Aegisub/aegisub/gl_text.cpp

199 lines
4.2 KiB
C++

// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//
///////////
// Headers
#include "gl_text.h"
///////////////////
// Static instance
OpenGLText* OpenGLText::instance;
///////////////
// Constructor
OpenGLText::OpenGLText() {
r = g = b = a = 1.0f;
}
//////////////
// Destructor
OpenGLText::~OpenGLText() {
Reset();
}
/////////
// Reset
void OpenGLText::Reset() {
for (unsigned int i=0;i<textures.size();i++) delete textures[i];
textures.clear();
glyphs.clear();
}
////////////////
// Get instance
OpenGLText* OpenGLText::GetInstance() {
if (!instance) instance = new OpenGLText();
wxASSERT(instance);
return instance;
}
////////////
// Set font
void OpenGLText::DoSetFont(wxString face,int size) {
}
//////////////
// Set colour
void OpenGLText::DoSetColour(wxColour col,float alpha) {
r = col.Red() / 255.0f;
g = col.Green() / 255.0f;
b = col.Blue() / 255.0f;
a = alpha;
}
/////////
// Print
void OpenGLText::DoPrint(wxString text,int x,int y) {
}
///////////////
// Get a glyph
OpenGLTextGlyph OpenGLText::GetGlyph(int i) {
glyphMap::iterator res = glyphs.find(i);
// Found
if (res != glyphs.end()) return res->second;
// Not found, create it
return CreateGlyph(i);
}
//////////////////
// Create a glyph
OpenGLTextGlyph OpenGLText::CreateGlyph(int n) {
// Create glyph
OpenGLTextGlyph glyph;
glyph.x = 0;
glyph.y = 0;
glyph.w = 16;
glyph.h = 16;
glyph.tex = 0;
// Insert into some texture
bool ok = false;
for (unsigned int i=0;i<textures.size();i++) {
if (textures[i]->TryToInsert(glyph)) {
ok = true;
break;
}
}
// No texture could fit it, create a new one
if (!ok) {
textures.push_back(new OpenGLTextTexture(256,256));
textures.back()->TryToInsert(glyph);
}
// Set glyph and return it
glyphs[n] = glyph;
return glyph;
}
///////////////////////
// Texture constructor
OpenGLTextTexture::OpenGLTextTexture(int w,int h) {
width = w;
height = h;
tex = 0;
}
//////////////////////
// Texture destructor
OpenGLTextTexture::~OpenGLTextTexture() {
if (tex) {
tex = 0;
}
}
//////////////////////////
// Can fit a glyph in it?
bool OpenGLTextTexture::TryToInsert(OpenGLTextGlyph glyph) {
// Get size
int w = glyph.w;
int h = glyph.h;
// Can fit in this row?
if (x + w < width) {
x += w;
if (y+h > nextY) nextY = y+h;
Insert(glyph);
return true;
}
// Can fit the next row?
else {
if (w < width) {
y = nextY;
nextY = y+h;
x = 0;
Insert(glyph);
return true;
}
}
// Can't fit
return false;
}
//////////
// Insert
void OpenGLTextTexture::Insert(OpenGLTextGlyph glyph) {
}