO NOT ALTER ANY ENTRIES OR YOU WILL BREAK
// COMPATIBILITY WITH THE FONT FILE
//
// Font description
#define ATGCALCFONTFILEHEADERSIZE(x) ( sizeof(DWORD) + (sizeof(FLOAT)*4) + sizeof(WORD) + (sizeof(WCHAR)*(x)) )
#define ATGFONTFILEVERSION 5
typedef struct FontFileHeaderImage_t {
DWORD m_dwFileVersion; // Version of the font file (Must match FONTFILEVERSION)
FLOAT m_fFontHeight; // Height of the font strike in pixels
FLOAT m_fFontTopPadding; // Padding above the strike zone
FLOAT m_fFontBottomPadding; // Padding below the strike zone
FLOAT m_fFontYAdvance; // Number of pixels to move the cursor for a line feed
WORD m_cMaxGlyph; // Number of font characters (Should be an odd number to maintain DWORD Alignment)
WCHAR m_TranslatorTable[1]; // ASCII to Glyph lookup table, NOTE: It's m_cMaxGlyph+1 in size.
// Entry 0 maps to the "Unknown" glyph.
} FontFileHeaderImage_t;
// Font strike array. Immediately follows the FontFileHeaderImage_t
// structure image
typedef struct FontFileStrikesImage_t {
DWORD m_dwNumGlyphs; // Size of font strike array (First entry is the unknown glyph)
GLYPH_ATTR m_Glyphs[1]; // Array of font strike uv's etc... NOTE: It's m_dwNumGlyphs in size
} FontFileStrikesImage_t;
typedef struct _CharMetrics
{
// units are pixels at current font size
float fMinX; // min x coordinate
float fMinY; // min y coordinate
float fMaxX; // max x coordinate
float fMaxY; // max y coordinate
float fAdvance; // advance value
} CharMetrics;
class XUI_FontData
{
public:
int getMaxGlyph();
float getFontHeight();
float getFontTopPadding();
float getFontBottomPadding();
float getFontYAdvance();
float getFontMaxWidth();
float getMaxDescent();
float getMaxAscent();
int getImageWidth();
int getImageHeight();
typedef struct
{
friend class XUI_FontData;
private:
unsigned short m_glyphId;
XUI_FontData *m_parent;
public:
bool hasChar() { return true; }
float getMinX();
float getMinY();
float getMaxX();
float getMaxY();
float getAdvance();
int getGlyphId();
int tu1();
int tu2();
int tv1();
int tv2(); // Texture coordinates for the image
short getOffset(); // Pixel offset for glyph start
short getWidth(); // Pixel width of the glyph
short getWAdvance(); // Pixels to advance after the glyph
WORD getMask(); // Channel mask, tv2;
} SChar;
SChar getChar(const wchar_t strChar);
// D3D rendering objects
D3DTexture* m_pFontTexture;
int m_iFontTexture;
private:
unordered_map<wchar_t, unsigned short> m_TranslatorMap;
CharMetrics *m_characterMetrics;
// Translator table for supporting unicode ranges
DWORD m_cMaxGlyph; // Number of entries in the translator table
// Glyph data for the font
DWORD m_dwNumGlyphs; // Number of valid glyphs
GLYPH_ATTR* m_Glyphs; // Array of glyphs
DWORD m_dwNestedBeginCount;
protected:
CFontData *m_fontData;
public:
// Accessor functions
inline D3DTexture* GetTexture() const
{
return m_pFontTexture;
}
public:
XUI_FontData();
~XUI_FontData();
// Functions to create and destroy the internal objects
HRESULT Create( SFontData &sfontdata );
//HRESULT Create( D3DTexture* pFontTexture, const VOID* pFontData );
HRESULT Create( int iFontTexture, const VOID* pFontData );
VOID Destroy();
//FLOAT GetCharAdvance( const WCHAR* strChar );
//FLOAT GetCharWidth( const WCHAR* strChar );
//void GetCharMetrics( const WCHAR* strChar, XUICharMetrics *xuiMetrics);
//unsigned short getGlyphId(wchar_t character);
};

View File

@@ -0,0 +1,307 @@
#include "stdafx.h"
#include "XUI_FontRenderer.h"
#include "XUI_Font.h"
