/usr/src/castle-game-engine-4.1.1/opengl/castleglbitmapfonts.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2001-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ OpenGL bitmap fonts (TGLBitmapFont). }
unit CastleGLBitmapFonts;
interface
uses CastleBitmapFonts, GL, GLU, CastleGLUtils, Classes;
type
{ Abstract class for all OpenGL bitmap fonts. }
TGLBitmapFontAbstract = class
protected
FRowHeight: Integer;
FRowHeightBase: Integer;
public
{ Draw text at the current OpenGL raster position, and move
the raster position at the end. This way you can immediately
call another PrintAndMove again, to add something at the end.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it moves raster position. }
procedure PrintAndMove(const s: string); virtual; abstract;
{ Draw text at the current OpenGL raster position.
In contrast to PrintAndMove, raster position is not changed.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix. }
procedure Print(const s: string);
function TextWidth(const s: string): integer; virtual; abstract;
function TextHeight(const s: string): integer; virtual; abstract;
{ The height (above the baseline) of the text.
This doesn't take into account height of the text below the baseline
(for example letter "y" has the tail below the baseline in most fonts). }
function TextHeightBase(const s: string): integer; virtual; abstract;
{ Height of a row of text in this font.
This may be calculated as simply @code(TextHeight('Wy')) for most
normal fonts. }
property RowHeight: integer read FRowHeight;
{ Height (above the baseline) of a row of text in this font.
Similar to TextHeightBase and TextHeight,
note that RowHeightBase is generally smaller than RowHeight,
because RowHeightBase doesn't care how low the letter may go below
the baseline. }
property RowHeightBase: Integer read FRowHeightBase;
{ How low the text may go below the baseline.
By default this returns @code(TextHeight('y')-TextHeight('a')),
which is suitable for normal fonts. }
function Descend: integer; virtual;
{ Break lines (possibly break one long string into more strings)
to fit the text with given MaxLineWidth.
This takes into account current font information (works also
for non-monospace fonts, of course), and converts your Unbroken
text into Broken text, such that TextWidth of the longest Broken
line fits within MaxLineWidth.
Tries to break on white characters. If not possible (there's
a long stream of non-white characters that really has to be broken),
it will break in the middle of normal (non-white) characters.
The only situation when we have to fail, and the resulting
Broken text is wider than required MaxLineWidth, is when
@italic(a single character in your font) is wider than MaxLineWidth.
In such case, there's really no solution, and we'll just let such
character stay.
If you use the overloaded version where Unbroken is just a string,
then note that already existing newlines (NL) inside Unbroken
will be correctly preserved.
If you use the overloaded version with separate Unbroken and
Broken parameters, then the previous Broken contents are not modified.
We only append to Broken new strings, coming from Unbroken text.
The overloaded version that takes only Broken parameter
(no Unbroken parameter) simply modifies it's Broken parameter
(from the line FirstToBreak).
@groupBegin }
procedure BreakLines(const unbroken: string; broken: TStrings; maxLineWidth: integer); overload;
procedure BreakLines(unbroken, broken: TStrings; maxLineWidth: integer); overload;
procedure BreakLines(broken: TStrings; maxLineWidth: integer; FirstToBreak: integer); overload;
{ @groupEnd }
{ Largest width of the line of text in given list.
@param(Tags Indicates that strings inside SList use HTML-like
tags, the same as interpreted by PrintStrings.
If your SList uses these tags (for example, you plan to call later
PrintStrings with the same SList and Tags = @true) then make
sure you pass Tags = @true to this method.
Otherwise, MaxTextWidth will treat tags text (like @code(<font ...>))
like a normal text, usually making the width incorrectly large.)
}
function MaxTextWidth(SList: TStringList; const Tags: boolean = false): integer;
{ Print all strings from the list.
X0, Y0 is the bottom-left position of the whole text block
(that is, it is the bottom-left position of the last string).
Distance between each line is (RowHeight + BonusVerticalSpace) pixels.
If PositionAsRaster is @true (this is default, for backwards compatibility)
then the (X0, Y0) position is interpreted as OpenGL raster 2D position
(so it is transformed by modelview matrix and such).
For new code, we advice using PositionAsRaster = @false,
as this will ease future transitions to OpenGL versions >= 3.
