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-rw-r--r--src/Text.cpp68
1 files changed, 68 insertions, 0 deletions
diff --git a/src/Text.cpp b/src/Text.cpp
new file mode 100644
index 0000000..2c2323a
--- /dev/null
+++ b/src/Text.cpp
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+/**> 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 );
+}