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https://github.com/TombEngine/TombEngine.git
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* Starting Reformat the project
- New Import Method, no more "../../" in import,
- New Entity Folder Structure, less compile time
* Refactoring the Project
- added precompiled header with default import like microsoft or directx.
- fix many double import.
- fix math.h confliting math.h from
microsoft.
- fix effects.h confliting Effects.h from DirectX.
- refactored TR4 entity folder and how it's loaded.
* Update Some Code Before Switching to Master
* Finished the NewProjectFormat Template
- need to finish entity in the master later.
* Added Monty NewFileFormat
* Fixed Monty NewFileFormat Include
* Revert "Fixed Monty NewFileFormat Include"
This reverts commit ebf0afca10
.
* Trying to fix conflits for NewFileFormat
* Fixed .filters
* Last Commit in NewProjectFormat
98 lines
2.2 KiB
C++
98 lines
2.2 KiB
C++
#include "framework.h"
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#include "Renderer11.h"
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bool Renderer11::PrintString(int x, int y, char* string, D3DCOLOR color, int flags)
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{
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int realX = x;
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int realY = y;
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float factorX = ScreenWidth / 800.0f;
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float factorY = ScreenHeight / 600.0f;
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RECT rect = { 0, 0, 0, 0 };
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// Convert the string to wstring
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int sizeNeeded = MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), NULL, 0);
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std::wstring wstr(sizeNeeded, 0);
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MultiByteToWideChar(CP_UTF8, 0, string, strlen(string), &wstr[0], sizeNeeded);
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// Prepare the structure for the renderer
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RendererStringToDraw str;
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str.String = wstr;
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str.Flags = flags;
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str.X = 0;
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str.Y = 0;
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str.Color = Vector3((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF);
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// Measure the string
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Vector2 size = m_gameFont->MeasureString(wstr.c_str());
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if (flags & PRINTSTRING_CENTER)
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{
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int width = size.x;
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rect.left = x * factorX - width / 2;
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rect.right = x * factorX + width / 2;
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rect.top += y * factorY;
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rect.bottom += y * factorY;
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}
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else
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{
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rect.left = x * factorX;
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rect.right += x * factorX;
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rect.top = y * factorY;
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rect.bottom += y * factorY;
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}
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str.X = rect.left;
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str.Y = rect.top;
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if (flags & PRINTSTRING_BLINK)
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{
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str.Color = Vector3(m_blinkColorValue, m_blinkColorValue, m_blinkColorValue);
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if (!(flags & PRINTSTRING_DONT_UPDATE_BLINK))
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{
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m_blinkColorValue += m_blinkColorDirection * 16;
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if (m_blinkColorValue < 0)
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{
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m_blinkColorValue = 0;
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m_blinkColorDirection = 1;
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}
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if (m_blinkColorValue > 255)
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{
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m_blinkColorValue = 255;
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m_blinkColorDirection = -1;
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}
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}
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}
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m_strings.push_back(str);
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return true;
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}
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bool Renderer11::drawAllStrings()
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{
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m_spriteBatch->Begin();
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for (int i = 0; i < m_strings.size(); i++)
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{
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RendererStringToDraw* str = &m_strings[i];
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// Draw shadow if needed
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if (str->Flags & PRINTSTRING_OUTLINE)
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m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X + 1, str->Y + 1),
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Vector4(0.0f, 0.0f, 0.0f, 1.0f));
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// Draw string
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m_gameFont->DrawString(m_spriteBatch, str->String.c_str(), Vector2(str->X, str->Y),
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Vector4(str->Color.x / 255.0f, str->Color.y / 255.0f, str->Color.z / 255.0f, 1.0f));
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}
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m_spriteBatch->End();
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return true;
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}
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