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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-17 14:20:54 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-17 14:22:53 +0700
commit602a0c5951050e7cce645534cb4f136cf9f4fee4 (patch)
treee70e63b0b0058830e58c244ad917bc892c10418f /Source/Text.cpp
parent094e12df1ebb81d304803be4b274546384ec117c (diff)
downloadblackshades-602a0c5951050e7cce645534cb4f136cf9f4fee4.tar.gz
Rename source and build directory1.1.1
Diffstat (limited to 'Source/Text.cpp')
-rw-r--r--Source/Text.cpp68
1 files changed, 0 insertions, 68 deletions
diff --git a/Source/Text.cpp b/Source/Text.cpp
deleted file mode 100644
index 2c2323a..0000000
--- a/Source/Text.cpp
+++ /dev/null
@@ -1,68 +0,0 @@
-/**> HEADER FILES <**/
-#include "Text.h"
-#include "Textures.h"
-
-void Text::LoadFontTexture(char *fileName)
-{
- FontTexture = loadTexture(fileName);
-}
-
-void Text::BuildFont() // Build Our Font Display List
-{
- float cx; // Holds Our X Character Coord
- float cy; // Holds Our Y Character Coord
- int loop;
-
- base=glGenLists(256); // Creating 256 Display Lists
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- for (loop=0; loop<256; loop++) // Loop Through All 256 Lists
- {
- cx=float(loop%16)/16.0f; // X Position Of Current Character
- cy=float(loop/16)/16.0f; // Y Position Of Current Character
-
- glNewList(base+loop,GL_COMPILE); // Start Building A List
- glBegin(GL_QUADS); // Use A Quad For Each Character
- glTexCoord2f(cx,1-cy-0.0625f+.001); // Texture Coord (Bottom Left)
- glVertex2i(0,0); // Vertex Coord (Bottom Left)
- glTexCoord2f(cx+0.0625f,1-cy-0.0625f+.001); // Texture Coord (Bottom Right)
- glVertex2i(16,0); // Vertex Coord (Bottom Right)
- glTexCoord2f(cx+0.0625f,1-cy-.001); // Texture Coord (Top Right)
- glVertex2i(16,16); // Vertex Coord (Top Right)
- glTexCoord2f(cx,1-cy-+.001); // Texture Coord (Top Left)
- glVertex2i(0,16); // Vertex Coord (Top Left)
- glEnd(); // Done Building Our Quad (Character)
- glTranslated(10,0,0); // Move To The Right Of The Character
- glEndList(); // Done Building The Display List
- } // Loop Until All 256 Are Built
-}
-
-void Text::glPrint(GLint x, GLint y, char *string, int set, float size, float width, float height) // Where The Printing Happens
-{
- if (set>1)
- {
- set=1;
- }
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBindTexture(GL_TEXTURE_2D, FontTexture); // Select Our Font Texture
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,width,0,height,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity();
- glScalef(size,size,1); // Reset The Modelview Matrix
- glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
- glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1)
- glCallLists(strlen(string),GL_BYTE,string); // Write The Text To The Screen
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-}