blender/source/gameengine/Ketsji/KX_FontObject.cpp
Dalai Felinto 95dcf11a88 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.
2011-01-04 21:27:44 +00:00

158 lines
4.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "KX_FontObject.h"
#include "DNA_curve_types.h"
#include "KX_Scene.h"
#include "KX_PythonInit.h"
#include "BLI_math.h"
extern "C" {
#include "BLF_api.h"
}
#define BGE_FONT_RES 100
KX_FontObject::KX_FontObject( void* sgReplicationInfo,
SG_Callbacks callbacks,
RAS_IRenderTools* rendertools,
Object *ob):
KX_GameObject(sgReplicationInfo, callbacks),
m_object(ob),
m_dpi(72),
m_resolution(1.f),
m_rendertools(rendertools)
{
Curve *text = static_cast<Curve *> (ob->data);
m_text = text->str;
m_fsize = text->fsize;
/* FO_BUILTIN_NAME != "default" */
/* I hope at some point Blender (2.5x) can have a single font */
/* with unicode support for ui and OB_FONT */
/* once we have packed working we can load the FO_BUILTIN_NAME font */
const char* filepath = text->vfont->name;
if (strcmp(FO_BUILTIN_NAME, filepath) == 0)
filepath = "default";
/* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */
m_fontid = BLF_load(filepath);
if (m_fontid == -1)
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()
{
//remove font from the scene list
//it's handled in KX_Scene::NewRemoveObject
}
CValue* KX_FontObject::GetReplica() {
KX_FontObject* replica = new KX_FontObject(*this);
replica->ProcessReplica();
return replica;
}
void KX_FontObject::ProcessReplica()
{
KX_GameObject::ProcessReplica();
KX_GetActiveScene()->AddFont(this);
}
void KX_FontObject::DrawText()
{
/* only draws the text if visible */
if(this->GetVisible() == 0) return;
/* update the animated color */
this->GetObjectColor().getValue(m_color);
/* XXX 2DO - handle multiple lines */
/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
float RES = BGE_FONT_RES * m_resolution;
float size = m_fsize * 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);
}
#ifdef WITH_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject KX_FontObject::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_FontObject",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,
&KX_GameObject::Sequence,
&KX_GameObject::Mapping,
0,0,0,
NULL,
NULL,
0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&KX_GameObject::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_FontObject::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_FontObject::Attributes[] = {
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("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
{ NULL } //Sentinel
};
#endif // WITH_PYTHON