#include "XUI_FontData.h"
#include "..\..\..\Minecraft.World\StringHelpers.h"
extern IDirect3DDevice9 *g_pD3DDevice;
extern void GetRenderAndSamplerStates(IDirect3DDevice9 *pDevice,DWORD *RenderStateA,DWORD *SamplerStateA);
extern void SetRenderAndSamplerStates(IDirect3DDevice9 *pDevice,DWORD *RenderStateA,DWORD *SamplerStateA);
XUI_FontRenderer::XUI_FontRenderer()
{
ZeroMemory(m_loadedFontData, sizeof(XUI_FontData*) * eFontData_MAX);
//XuiFontSetRenderer(this);
//Minecraft *pMinecraft=Minecraft::GetInstance();
//ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
//m_fScreenWidth=(float)pMinecraft->width_phys;
//m_fRawWidth=(float)ssc.rawWidth;
//m_fScreenHeight=(float)pMinecraft->height_phys;
//m_fRawHeight=(float)ssc.rawHeight;
}
HRESULT XUI_FontRenderer::Init( float fDpi )
{
return( S_OK );
}
VOID XUI_FontRenderer::Term()
{
return;
}
HRESULT XUI_FontRenderer::GetCaps( DWORD * pdwCaps )
{
if( pdwCaps != NULL )
{
// setting this means XUI calls the DrawCharsToDevice method
*pdwCaps = XUI_FONT_RENDERER_CAP_INTERNAL_GLYPH_CACHE | XUI_FONT_RENDERER_CAP_POINT_SIZE_RESPECTED | XUI_FONT_RENDERER_STYLE_DROPSHADOW;
}
return ( S_OK );
}
HRESULT XUI_FontRenderer::CreateFont( const TypefaceDescriptor * pTypefaceDescriptor, float fPointSize, DWORD dwStyle, DWORD dwReserved, HFONTOBJ * phFont )
{
float fXuiSize = fPointSize * ( 16.0f / 14.0f );
//float fXuiSize = fPointSize * ( 16.0f / 16.0f );
fXuiSize /= 4.0f;
fXuiSize = floor( fXuiSize );
int xuiSize = (int)(fXuiSize * 4.0f);
if( xuiSize < 1 ) xuiSize = 8;
// 4J Stu - We have fonts based on multiples of 8 or 12
// We don't want to make the text larger as then it may not fit in the box specified
// so we decrease the size until we find one that will look ok
while( xuiSize%8!=0 && xuiSize%12!=0 ) xuiSize -= 2;
//app.DebugPrintf("point size is: %f, xuiSize is: %d\n", fPointSize, xuiSize);
XUI_Font *font = NULL;
XUI_FontData *fontData = NULL;
FLOAT scale = 1;
eFontData efontdata;
if( xuiSize%12==0 )
{
scale = xuiSize/12;
efontdata = eFontData_Mojangles_11;
}
else
{
scale = xuiSize/8;
efontdata = eFontData_Mojangles_7;
}
font = m_loadedFonts[efontdata][scale];
if (font == NULL)
{
fontData = m_loadedFontData[efontdata];
if (fontData == NULL)
{
SFontData *sfontdata;
switch (efontdata)
{
case eFontData_Mojangles_7: sfontdata = &SFontData::Mojangles_7; break;
case eFontData_Mojangles_11: sfontdata = &SFontData::Mojangles_11; break;
default: sfontdata = NULL; break;
}
fontData = new XUI_FontData();
fontData->Create(*sfontdata);
m_loadedFontData[efontdata] = fontData;
}
font = new XUI_Font( efontdata, scale, fontData );
m_loadedFonts[efontdata][scale] = font;
}
font->IncRefCount();
*phFont = (HFONTOBJ)font;
return S_OK;
}
VOID XUI_FontRenderer::ReleaseFont( HFONTOBJ hFont )
{
XUI_Font *xuiFont = (XUI_Font*) hFont;
if (xuiFont != NULL)
{
xuiFont->DecRefCount();
if (xuiFont->refCount <= 0)
{
AUTO_VAR(it, m_loadedFonts[xuiFont->m_iFontData].find(xuiFont->m_fScaleFactor) );
if (it != m_loadedFonts[xuiFont->m_iFontData].end()) m_loadedFonts[xuiFont->m_iFontData].erase(it);
delete hFont;
}
}
return;
}
HRESULT XUI_FontRenderer::GetFontMetrics( HFONTOBJ hFont, XUIFontMetrics *pFontMetrics )
{
if( hFont == 0 || pFontMetrics == 0 ) return E_INVALIDARG;
XUI_Font *font = (XUI_Font *)hFont;
pFontMetrics->fLineHeight = (font->m_fontData->getFontYAdvance() + 1) * font->m_fYScaleFactor;
pFontMetrics->fMaxAscent = font->m_fontData->getMaxAscent() * font->m_fYScaleFactor;
