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https://github.com/TombEngine/TombEngine.git
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93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
#include "framework.h"
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#include "Renderer/Renderer11.h"
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namespace TEN::Renderer
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{
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void Renderer11::AddString(int x, int y, const char* string, D3DCOLOR color, int flags)
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{
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if (m_Locked)
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return;
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if (string == NULL)
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return;
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float factorX = m_screenWidth / REFERENCE_RES_WIDTH;
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float factorY = m_screenHeight / REFERENCE_RES_HEIGHT;
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float UIScale = m_screenWidth > m_screenHeight ? factorY : factorX;
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float fontScale = REFERENCE_FONT_SIZE / m_gameFont->GetLineSpacing();
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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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str.Scale = UIScale * fontScale;
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// Measure the string
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Vector2 size = m_gameFont->MeasureString(wstr.c_str());
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float width = size.x * str.Scale;
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str.X = (flags & PRINTSTRING_CENTER) ? (float)x * factorX - (width / 2.0f) : (float)x * factorX;
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str.Y = y * UIScale;
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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 (!m_blinkUpdated)
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{
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m_blinkColorValue += m_blinkColorDirection * 16;
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m_blinkUpdated = true;
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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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}
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void Renderer11::DrawAllStrings()
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{
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float shadeOffset = 1.5f / (REFERENCE_FONT_SIZE / m_gameFont->GetLineSpacing());
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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.get(), str->String.c_str(), Vector2(str->X + shadeOffset * str->Scale, str->Y + shadeOffset * str->Scale),
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Vector4(0.0f, 0.0f, 0.0f, 1.0f) * ScreenFadeCurrent,
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0.0f, Vector4::Zero, str->Scale);
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// Draw string
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m_gameFont->DrawString(m_spriteBatch.get(), 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) * ScreenFadeCurrent,
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0.0f, Vector4::Zero, str->Scale);
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}
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m_spriteBatch->End();
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m_blinkUpdated = false;
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m_strings.clear();
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}
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}
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