warzone2100/lib/ivis_opengl/textdraw.c

653 lines
16 KiB
C

/*
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 <stdlib.h>
#include <string.h>
#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 <QuesoGLC/glc.h>
#else
# include <GL/glc.h>
#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;
}