pFontMetrics->fMaxDescent = font->m_fontData->getMaxDescent() * font->m_fYScaleFactor;
pFontMetrics->fMaxHeight = font->m_fontData->getFontHeight() * font->m_fYScaleFactor;
pFontMetrics->fMaxWidth = font->m_fontData->getFontMaxWidth() * font->m_fXScaleFactor;
pFontMetrics->fMaxAdvance = font->m_fontData->getFontMaxWidth() * font->m_fXScaleFactor;
//*pFontMetrics = font->m_fontMetrics; // g_fontMetrics;
return( S_OK );
}
HRESULT XUI_FontRenderer::GetCharMetrics( HFONTOBJ hFont, WCHAR wch, XUICharMetrics *pCharMetrics )
{
if (hFont == 0 || pCharMetrics == 0) return E_INVALIDARG;
XUI_Font *font = (XUI_Font *)hFont;
XUI_FontData::SChar sChar = font->m_fontData->getChar(wch);
pCharMetrics->fMinX = sChar.getMinX() * font->m_fYScaleFactor;
pCharMetrics->fMinY = sChar.getMinY() * font->m_fYScaleFactor;
pCharMetrics->fMaxX = sChar.getMaxX() * font->m_fYScaleFactor;
pCharMetrics->fMaxY = sChar.getMaxY() * font->m_fYScaleFactor;
pCharMetrics->fAdvance = sChar.getAdvance() * font->m_fYScaleFactor;
return(S_OK);
}
HRESULT XUI_FontRenderer::DrawCharToTexture( HFONTOBJ hFont, WCHAR wch, HXUIDC hDC, IXuiTexture * pTexture, UINT x, UINT y, UINT width, UINT height, UINT insetX, UINT insetY )
{
if( hFont==0 || pTexture==NULL ) return E_INVALIDARG;
return( S_OK );
}
HRESULT XUI_FontRenderer::DrawCharsToDevice( HFONTOBJ hFont, CharData * pCharData, DWORD dwCount, RECT *pClipRect, HXUIDC hDC, D3DXMATRIX * pWorldViewProj )
{
if( hFont == 0 ) return E_INVALIDARG;
if( dwCount == 0 ) return( S_OK );
DWORD RenderStateA[8];
DWORD SamplerStateA[5];
XMVECTOR vconsts[20];
XMVECTOR pconsts[20];
XUI_Font *font = (XUI_Font *)hFont;
// 4J-PB - if we're in 480 Widescreen mode, we need to ensure that the font characters are aligned on an even boundary if they are a 2x multiple
if(!RenderManager.IsHiDef())
{
if(RenderManager.IsWidescreen())
{
float fScaleX, fScaleY;
font->GetScaleFactors(&fScaleX,&fScaleY);
int iScaleX=fScaleX;
int iScaleY=fScaleY;
if(iScaleX%2==0)
{
int iWorldX=pWorldViewProj->_41;
pWorldViewProj->_41 = (float)(iWorldX & -2);
}
if(iScaleY%2==0)
{
int iWorldY=pWorldViewProj->_42;
pWorldViewProj->_42 = (float)(iWorldY & -2);
}
}
else
{
// make x an even number for 480 4:3
int iWorldX=pWorldViewProj->_41;
pWorldViewProj->_41 = (float)(iWorldX & -2);
// 480 SD mode - y needs to be on a pixel boundary when multiplied by 1.5, so if it's an odd number, subtract 1/3 from it
int iWorldY=pWorldViewProj->_42;
if(iWorldY%2==1)
{
pWorldViewProj->_42-=1.0f/3.0f;
}
}
}
g_pD3DDevice->GetVertexShaderConstantF( 0, (float *)vconsts, 20 );
g_pD3DDevice->GetPixelShaderConstantF( 0, (float *)pconsts, 20 );
g_pD3DDevice->SetRenderState(D3DRS_HALFPIXELOFFSET, TRUE);
GetRenderAndSamplerStates(g_pD3DDevice, RenderStateA, SamplerStateA );
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
RenderManager.Set_matrixDirty();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1280.0f, 720.0f, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2000);
glColor4f(1.0f,1.0f,1.0f,1.0f);
float matrixCopy[16];
memcpy(matrixCopy, pWorldViewProj, 64);
matrixCopy[11] = 0.0f;
matrixCopy[12] = floor(matrixCopy[12] + 0.5f);
matrixCopy[13] = floor(matrixCopy[13] + 0.5f);
matrixCopy[14] = floor(matrixCopy[14] + 0.5f);
matrixCopy[15] = 1.0f;
glMultMatrixf(matrixCopy);
float lineXPos = 0.0f;
float lineYPos = 0.0f;
DWORD colour = 0;
DWORD style = 0;
#if 1
for( int i = 0; i < dwCount; i++ )
{
wstring string;
string.push_back(pCharData[i].wch);
lineYPos = pCharData[i].y;
lineXPos = pCharData[i].x;
