163 lines
4.5 KiB
C++
163 lines
4.5 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Ketsji/KX_FontObject.cpp
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* \ingroup ketsji
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*/
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#include "KX_FontObject.h"
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#include "DNA_curve_types.h"
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#include "KX_Scene.h"
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#include "KX_PythonInit.h"
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#include "BLI_math.h"
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extern "C" {
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#include "BLF_api.h"
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}
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#define BGE_FONT_RES 100
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KX_FontObject::KX_FontObject( void* sgReplicationInfo,
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SG_Callbacks callbacks,
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RAS_IRenderTools* rendertools,
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Object *ob):
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KX_GameObject(sgReplicationInfo, callbacks),
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m_object(ob),
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m_dpi(72),
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m_resolution(1.f),
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m_rendertools(rendertools)
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{
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Curve *text = static_cast<Curve *> (ob->data);
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m_text = text->str;
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m_fsize = text->fsize;
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/* FO_BUILTIN_NAME != "default" */
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/* I hope at some point Blender (2.5x) can have a single font */
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/* with unicode support for ui and OB_FONT */
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/* once we have packed working we can load the FO_BUILTIN_NAME font */
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const char* filepath = text->vfont->name;
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if (strcmp(FO_BUILTIN_NAME, filepath) == 0)
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filepath = "default";
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/* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */
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m_fontid = BLF_load(filepath);
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if (m_fontid == -1)
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m_fontid = BLF_load("default");
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/* initialize the color with the object color and store it in the KX_Object class
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This is a workaround waiting for the fix:
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[#25487] BGE: Object Color only works when it has a keyed frame */
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copy_v4_v4(m_color, (const float*) ob->col);
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this->SetObjectColor((const MT_Vector4&) m_color);
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}
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KX_FontObject::~KX_FontObject()
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{
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//remove font from the scene list
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//it's handled in KX_Scene::NewRemoveObject
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}
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CValue* KX_FontObject::GetReplica() {
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KX_FontObject* replica = new KX_FontObject(*this);
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replica->ProcessReplica();
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return replica;
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}
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void KX_FontObject::ProcessReplica()
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{
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KX_GameObject::ProcessReplica();
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KX_GetActiveScene()->AddFont(this);
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}
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void KX_FontObject::DrawText()
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{
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/* only draws the text if visible */
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if(this->GetVisible() == 0) return;
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/* update the animated color */
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this->GetObjectColor().getValue(m_color);
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/* XXX 2DO - handle multiple lines */
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/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
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float RES = BGE_FONT_RES * m_resolution;
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float size = m_fsize * m_object->size[0] * RES;
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float aspect = 1.f / (m_object->size[0] * RES);
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m_rendertools->RenderText3D(m_fontid, m_text, int(size), m_dpi, m_color, this->GetOpenGLMatrix(), aspect);
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}
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#ifdef WITH_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python Integration Hooks */
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/* ------------------------------------------------------------------------- */
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PyTypeObject KX_FontObject::Type = {
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PyVarObject_HEAD_INIT(NULL, 0)
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"KX_FontObject",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,
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&KX_GameObject::Sequence,
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&KX_GameObject::Mapping,
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0,0,0,
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NULL,
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NULL,
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0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&KX_GameObject::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef KX_FontObject::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef KX_FontObject::Attributes[] = {
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KX_PYATTRIBUTE_STRING_RW("text", 0, 280, false, KX_FontObject, m_text), //arbitrary limit. 280 = 140 unicode chars in unicode
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KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize),
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KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution),
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/* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think
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{ NULL } //Sentinel
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};
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#endif // WITH_PYTHON
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