#include "Renderer11.h" bool Renderer11::PrintString(int x, int y, char* string, D3DCOLOR color, int flags) { int realX = x; int realY = y; float factorX = ScreenWidth / 800.0f; float factorY = ScreenHeight / 600.0f; RECT rect = { 0, 0, 0, 0 }; // Convert the string to wstring int sizeNeeded = MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), NULL, 0); std::wstring wstr(sizeNeeded, 0); MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), &wstr[0], sizeNeeded); // Prepare the structure for the renderer RendererStringToDraw str; str.String = wstr; str.Flags = flags; str.X = 0; str.Y = 0; str.Color = Vector3((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF); // Measure the string Vector2 size = m_gameFont->MeasureString(wstr.c_str()); if (flags & PRINTSTRING_CENTER) { int width = size.x; rect.left = x * factorX - width / 2; rect.right = x * factorX + width / 2; rect.top += y * factorY; rect.bottom += y * factorY; } else { rect.left = x * factorX; rect.right += x * factorX; rect.top = y * factorY; rect.bottom += y * factorY; } str.X = rect.left; str.Y = rect.top; if (flags & PRINTSTRING_BLINK) { str.Color = Vector3(m_blinkColorValue, m_blinkColorValue, m_blinkColorValue); if (!(flags & PRINTSTRING_DONT_UPDATE_BLINK)) { m_blinkColorValue += m_blinkColorDirection * 16; if (m_blinkColorValue < 0) { m_blinkColorValue = 0; m_blinkColorDirection = 1; } if (m_blinkColorValue > 255) { m_blinkColorValue = 255; m_blinkColorDirection = -1; } } } m_strings.push_back(str); return true; } bool Renderer11::drawAllStrings() { m_spriteBatch->Begin(); for (int i = 0; i < m_strings.size(); i++) { RendererStringToDraw* str = &m_strings[i]; // Draw shadow if needed if (str->Flags & PRINTSTRING_OUTLINE) m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X + 1, str->Y + 1), Vector4(0.0f, 0.0f, 0.0f, 1.0f)); // Draw string m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X, str->Y), Vector4(str->Color.x / 255.0f, str->Color.y / 255.0f, str->Color.z / 255.0f, 1.0f)); } m_spriteBatch->End(); return true; }