BGE: Font Object support to animated (object) colors

implemented the support for animated colors and a workaround for non animated colors. To be cleaned if/when this bug is fixed:
[#25487] BGE: Object Color only works when it has a keyed frame

* also increased the size of the text. Now it supports 280 (or 140 unicode) chars.
This commit is contained in:
Dalai Felinto 2011-01-04 21:27:44 +00:00
parent b9cda80cbb
commit 95dcf11a88
2 changed files with 13 additions and 3 deletions

@ -30,6 +30,7 @@
#include "DNA_curve_types.h" #include "DNA_curve_types.h"
#include "KX_Scene.h" #include "KX_Scene.h"
#include "KX_PythonInit.h" #include "KX_PythonInit.h"
#include "BLI_math.h"
extern "C" { extern "C" {
#include "BLF_api.h" #include "BLF_api.h"
@ -45,7 +46,6 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo,
m_object(ob), m_object(ob),
m_dpi(72), m_dpi(72),
m_resolution(1.f), m_resolution(1.f),
m_color(ob->col), /* initial color - non-animatable */
m_rendertools(rendertools) m_rendertools(rendertools)
{ {
Curve *text = static_cast<Curve *> (ob->data); Curve *text = static_cast<Curve *> (ob->data);
@ -64,6 +64,12 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo,
m_fontid = BLF_load(filepath); m_fontid = BLF_load(filepath);
if (m_fontid == -1) if (m_fontid == -1)
m_fontid = BLF_load("default"); m_fontid = BLF_load("default");
/* initialize the color with the object color and store it in the KX_Object class
This is a workaround waiting for the fix:
[#25487] BGE: Object Color only works when it has a keyed frame */
copy_v4_v4(m_color, (const float*) ob->col);
this->SetObjectColor((const MT_Vector4&) m_color);
} }
KX_FontObject::~KX_FontObject() KX_FontObject::~KX_FontObject()
@ -89,12 +95,16 @@ void KX_FontObject::DrawText()
/* only draws the text if visible */ /* only draws the text if visible */
if(this->GetVisible() == 0) return; if(this->GetVisible() == 0) return;
/* update the animated color */
this->GetObjectColor().getValue(m_color);
/* XXX 2DO - handle multiple lines */ /* XXX 2DO - handle multiple lines */
/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */ /* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
float RES = BGE_FONT_RES * m_resolution; float RES = BGE_FONT_RES * m_resolution;
float size = m_fsize * m_object->size[0] * RES; float size = m_fsize * m_object->size[0] * RES;
float aspect = 1.f / (m_object->size[0] * RES); float aspect = 1.f / (m_object->size[0] * RES);
m_rendertools->RenderText3D(m_fontid, m_text, int(size), m_dpi, m_color, this->GetOpenGLMatrix(), aspect); m_rendertools->RenderText3D(m_fontid, m_text, int(size), m_dpi, m_color, this->GetOpenGLMatrix(), aspect);
} }
@ -137,7 +147,7 @@ PyMethodDef KX_FontObject::Methods[] = {
}; };
PyAttributeDef KX_FontObject::Attributes[] = { PyAttributeDef KX_FontObject::Attributes[] = {
KX_PYATTRIBUTE_STRING_RW("text", 0, 140, false, KX_FontObject, m_text), KX_PYATTRIBUTE_STRING_RW("text", 0, 280, false, KX_FontObject, m_text), //arbitrary limit. 280 = 140 unicode chars in unicode
KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize), KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize),
KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution), KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution),
/* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think /* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think

@ -60,7 +60,7 @@ protected:
int m_dpi; int m_dpi;
float m_fsize; float m_fsize;
float m_resolution; float m_resolution;
float* m_color; float m_color[4];
class RAS_IRenderTools* m_rendertools; //needed for drawing routine class RAS_IRenderTools* m_rendertools; //needed for drawing routine