/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2009 Warzone Resurrection Project Warzone 2100 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 2 of the License, or (at your option) any later version. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "lib/ivis_opengl/GLee.h" #include "lib/framework/frame.h" #include #include #include "lib/framework/string_ext.h" #include "lib/ivis_common/ivisdef.h" #include "lib/ivis_common/piestate.h" #include "lib/ivis_common/rendmode.h" #include "lib/ivis_common/pieclip.h" #include "lib/ivis_common/pieblitfunc.h" #include "lib/ivis_common/piepalette.h" #include "lib/ivis_common/ivispatch.h" #include "lib/ivis_common/textdraw.h" #include "lib/ivis_common/bitimage.h" #ifdef WZ_OS_MAC # include #else # include #endif static char font_family[128]; static char font_face_regular[128]; static char font_face_bold[128]; static float font_size = 12.f; // Contains the font color in the following order: red, green, blue, alpha static float font_colour[4] = {1.f, 1.f, 1.f, 1.f}; static GLint _glcContext = 0; static GLint _glcFont_Regular = 0; static GLint _glcFont_Bold = 0; /***************************************************************************/ /* * Source */ /***************************************************************************/ void iV_font(const char *fontName, const char *fontFace, const char *fontFaceBold) { if (_glcContext) { debug(LOG_ERROR, "Cannot change font in running game, yet."); return; } if (fontName) { sstrcpy(font_family, fontName); } if (fontFace) { sstrcpy(font_face_regular, fontFace); } if (fontFaceBold) { sstrcpy(font_face_bold, fontFaceBold); } } static inline void iV_printFontList(void) { unsigned int i; unsigned int font_count = glcGeti(GLC_CURRENT_FONT_COUNT); debug(LOG_NEVER, "GLC_CURRENT_FONT_COUNT = %d", font_count); if (font_count == 0) { debug(LOG_ERROR, "The required font (%s) isn't loaded", font_family); // Fall back to unselected fonts since the requested font apparently // isn't available. glcEnable(GLC_AUTO_FONT); } for (i = 0; i < font_count; ++i) { GLint font = glcGetListi(GLC_CURRENT_FONT_LIST, i); /* The output of the family name and the face is printed using 2 steps * because glcGetFontc and glcGetFontFace return their result in the * same buffer (according to GLC specs). */ char prBuffer[1024]; snprintf(prBuffer, sizeof(prBuffer), "Font #%d : %s ", font, (const char*)glcGetFontc(font, GLC_FAMILY)); prBuffer[sizeof(prBuffer) - 1] = 0; sstrcat(prBuffer, glcGetFontFace(font)); debug(LOG_NEVER, "%s", prBuffer); } } static void iV_initializeGLC(void) { if (_glcContext) { return; } _glcContext = glcGenContext(); if (!_glcContext) { debug(LOG_ERROR, "Failed to initialize"); } else { debug(LOG_NEVER, "Successfully initialized. _glcContext = %d", _glcContext); } glcContext(_glcContext); glcEnable(GLC_AUTO_FONT); // We *do* want font fall-backs glcRenderStyle(GLC_TEXTURE); glcStringType(GLC_UTF8_QSO); // Set GLC's string type to UTF-8 FIXME should be UCS4 to avoid conversions _glcFont_Regular = glcGenFontID(); _glcFont_Bold = glcGenFontID(); if (!glcNewFontFromFamily(_glcFont_Regular, font_family)) { debug(LOG_ERROR, "Failed to select font family %s as regular font", font_family); } else { debug(LOG_NEVER, "Successfully selected font family %s as regular font", font_family); } if (!glcFontFace(_glcFont_Regular, font_face_regular)) { debug(LOG_WARNING, "Failed to select the \"%s\" font face of font family %s", font_face_regular, font_family); } else { debug(LOG_NEVER, "Successfully selected the \"%s\" font face of font family %s", font_face_regular, font_family); } if (!glcNewFontFromFamily(_glcFont_Bold, font_family)) { debug(LOG_ERROR, "iV_initializeGLC: Failed to select font family %s for the bold font", font_family); } else { debug(LOG_NEVER, "Successfully selected font family %s for the bold font", font_family); } if (!glcFontFace(_glcFont_Bold, font_face_bold)) { debug(LOG_WARNING, "Failed to select the \"%s\" font face of font family %s", font_face_bold, font_family); } else { debug(LOG_NEVER, "Successfully selected the \"%s\" font face of font family %s", font_face_bold, font_family); } debug(LOG_NEVER, "Finished initializing GLC"); } void iV_TextInit() { iV_initializeGLC(); iV_SetFont(font_regular); #ifdef DEBUG iV_printFontList(); #endif } void iV_TextShutdown() { if (_glcFont_Regular) { glcDeleteFont(_glcFont_Regular); } if (_glcFont_Bold) { glcDeleteFont(_glcFont_Bold); } glcContext(0); if (_glcContext) { glcDeleteContext(_glcContext); } } void iV_SetFont(enum iV_fonts FontID) { switch (FontID) { case font_regular: iV_SetTextSize(12.f); glcFont(_glcFont_Regular); break; case font_large: iV_SetTextSize(21.f); glcFont(_glcFont_Bold); break; case