Note that BonusVerticalSpace can be < 0 (as well as > 0),
this may be sometimes useful if you really want to squeeze
more text into some size. Still, make sure that
(RowHeight + BonusVerticalSpace) is > 0.
Previous OpenGL raster position value will be ignored
and then modified by this method.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it moves raster position.
@param(Tags Enable some HTML-like tags to mark font changes inside the text.
For now, these can only be used to surround whole lines
(so you have to place opening tag at the beginnig of line,
and closing tag at the end of line).
For now, the only tag handled is @code(<font color="#rrggbb">)
that changes line color to specified RGB.
Also, we handle @code(<font color="#rrggbbaa">) where the last
component is alpha (opacity), and when it's < 1 then we render using blending.
Close with @code(</font>).
This functionality may be enhanced in the future (feature requests
and patches welcome). Don't expect full HTML implementation inside,
but some small set of useful tags may be doable and comfortable to use.
Not necessarily replicating some (old version of) HTML standard.
)
@groupBegin }
procedure PrintStrings(strs: TStrings;
const Tags: boolean; BonusVerticalSpace: TGLint;
const X0: Integer = 0;
const Y0: Integer = 0;
const PositionAsRaster: boolean = true); overload;
procedure PrintStrings(const Strs: array of string;
const Tags: boolean;
BonusVerticalSpace: TGLint;
const X0: Integer = 0;
const Y0: Integer = 0;
const PositionAsRaster: boolean = true); overload;
{ @groupEnd }
{ Print the string, broken such that it fits within MaxLineWidth.
The string is broken into many lines using BreakLines,
so the original newlines insides are correctly used,
and the length of lines fits inside MaxLineWidth.
The strings are printed on the screen, just like by PrintStrings
(with Tags = always false for now, since our string breaking cannot
omit tags).
If PositionsFirst then the X0, Y0 determine
the position of the first (top) line, otherwise they determine
the position of the last (bottom) line.
BonusVerticalSpace has the same meaning as for PrintStrings:
it adds an additional space between lines (if positive) or forces
the lines to be more tightly squeezed (if negative). Always make
sure that (RowHeight + BonusVerticalSpace) > 0.
Returns the number of lines printed, that is the number of lines
after breaking the text into lines. This may be useful e.g. to calculate
the height of the printed text.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix. }
function PrintBrokenString(const s: string;
MaxLineWidth, X0, Y0: Integer;
PositionsFirst: boolean; BonusVerticalSpace: Integer;
const PositionAsRaster: boolean = true): Integer;
{ Print all strings from the list, and draw a box with frames
around it.
The text is printed like by PrintStrings.
For the deprecated overloaded versions without X0, Y0:
the position of the text and box is determined by the current
modelview matrix. The left-bottom box corner is at raster position 0, 0.
The current raster position when this method is called doesn't matter.
So your only way to move this box is to modify modelview matrix.
For the new overloaded versions with X0, Y0:
the X0, Y0 give explicitly the left-bottom box corner (in window
coordinates, i.e. applied with SetWindowPos).
BonusVerticalSpace has the same interpretation as for PrintStrings:
additional space between lines (if positive) or forces
the lines to be more tightly squeezed (if negative). Always make
sure that (RowHeight + BonusVerticalSpace) > 0.
The box background inside has color InsideCol. The box frame
has color BorderCol. The text has color TextCol.
BoxPixelMargin is the distance (in pixels) between text and the box
frame.
We assume that moving by 1 in modelview matrix is equal to moving 1 pixel.
In other words, we assume you have normal 2D orthographic projection with
the dimensions equal to pixel dimensions.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it modifies the raster position.
@groupBegin }
procedure PrintStringsBox(const Strs: array of string;
const Tags: boolean; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer) overload; deprecated;
procedure PrintStringsBox(Strs: TStringList;
const Tags: boolean; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer) overload; deprecated;
procedure PrintStringsBox(const Strs: array of string;
const Tags: boolean; const X0, Y0: Integer; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer); overload;
procedure PrintStringsBox(Strs: TStringList;
const Tags: boolean; const X0, Y0: Integer; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer); overload;
{ @groupEnd }
end;
TGLBitmapFontClass = class of TGLBitmapFontAbstract;
{ OpenGL bitmap font. Uses a font description from CastleBitmapFonts unit
(TBitmapFont type), and creates OpenGL resources to render text
using this font.
