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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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 <stdlib.h>
- // 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<FontCharsClass *>(m_font->fontData) );
-
- m_textRendererHotKey.Set_Font( static_cast<FontCharsClass *>(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 )
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