font_small: iV_SetTextSize(9.f); glcFont(_glcFont_Regular); break; } } static inline float getGLCResolution(void) { float resolution = glcGetf(GLC_RESOLUTION); // The default resolution as used by OpenGLC is 72 dpi if (resolution == 0.f) { return 72.f; } return resolution; } static inline float getGLCPixelSize(void) { float pixel_size = font_size * getGLCResolution() / 72.f; return pixel_size; } static inline float getGLCPointWidth(const float* boundingbox) { // boundingbox contains: [ xlb ylb xrb yrb xrt yrt xlt ylt ] // l = left; r = right; b = bottom; t = top; float rightTopX = boundingbox[4]; float leftTopX = boundingbox[6]; float point_width = rightTopX - leftTopX; return point_width; } static inline float getGLCPointHeight(const float* boundingbox) { // boundingbox contains: [ xlb ylb xrb yrb xrt yrt xlt ylt ] // l = left; r = right; b = bottom; t = top; float leftBottomY = boundingbox[1]; float leftTopY = boundingbox[7]; float point_height = fabsf(leftTopY - leftBottomY); return point_height; } static inline float getGLCPointToPixel(float point_width) { float pixel_width = point_width * getGLCPixelSize(); return pixel_width; } unsigned int iV_GetTextWidth(const char* string) { float boundingbox[8]; float pixel_width, point_width; glcMeasureString(GL_FALSE, string); if (!glcGetStringMetric(GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the string \"%s\"", string); return 0; } point_width = getGLCPointWidth(boundingbox); pixel_width = getGLCPointToPixel(point_width); return (unsigned int)pixel_width; } unsigned int iV_GetCountedTextWidth(const char* string, size_t string_length) { float boundingbox[8]; float pixel_width, point_width; glcMeasureCountedString(GL_FALSE, string_length, string); if (!glcGetStringMetric(GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the string \"%s\" of length %u", string, (unsigned int)string_length); return 0; } point_width = getGLCPointWidth(boundingbox); pixel_width = getGLCPointToPixel(point_width); return (unsigned int)pixel_width; } unsigned int iV_GetTextHeight(const char* string) { float boundingbox[8]; float pixel_height, point_height; glcMeasureString(GL_FALSE, string); if (!glcGetStringMetric(GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the string \"%s\"", string); return 0; } point_height = getGLCPointHeight(boundingbox); pixel_height = getGLCPointToPixel(point_height); return (unsigned int)pixel_height; } unsigned int iV_GetCharWidth(uint32_t charCode) { float boundingbox[8]; float pixel_width, point_width; if (!glcGetCharMetric(charCode, GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the character code %u", charCode); return 0; } point_width = getGLCPointWidth(boundingbox); pixel_width = getGLCPointToPixel(point_width); return (unsigned int)pixel_width; } int iV_GetTextLineSize() { float boundingbox[8]; float pixel_height, point_height; if (!glcGetMaxCharMetric(GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the character"); return 0; } point_height = getGLCPointHeight(boundingbox); pixel_height = getGLCPointToPixel(point_height); return (unsigned int)pixel_height; } static float iV_GetMaxCharBaseY(void) { float base_line[4]; // [ xl yl xr yr ] if (!glcGetMaxCharMetric(GLC_BASELINE, base_line)) { debug(LOG_ERROR, "Couldn't retrieve the baseline for the character"); return 0; } return base_line[1]; } int iV_GetTextAboveBase(void) { float point_base_y = iV_GetMaxCharBaseY(); float point_top_y; float boundingbox[8]; float pixel_height, point_height; if (!glcGetMaxCharMetric(GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the character"); return 0; } point_top_y = boundingbox[7]; point_height = point_base_y - point_top_y; pixel_height = getGLCPointToPixel(point_height); return (int)pixel_height; } int iV_GetTextBelowBase(void) { float point_base_y = iV_GetMaxCharBaseY(); float point_bottom_y; float boundingbox[8]; float pixel_height, point_height; if (!glcGetMaxCharMetric(GLC_BOUNDS, boundingbox)) { debug(LOG_ERROR, "Couldn't retrieve a bounding box for the character"); return 0; } point_bottom_y = boundingbox[1]; point_height = point_bottom_y - point_base_y; pixel_height = getGLCPointToPixel(point_height); return (int)pixel_height; } void iV_SetTextColour(PIELIGHT colour) { font_colour[0] = colour.byte.r / 255.0f; font_colour[1] = colour.byte.g / 255.0f; font_colour[2] = colour.byte.b / 255.0f; font_colour[3] = colour.byte.a / 255.0f; } /** Draws formatted text with word wrap, long word splitting, embedded newlines * (uses '@' rather than '\n') and colour toggle mode ('#') which enables or * disables font colouring. * * @param String the string to display. * @param x,y X and Y coordinates of top left of formatted