This way we can use fonts embedded in our source code
(as TBitmapFont type), independent from the fonts available in external
files, operating system and such. Or we can load TBitmapFont from file.
See also TGLOutlineFont for a similar class for outline fonts. }
TGLBitmapFont = class(TGLBitmapFontAbstract)
private
base: TGLuint;
BitmapFont: TBitmapFont;
public
{ Create OpenGL resources to render given bitmap font.
We remember the pointer BitmapFont, without copying the contents.
So do not free the BitmapFont contents, do not change it at all
actually, during the lifetime of this object. }
constructor Create(ABitmapFont: TBitmapFont);
destructor Destroy; override;
procedure PrintAndMove(const s: string); override;
function TextWidth(const s: string): integer; override;
function TextHeight(const s: string): integer; override;
function TextHeightBase(const s: string): integer; override;
end;
implementation
uses CastleUtils, CastleVectors, CastleStringUtils, CastleClassUtils;
{ HandleTags ----------------------------------------------------------------- }
function HandleTags(const S: string;
out ColorChange: boolean; out Color: TVector4Single): string;
function ExtractColor(const S: string; P: Integer;
out Color: TVector4Single; out Length: Integer): boolean;
const
HexDigits = ['0'..'9', 'a'..'f', 'A'..'F'];
begin
Result := SCharIs(S, P , HexDigits) and
SCharIs(S, P + 1, HexDigits) and
SCharIs(S, P + 2, HexDigits) and
SCharIs(S, P + 3, HexDigits) and
SCharIs(S, P + 4, HexDigits) and
SCharIs(S, P + 5, HexDigits);
Length := 6;
if Result then
begin
Color[0] := StrHexToInt(Copy(S, P , 2)) / 255;
Color[1] := StrHexToInt(Copy(S, P + 2, 2)) / 255;
Color[2] := StrHexToInt(Copy(S, P + 4, 2)) / 255;
if SCharIs(S, P + 6, HexDigits) and
SCharIs(S, P + 7, HexDigits) then
begin
Length += 2;
Color[3] := StrHexToInt(Copy(S, P + 6, 2)) / 255;
end else
Color[3] := 1;
end;
end;
{ Is SubText present inside Text on position P.
Secure for all lengths and values of position (that is, will answer
false if P is <= 0 or P is too large and some part of SubText would
be outside S). }
function SubStringMatch(const SubText, Text: string; P: Integer): boolean;
var
I: Integer;
begin
Result := (P >= 1) and
(P <= { signed } Integer(Length(Text)) - Length(SubText) + 1);
if Result then
for I := 1 to Length(SubText) do
begin
if SubText[I] <> Text[P] then Exit(false);
Inc(P);
end;
end;
const
SFontColorBegin1 = '<font color="#';
SFontColorBegin2 = '">';
SFontEnd = '</font>';
var
ColorLength: Integer;
begin
ColorChange :=
{ first check something most likely to fail, for speed }
SCharIs(S, 1, '<') and
SubStringMatch(SFontColorBegin1, S, 1) and
ExtractColor(S, Length(SFontColorBegin1) + 1, Color, ColorLength) and
SubStringMatch(SFontColorBegin2, S, Length(SFontColorBegin1) + ColorLength + 1) and
SubStringMatch(SFontEnd, S, Length(S) - Length(SFontEnd) + 1);
if ColorChange then
begin
Result := CopyPos(S,
Length(SFontColorBegin1) + Length(SFontColorBegin2) + ColorLength + 1,
Length(S) - Length(SFontEnd));
end else
Result := S;
end;
const BitmapTableCount = Ord(High(char)) - Ord(Low(char)) +1;
constructor TGLBitmapFont.Create(ABitmapFont: TBitmapFont);
var i: Cardinal;
Znak: PBitmapChar;
Saved_Unpack_Alignment: TGLint;
begin
inherited Create;
base := glGenListsCheck(BitmapTableCount, 'TGLBitmapFont.Create');
BitmapFont := ABitmapFont;
Saved_Unpack_Alignment := glGetInteger(GL_UNPACK_ALIGNMENT);
for i := 0 to 255 do
begin
Znak := BitmapFont.Data[Chr(i)];
glPixelStorei(GL_UNPACK_ALIGNMENT, Znak^.Info.Alignment);
glNewList(i+base, GL_COMPILE);
glBitmap(Znak^.Info.Width, Znak^.Info.Height,
Znak^.Info.XOrig, Znak^.Info.YOrig,
Znak^.Info.XMove, Znak^.Info.YMove,
@Znak^.Data);
glEndList;
end;
glPixelStorei(GL_UNPACK_ALIGNMENT, Saved_Unpack_Alignment);
FRowHeight := TextHeight('Wy') + 2;
{ RowHeight zwiekszylem o +2 zeby byl odstep miedzy liniami.
