/* ** Command & Conquer Generals Zero Hour(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) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DDisplayString.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: W3DDisplayString.cpp // // Created: Colin Day, July 2001 // // Desc: Display string W3D implementation, display strings hold // double byte characters and all the data we need to render // those strings to the screen. // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// // SYSTEM INCLUDES //////////////////////////////////////////////////////////// #include // USER INCLUDES ////////////////////////////////////////////////////////////// #include "GameClient/GameClient.h" #include "W3DDevice/GameClient/W3DDisplayString.h" #include "GameClient/HotKey.h" #include "GameClient/GameFont.h" #include "GameClient/GlobalLanguage.h" // DEFINES //////////////////////////////////////////////////////////////////// #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif // PRIVATE TYPES ////////////////////////////////////////////////////////////// // PRIVATE DATA /////////////////////////////////////////////////////////////// // PUBLIC DATA //////////////////////////////////////////////////////////////// // PRIVATE PROTOTYPES ///////////////////////////////////////////////////////// // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // W3DDisplayString::W3DDisplayString ========================================= /** */ //============================================================================= W3DDisplayString::W3DDisplayString( void ) { m_textChanged = FALSE; m_textPos.x = 0; m_textPos.y = 0; m_currTextColor = 0; m_currDropColor = 0; m_size.x = 0; m_size.y = 0; m_fontChanged = FALSE; m_clipRegion.lo.x = 0; m_clipRegion.lo.y = 0; m_clipRegion.hi.x = 0; m_clipRegion.hi.y = 0; m_lastResourceFrame = 0; m_useHotKey = FALSE; m_hotKeyPos.x = 0; m_hotKeyPos.y = 0; m_hotKeyColor = GameMakeColor(255,255,255,255); } // end W3DDisplayString // W3DDisplayString::~W3DDisplayString ======================================== /** */ //============================================================================= W3DDisplayString::~W3DDisplayString( void ) { } // end ~W3DDisplayString // W3DDisplayString::textChanged ============================================== /** This method automatically gets called from some methods in the display * class so that we can write our own code here to to appropriate things * on the changing of string data */ //============================================================================= void W3DDisplayString::notifyTextChanged( void ) { // extend functionality DisplayString::notifyTextChanged(); if(TheGlobalLanguageData) { if(TheGlobalLanguageData->m_useHardWrap == TRUE) { m_textRenderer.Set_Use_Hard_Word_Wrap(true); m_textRendererHotKey.Set_Use_Hard_Word_Wrap(true); } else { m_textRenderer.Set_Use_Hard_Word_Wrap(false); m_textRendererHotKey.Set_Use_Hard_Word_Wrap(false); } } // get our new text extents computeExtents(); // // set a flag so that if it comes that we need to render this string // we know we must first build the sentence // m_textChanged = TRUE; // reset data for our text renderer m_textRenderer.Reset(); m_textRendererHotKey.Reset(); } // end notifyTextChanged // W3DDisplayString::Draw ===================================================== /** Draw the text at the specified location in in the specified colors * in the parameters. Since we keep an instance of the rendered text * texture around, this is the time to check to see if any of our * properties have changed since the last render, like color, or * position, or content. If they have, we need to rebuild the sentence * texture for rendering */ //============================================================================= void W3DDisplayString::draw( Int x, Int y, Color color, Color dropColor ) { draw(x,y, color, dropColor, 1, 1); } void W3DDisplayString::draw( Int x, Int y, Color color, Color dropColor, Int xDrop, Int yDrop ) { Bool needNewPolys = FALSE; // sanity if( getTextLength() == 0 ) return; // nothing to draw // if our font or text has changed we need to build a new sentence if( m_fontChanged || m_textChanged ) { if(m_useHotKey) { m_textRenderer.Set_Hot_Key_Parse(TRUE); m_textRenderer.Build_Sentence( getText().str(), &m_hotKeyPos.x, &m_hotKeyPos.y ); m_hotkey.translate(TheHotKeyManager->searchHotKey(getText())); if(!m_hotkey.isEmpty()) m_textRendererHotKey.Build_Sentence(m_hotkey.str(), NULL, NULL); else { m_useHotKey = FALSE; m_textRendererHotKey.Reset(); } } else m_textRenderer.Build_Sentence( getText().str(), NULL, NULL ); m_fontChanged = FALSE; m_textChanged = FALSE; needNewPolys = TRUE; } // end if // // if our position has changed, or our colors have chagned, or our // text data has changed, we need to redo the texture quads // if( needNewPolys || x != m_textPos.x || y != m_textPos.y || color != m_currTextColor || dropColor != m_currDropColor ) { // save the new attributes of the text position and color m_textPos.x = x; m_textPos.y = y; m_currTextColor = color; m_currDropColor = dropColor; // reset the quads m_textRenderer.Reset_Polys(); // draw the