* Make anti-aliassing of text optional (for slower systems); it's turned on by default though (option "textantialiassing")

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2529 4a71c877-e1ca-e34f-864e-861f7616d084
master
Giel van Schijndel 2007-10-04 21:29:16 +00:00
parent 7835b437e7
commit 9d9370e13c
3 changed files with 49 additions and 7 deletions

View File

@ -47,6 +47,17 @@ extern unsigned int iV_GetCharWidth(uint32_t charCode);
extern unsigned int iV_GetTextHeight(const char* string); extern unsigned int iV_GetTextHeight(const char* string);
extern void iV_SetTextColour(SWORD Index); extern void iV_SetTextColour(SWORD Index);
/** Enable or disable anti-aliasing of text
* \param enable set this to true to enable anti-aliassing of text,
* set it to false to disable it.
*/
extern void iV_SetTextAntialias(bool enable);
/** Find out if anti-aliasing of text is enabled or disabled
* \return true if anti-aliassing of text is enabled, false otherwise
*/
extern bool iV_TextAntialiased(void);
#define ASCII_SPACE (32) #define ASCII_SPACE (32)
#define ASCII_NEWLINE ('@') #define ASCII_NEWLINE ('@')
#define ASCII_COLOURMODE ('#') #define ASCII_COLOURMODE ('#')

View File

@ -45,6 +45,8 @@ static GLint GLC_Context = 0;
static GLint GLC_Font_Regular = 0; static GLint GLC_Font_Regular = 0;
static GLint GLC_Font_Bold = 0; static GLint GLC_Font_Bold = 0;
static bool anti_aliasing = true;
/***************************************************************************/ /***************************************************************************/
/* /*
* Source * Source
@ -145,6 +147,16 @@ void iV_TextShutdown()
glcDeleteContext(GLC_Context); glcDeleteContext(GLC_Context);
} }
void iV_SetTextAntialias(bool enable)
{
anti_aliasing = enable;
}
bool iV_TextAntialiased()
{
return anti_aliasing;
}
void iV_SetFont(enum iV_fonts FontID) void iV_SetFont(enum iV_fonts FontID)
{ {
switch (FontID) switch (FontID)
@ -573,10 +585,13 @@ void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotati
{ {
pie_SetTexturePage(-2); pie_SetTexturePage(-2);
// Enable Anti Aliasing // Enable Anti Aliasing if it's enabled
if (anti_aliasing)
{
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POLYGON_SMOOTH);
}
if (rotation != 0.f) if (rotation != 0.f)
rotation = 360.f - rotation; rotation = 360.f - rotation;
@ -592,9 +607,12 @@ void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotati
glcRenderString(string); glcRenderString(string);
glFrontFace(GL_CCW); glFrontFace(GL_CCW);
// Turn off anti aliasing // Turn off anti aliasing (if we enabled it above)
if (anti_aliasing)
{
glDisable(GL_BLEND); glDisable(GL_BLEND);
glDisable(GL_POLYGON_SMOOTH); glDisable(GL_POLYGON_SMOOTH);
}
// Reset the current model view matrix // Reset the current model view matrix
glLoadIdentity(); glLoadIdentity();

View File

@ -33,6 +33,7 @@
#include "lib/sound/track.h" // audio #include "lib/sound/track.h" // audio
#include "lib/sound/cdaudio.h" // audio #include "lib/sound/cdaudio.h" // audio
#include "lib/ivis_common/piestate.h" // setgamma. #include "lib/ivis_common/piestate.h" // setgamma.
#include "lib/ivis_common/textdraw.h" // text-antialiassing
#include "warzoneconfig.h" // renderMode #include "warzoneconfig.h" // renderMode
#include "component.h" #include "component.h"
#include "text.h" #include "text.h"
@ -516,6 +517,16 @@ BOOL loadConfig(void)
setWarzoneKeyNumeric("radarTerrainMode", radarDrawMode); setWarzoneKeyNumeric("radarTerrainMode", radarDrawMode);
} }
if (getWarzoneKeyNumeric("text-antialiassing", &val))
{
iV_SetTextAntialias(val);
}
else
{
iV_SetTextAntialias(true);
setWarzoneKeyNumeric("text-antialiassing", true);
}
return closeWarzoneKey(); return closeWarzoneKey();
} }
@ -622,6 +633,8 @@ BOOL saveConfig(void)
setWarzoneKeyString("phrase4", ingame.phrases[4]); setWarzoneKeyString("phrase4", ingame.phrases[4]);
} }
setWarzoneKeyNumeric("text-antialiassing", iV_TextAntialiased());
return closeWarzoneKey(); return closeWarzoneKey();
} }