TODO: this +2 is actually a bad idea, but can't remove now without careful testing. }
{ For RowHeightBase, I do not use +2. }
FRowHeightBase := TextHeightBase('W');
end;
destructor TGLBitmapFont.Destroy;
begin
glDeleteLists(base, BitmapTableCount);
inherited;
end;
procedure TGLBitmapFont.PrintAndMove(const s: string);
begin
glPushAttrib(GL_LIST_BIT);
glListIBase(TGLint(base));
glCallLists(length(s), GL_UNSIGNED_BYTE, PChar(s));
glPopAttrib;
end;
function TGLBitmapFont.TextWidth(const s: string): integer;
var i: integer;
begin
Result := 0;
for i := 1 to length(s) do
Result := Result + Round(BitmapFont.Data[s[i]]^.Info.XMove);
end;
function TGLBitmapFont.TextHeight(const s: string): integer;
var
i: integer;
minY, maxY, YOrig: integer;
begin
minY := 0;
maxY := 0;
for i := 1 to length(s) do
begin
YOrig := Round(BitmapFont.Data[s[i]]^.Info.YOrig);
MinTo1st(minY, -YOrig);
{ Yes, YOrig is *subtracted* here, see glBitmap meaning of yorig. }
MaxTo1st(maxY, BitmapFont.Data[s[i]]^.Info.Height - YOrig);
end;
result := maxY - minY;
end;
function TGLBitmapFont.TextHeightBase(const s: string): integer;
var
I: integer;
YOrig: integer;
begin
Result := 0;
{ This is just like TGLBitmapFont.TextHeight implementation, except we only
calculate (as Result) the MaxY value (assuming that MinY is zero). }
for i := 1 to length(s) do
begin
YOrig := Round(BitmapFont.Data[s[i]]^.Info.YOrig);
MaxTo1st(Result, BitmapFont.Data[s[i]]^.Info.Height - YOrig);
end;
end;
{ TGLBitmapFontAbstract ------------------------------------------------------}
procedure TGLBitmapFontAbstract.Print(const s: string);
var
rasterPos4f: TVector4f;
begin
{ TODO: it is very ugly to do glGetFloatv here, may be slow for OpenGL
if you call this often. We should rather calculate the shift
do by PrintAndMove, and move back by glBitmap with x/yoffset params.
This problem will become moot when new bitmap font rendering,
using textures instead of rasters and textures, will be implemented. }
glGetFloatv(GL_CURRENT_RASTER_POSITION, @rasterPos4f);
PrintAndMove(s);
glRasterPos4fv(@rasterPos4f);
end;
function TGLBitmapFontAbstract.Descend: integer;
begin
result := TextHeight('y')-TextHeight('a');
end;
procedure TGLBitmapFontAbstract.BreakLines(const unbroken: string;
broken: TStrings; maxLineWidth: integer);
var
unbrokenlist: TStringList;
begin
unbrokenlist := TStringList.Create;
try
Strings_SetText(unbrokenlist, unbroken);
BreakLines(unbrokenlist, broken, maxLineWidth);
finally unbrokenlist.Free end;
end;
procedure TGLBitmapFontAbstract.BreakLines(unbroken, broken: TStrings;
maxLineWidth: integer);
var
i, FirstToBreak: integer;
begin
FirstToBreak := broken.count;
for i := 0 to unbroken.count-1 do broken.Append(unbroken[i]);
BreakLines(broken, maxLineWidth, FirstToBreak);
end;
procedure TGLBitmapFontAbstract.BreakLines(broken: TStrings;
maxLineWidth: integer; FirstToBreak: integer);
var
i, j: integer;
linew: integer;
p: integer;
break1, break2: string;
begin
{ ponizej lamiemy stringi unbroken.