text. * @param width the maximum width of the formatted text (beyond which line * wrapping is used). * @param justify The alignment style to use, which is one of the following: * FTEXT_LEFTJUSTIFY, FTEXT_CENTRE or FTEXT_RIGHTJUSTIFY. * @return the Y coordinate for the next text line. */ int iV_DrawFormattedText(const char* String, UDWORD x, UDWORD y, UDWORD Width, UDWORD Justify) { char FString[256]; char FWord[256]; int i; int jx = x; // Default to left justify. int jy = y; UDWORD WWidth; int TWidth; const char* curChar = String; while (*curChar != 0) { bool GotSpace = false; bool NewLine = false; // Reset text draw buffer FString[0] = 0; WWidth = 0; // Parse through the string, adding words until width is achieved. while (*curChar != 0 && WWidth < Width && !NewLine) { const char* startOfWord = curChar; const unsigned int FStringWidth = iV_GetTextWidth(FString); // Get the next word. i = 0; for (; *curChar != 0 && *curChar != ASCII_SPACE && *curChar != ASCII_NEWLINE && *curChar != '\n'; ++i, ++curChar) { if (*curChar == ASCII_COLOURMODE) // If it's a colour mode toggle char then just add it to the word. { FWord[i] = *curChar; // this character won't be drawn so don't deal with its width continue; } // Update this line's pixel width. WWidth = FStringWidth + iV_GetCountedTextWidth(FWord, i + 1); // If this word doesn't fit on the current line then break out if (WWidth > Width) { break; } // If width ok then add this character to the current word. FWord[i] = *curChar; } // Don't forget the space. if (*curChar == ASCII_SPACE) { // Should be a space below, not '-', but need to work around bug in QuesoGLC // which was fixed in CVS snapshot as of 2007/10/26, same day as I reported it :) - Per WWidth += iV_GetCharWidth('-'); if (WWidth <= Width) { FWord[i] = ' '; ++i; ++curChar; GotSpace = true; } } // Check for new line character. else if (*curChar == ASCII_NEWLINE || *curChar == '\n') { NewLine = true; ++curChar; } // If we've passed a space on this line and the word goes past the // maximum width and this isn't caused by the appended space then // rewind to the start of this word and finish this line. if (GotSpace && WWidth > Width && FWord[i - 1] != ' ') { // Skip back to the beginning of this // word and draw it on the next line curChar = startOfWord; break; } // Terminate the word. FWord[i] = 0; // And add it to the output string. sstrcat(FString, FWord); } // Remove trailing spaces, useful when doing center alignment. { // Find the string length (the "minus one" part // guarantees that we get the length of the string, not // the buffer size required to contain it). size_t len = strnlen1(FString, sizeof(FString)) - 1; for (; len != 0; --len) { // As soon as we encounter a non-space character, break out if (FString[len] != ASCII_SPACE) break; // Cut off the current space character from the string FString[len] = '\0'; } } TWidth = iV_GetTextWidth(FString); // Do justify. switch (Justify) { case FTEXT_CENTRE: jx = x + (Width - TWidth) / 2; break; case FTEXT_RIGHTJUSTIFY: jx = x + Width - TWidth; break; case FTEXT_LEFTJUSTIFY: jx = x; break; } // draw the text. //iV_SetTextSize(12.f); iV_DrawText(FString, jx, jy); // and move down a line. jy += iV_GetTextLineSize(); } return jy; } void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotation) { GLint matrix_mode = 0; pie_SetTexturePage(TEXPAGE_FONT); glGetIntegerv(GL_MATRIX_MODE, &matrix_mode); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); if (rotation != 0.f) { rotation = 360.f - rotation; } glTranslatef(XPos, YPos, 0.f); glRotatef(180.f, 1.f, 0.f, 0.f); glRotatef(rotation, 0.f, 0.f, 1.f); glScalef(font_size, font_size, 0.f); glColor4fv(font_colour); glFrontFace(GL_CW); glcRenderString(string); glFrontFace(GL_CCW); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(matrix_mode); // Reset the current model view matrix glLoadIdentity(); } static void iV_DrawTextRotatedFv(float x, float y, float rotation, const char* format, va_list ap) { va_list aq; size_t size; char* str; /* Required because we're using the va_list ap twice otherwise, which * results in undefined behaviour. See stdarg(3) for details. */ va_copy(aq, ap); // Allocate a buffer large enough to hold our string on the stack size = vsnprintf(NULL, 0, format, ap); str = alloca(size + 1); // Print into our newly created string buffer vsprintf(str, format, aq); va_end(aq); // Draw the produced string to the screen at the given position and rotation iV_DrawTextRotated(str, x, y, rotation); } void iV_DrawTextF(float x, float y, const char* format, ...) { va_list ap; va_start(ap, format); iV_DrawTextRotatedFv(x, y, 0.f, format, ap); va_end(ap); } void iV_SetTextSize(float size) { font_size = size; }