shadow m_textRenderer.Set_Location( Vector2( m_textPos.x + xDrop, m_textPos.y + yDrop) ); m_textRenderer.Draw_Sentence( m_currDropColor ); // draw the text m_textRenderer.Set_Location( Vector2( m_textPos.x, m_textPos.y ) ); m_textRenderer.Draw_Sentence( m_currTextColor ); if(m_useHotKey) { m_textRendererHotKey.Reset_Polys(); m_textRendererHotKey.Set_Location( Vector2( m_textPos.x + m_hotKeyPos.x , m_textPos.y +m_hotKeyPos.y) ); m_textRendererHotKey.Draw_Sentence( m_hotKeyColor ); m_textRendererHotKey.Render(); } } // end if // render the text m_textRenderer.Render(); // we are for sure using display resources now if( TheGameClient ) usingResources( TheGameClient->getFrame() ); } // end draw // W3DDisplayString::getSize ================================================== /** Get the render size width and height of the string in this instance * with the font associated with it */ //============================================================================= void W3DDisplayString::getSize( Int *width, Int *height ) { // assign the width and height we have stored to parameters present if( width ) *width = m_size.x; if( height ) *height = m_size.y; } // end getSize // DisplayString::appendChar ================================================== /** Get text with up to charPos characters, -1 = all characters */ //============================================================================= Int W3DDisplayString::getWidth( Int charPos ) { FontCharsClass * font; Int width = 0; Int count = 0; font = m_textRenderer.Peek_Font(); if ( font ) { const WideChar *text = m_textString.str(); WideChar ch; while ( (ch = *text++ ) != 0 && ( charPos == -1 || count < charPos ) ) { if ( ch != (WideChar)'\n' ) { width += font->Get_Char_Spacing( ch ); } count++; } } return width; } // W3DDisplayString::setFont ================================================== /** Set the font for this particular display string */ //============================================================================= void W3DDisplayString::setFont( GameFont *font ) { // sanity if( font == NULL ) return; // if the new font is the same as our existing font do nothing if( m_font == font ) return; // extending functionality DisplayString::setFont( font ); // set the font in our renderer m_textRenderer.Set_Font( static_cast(m_font->fontData) ); m_textRendererHotKey.Set_Font( static_cast(TheFontLibrary->getFont(font->nameString,font->pointSize, TRUE)->fontData) ); // recompute extents for text with new font computeExtents(); // set flag telling us the font has changed since last render m_fontChanged = TRUE; } // end setFont // W3DDisplayString::setClipRegion ============================================ /** Set the clipping region for the text */ //============================================================================= void W3DDisplayString::setClipRegion( IRegion2D *region ) { // extend functionality DisplayString::setClipRegion( region ); // only consider regions that are actual changes if( region->lo.x != m_clipRegion.lo.x || region->lo.y != m_clipRegion.lo.y || region->hi.x != m_clipRegion.hi.x || region->hi.y != m_clipRegion.hi.y ) { // assign new region m_clipRegion = *region; // set new region in renderer m_textRenderer.Set_Clipping_Rect( RectClass( m_clipRegion.lo.x, m_clipRegion.lo.y, m_clipRegion.hi.x, m_clipRegion.hi.y ) ); m_textRendererHotKey.Set_Clipping_Rect( RectClass( m_clipRegion.lo.x, m_clipRegion.lo.y, m_clipRegion.hi.x, m_clipRegion.hi.y ) ); } // end if } // end setClipRegion // W3DDisplayString::computeExtents =========================================== /** Update the width and height of our string */ //============================================================================= void W3DDisplayString::computeExtents( void ) { UnsignedInt len = getTextLength(); // if we have no string, or no font we don't have a size yet if( len == 0 || m_font == NULL ) { m_size.x = 0; m_size.y = 0; } // end if else { Vector2 extents = m_textRenderer.Get_Formatted_Text_Extents(getText().str()); //Get_Text_Extents( getText().str() ); m_size.x = extents.X; m_size.y = extents.Y; } // end else } // end computeExtents // W3DDisplayString::setWordWrap =========================================== /** Set the wordwrap of the m_textRenderer */ //============================================================================= void W3DDisplayString::setWordWrap( Int wordWrap ) { // set the Word Wrap if(m_textRenderer.Set_Wrapping_Width(wordWrap)) notifyTextChanged(); }// void setWordWrap( Int wordWrap ) void W3DDisplayString::setUseHotkey( Bool useHotkey, Color hotKeyColor ) { m_useHotKey = useHotkey; m_hotKeyColor = hotKeyColor; m_textRenderer.Set_Hot_Key_Parse(useHotkey); notifyTextChanged(); } // W3DDisplayString::setWordWrapCentered ====================================== /** Set the whether or not we want to center each new line in a text string */ //============================================================================= void W3DDisplayString::setWordWrapCentered( Bool isCentered ) { // set the Word Wrap if( m_textRenderer.Set_Word_Wrap_Centered(isCentered) ) notifyTextChanged(); }// void setWordWrap( Int wordWrap )