Lamanie to nie jest takie proste bo my nie mamy czegos takiego jak
MaxCol - ilosc znakow w linii, bo kazdy znak moze miec inna szerokosc -
font nie musi byc monospaced ! Gdyby byl - no coz, to robota bylaby prosta :
broken.text := WrapText(broken.text, maxLineWidth div font.TextWidth('w'));
(no, zakladajac ze FirstToBreak = 0)
i juz. A tak - musimy po kolei badac kazdy string szukajac w nim literki
ktora sprawia ze nie miesci sie w maxLineWidth i wtedy obcinac.
}
i := FirstToBreak;
{ instead of "for" use "while" because broken.count will be changing }
while i < broken.count do
begin
{ zobacz czy nie trzeba zlamac linii nr i.
Linii '' z pewnoscia nie trzeba lamac. }
if broken[i] <> '' then
begin
{ ponizsze dwie linijki implikuja ze do zlamanej linii ZAWSZE trafia
pierwszy znak z linii niezlamanej, NAWET jesli ten pierwszy znak
jest szerszy niz maxLineWidth. No bo jezeli ten znak jest szerszy
od maxLineWidth to przeciez nie moglby trafic do ZADNEJ linii,
prawda ? Jedyna alternatywa byloby rzucenie w takim wypadku
wyjatku z komunikatem ze "maxLineWidth" jest za male zeby w pelni
poprawnie polamac string. }
linew := TextWidth(broken[i][1]);
j := 2;
while (j <= Length(broken[i])) and
(linew + TextWidth(broken[i][j]) <= maxLineWidth) do
begin
linew := linew + TextWidth(broken[i][j]);
Inc(j);
end;
if j <= Length(broken[i]) then
begin
{ oho ! ta linie trzeba zlamac przed znakiem j, bo linia jest za dluga kiedy
ma j znakow. Efekt breaka bedzie tez taki ze broken.count sie zwiekszy wiec
w nastepnym obrocie petli bedziemy lamali dalsza czesc tej linii - i o to
chodzi. }
p := BackCharsPos(WhiteSpaces, Copy(broken[i], 1,j));
if p > 0 then
begin
break1 := Copy(broken[i], 1,p-1);
break2 := SEnding(broken[i], p+1) { break at pos p, delete p-th char }
end else
begin
break1 := Copy(broken[i], 1,j-1);
break2 := SEnding(broken[i], j); { break at pos j-1 }
end;
broken[i] := break1;
broken.Insert(i+1, break2);
end;
end;
Inc(i);
end;
end;
function TGLBitmapFontAbstract.MaxTextWidth(SList: TStringList;
const Tags: boolean): Integer;
var
I, LineW: integer;
DummyColorChange: boolean;
DummyColor: TVector4Single;
S: string;
begin
result := 0;
for i := 0 to slist.Count-1 do
begin
S := SList[i];
if Tags then
S := HandleTags(S, DummyColorChange, DummyColor);
LineW := TextWidth(S);
if LineW > result then result := LineW;
end;
end;
procedure TGLBitmapFontAbstract.PrintStrings(const Strs: array of string;
const Tags: boolean; BonusVerticalSpace: TGLint;
const X0, Y0: Integer;
const PositionAsRaster: boolean);
var
SList: TStringList;
begin
SList := TStringList.Create;
try
AddStrArrayToStrings(Strs, SList);
PrintStrings(SList, Tags, BonusVerticalSpace, X0, Y0, PositionAsRaster);
finally SList.Free end;
end;
procedure TGLBitmapFontAbstract.PrintStrings(strs: TStrings;
const Tags: boolean; BonusVerticalSpace: TGLint;
const X0, Y0: Integer;
const PositionAsRaster: boolean);
var
Line: Integer;
procedure SetPos;
var
Y: Integer;
begin
Y := (Strs.Count - 1 - Line) * (RowHeight + BonusVerticalSpace) + Y0;
if PositionAsRaster then
glRasterPos2i(X0, Y) else
SetWindowPos(X0, Y);
end;
var
S: string;
ColorChange: boolean;
Color: TVector4Single;
begin
for Line := 0 to Strs.Count - 1 do
begin
S := Strs[Line];
if Tags then
begin
S := HandleTags(S, ColorChange, Color);
if ColorChange then
begin
glPushAttrib(GL_CURRENT_BIT or GL_COLOR_BUFFER_BIT);
{ glColor must be before setting raster to have proper effect.