colour = pCharData[i].dwColor;
style = pCharData[i].dwStyle;
//if(pCharData[i].wch > font->m_fontData->getMaxGlyph())
if ( !font->m_fontData->getChar(pCharData[i].wch).hasChar() )
{
// Can't render this character, fallback to the default renderer
app.OverrideFontRenderer(false,false);
break;
}
#else
DWORD i = 0;
while( i < dwCount )
{
wstring string;
lineYPos = pCharData[i].y;
lineXPos = pCharData[i].x;
colour = pCharData[i].dwColor;
style = pCharData[i].dwStyle;
while(i < dwCount && pCharData[i].y == lineYPos)
{
string.push_back(pCharData[i].wch);
++i;
}
#endif
bool dropShadow = false;
if( (style & XUI_FONT_STYLE_DROPSHADOW) == XUI_FONT_STYLE_DROPSHADOW) dropShadow = true;
//int yPos = (int)pCharData[i].y + (int)(font->m_fontMetrics.fLineHeight - font->m_fontMetrics.fMaxAscent)/2;
//if( (pCharData[i].dwStyle & XUI_FONT_STYLE_VERTICAL_CENTER) == XUI_FONT_STYLE_VERTICAL_CENTER)
//{
// yPos = (pClipRect->bottom - (int)font->m_fontMetrics.fLineHeight) / 2;
//}
if(dropShadow)
{
DWORD shadowColour;
XuiGetTextDropShadowColor(hDC, &shadowColour);
// 4J Stu - Shadow colour is currently ignored
font->DrawShadowText( lineXPos,lineYPos,colour,shadowColour,string.c_str() );
//drawShadow(thisChar, (int)pCharData[i].x, yPos, pCharData[i].dwColor );
}
else
{
font->DrawText( lineXPos,lineYPos,colour,string.c_str() );
//draw(thisChar, (int)pCharData[i].x, yPos, pCharData[i].dwColor, false );
}
}
g_pD3DDevice->SetVertexShaderConstantF( 0, (float *)vconsts, 20 );
g_pD3DDevice->SetPixelShaderConstantF( 0, (float *)pconsts, 20 );
SetRenderAndSamplerStates(g_pD3DDevice, RenderStateA, SamplerStateA );
g_pD3DDevice->SetRenderState(D3DRS_HALFPIXELOFFSET, FALSE);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
XuiRenderRestoreState(hDC);
return( S_OK );
}

View File

@@ -0,0 +1,49 @@
#pragma once
using namespace std;
class XUI_FontData;
class XUI_Font;
// Define this to use this class as the XUI font renderer
#define OVERRIDE_XUI_FONT_RENDERER
//#define USE_SCALING_FONT
class XUI_FontRenderer : public IXuiFontRenderer
{
protected:
enum eFontData
{
eFontData_MIN = 0,
eFontData_Mojangles_7 = 0,
eFontData_Mojangles_11,
eFontData_MAX
};
// The font data is the image and size/coords data
XUI_FontData *m_loadedFontData[eFontData_MAX];
// The XUI_Font is a temporary instance that is around as long as XUI needs it, but does the actual rendering
// These can be chained
unordered_map<float, XUI_Font *> m_loadedFonts[eFontData_MAX];
public:
XUI_FontRenderer();
// 4J - IXuiFontRenderer interface
virtual HRESULT STDMETHODCALLTYPE Init( float fDpi );
virtual VOID STDMETHODCALLTYPE Term();
virtual HRESULT STDMETHODCALLTYPE GetCaps( DWORD * pdwCaps );
virtual HRESULT STDMETHODCALLTYPE CreateFont( const TypefaceDescriptor * pTypefaceDescriptor,
float fPointSize, DWORD dwStyle, DWORD dwReserved, HFONTOBJ * phFont );
virtual VOID STDMETHODCALLTYPE ReleaseFont( HFONTOBJ hFont );
virtual HRESULT STDMETHODCALLTYPE GetFontMetrics( HFONTOBJ hFont, XUIFontMetrics *pFontMetrics );
virtual HRESULT STDMETHODCALLTYPE GetCharMetrics( HFONTOBJ hFont, WCHAR wch,
XUICharMetrics *pCharMetrics );
virtual HRESULT STDMETHODCALLTYPE DrawCharToTexture( HFONTOBJ hFont, WCHAR wch, HXUIDC hDC,
IXuiTexture * pTexture, UINT x, UINT y, UINT width, UINT height,
UINT insetX, UINT insetY );
virtual HRESULT STDMETHODCALLTYPE DrawCharsToDevice( HFONTOBJ hFont, CharData * pCharData,
DWORD dwCount, RECT *pClipRect, HXUIDC hDC,
D3DXMATRIX * pWorldViewProj );
};