It will be correctly saved/restored by glPush/PopAttrib,
as docs say that GL_CURRENT_BIT saves
"RGBA color associated with current raster position". }
glColorv(Color); // saved by GL_CURRENT_BIT
if Color[3] < 1 then
begin
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // saved by GL_COLOR_BUFFER_BIT
glEnable(GL_BLEND); // saved by GL_COLOR_BUFFER_BIT
end;
SetPos;
PrintAndMove(S);
glPopAttrib;
end else
begin
SetPos;
PrintAndMove(S);
end;
end else
begin
SetPos;
PrintAndMove(S);
end;
end;
end;
function TGLBitmapFontAbstract.PrintBrokenString(const s: string;
MaxLineWidth, X0, Y0: integer;
PositionsFirst: boolean; BonusVerticalSpace: Integer;
const PositionAsRaster: boolean): Integer;
var
broken: TStringList;
begin
broken := TStringList.Create;
try
BreakLines(s, broken, MaxLineWidth);
if PositionsFirst then
Y0 -= (broken.Count-1)*(RowHeight + BonusVerticalSpace);
PrintStrings(broken, false, BonusVerticalSpace, X0, Y0, PositionAsRaster);
result := broken.Count;
finally broken.Free end;
end;
procedure TGLBitmapFontAbstract.PrintStringsBox(
Strs: TStringList; const Tags: boolean; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer);
begin
GLRectangleWithBorder(0, 0, MaxTextWidth(Strs, Tags) + 2 * BoxPixelMargin,
(RowHeight + BonusVerticalSpace) * Strs.Count + 2 * BoxPixelMargin + Descend,
InsideCol, BorderCol);
glColorv(TextCol);
PrintStrings(strs, Tags, BonusVerticalSpace, BoxPixelMargin,
BoxPixelMargin + Descend);
end;
procedure TGLBitmapFontAbstract.PrintStringsBox(
const Strs: array of string; const Tags: boolean; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer);
var
slist: TStringList;
begin
slist := TStringList.Create;
try
AddStrArrayToStrings(strs, slist);
{$warnings off}
{ Do not warn that PrintStringsBox call below is deprecated.
*This* method is deprecated too. }
PrintStringsBox(slist, Tags, BonusVerticalSpace,
InsideCol, BorderCol, TextCol, BoxPixelMargin);
{$warnings on}
finally slist.Free end;
end;
procedure TGLBitmapFontAbstract.PrintStringsBox(
Strs: TStringList; const Tags: boolean;
const X0, Y0: Integer; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer);
begin
GLRectangleWithBorder(X0, Y0,
X0 + MaxTextWidth(Strs, Tags) + 2 * BoxPixelMargin,
Y0 + (RowHeight + BonusVerticalSpace) * Strs.Count + 2 * BoxPixelMargin + Descend,
InsideCol, BorderCol);
glColorv(TextCol);
PrintStrings(strs, Tags, BonusVerticalSpace, X0 + BoxPixelMargin,
Y0 + BoxPixelMargin + Descend, false);
end;
procedure TGLBitmapFontAbstract.PrintStringsBox(
const Strs: array of string; const Tags: boolean;
const X0, Y0: Integer; BonusVerticalSpace: TGLint;
const InsideCol, BorderCol, TextCol: TVector4f;
BoxPixelMargin: integer);
var
slist: TStringList;
begin
slist := TStringList.Create;
try
AddStrArrayToStrings(strs, slist);
PrintStringsBox(slist, Tags, X0, Y0, BonusVerticalSpace,
InsideCol, BorderCol, TextCol, BoxPixelMargin);
finally slist.Free end;
end;
end.
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