summary refs log tree commit diff
path: root/src/Text.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/Text.cpp')
-rw-r--r--src/Text.cpp68
1 files changed, 0 insertions, 68 deletions
diff --git a/src/Text.cpp b/src/Text.cpp
deleted file mode 100644
index afb6fe2..0000000
--- a/src/Text.cpp
+++ /dev/null
@@ -1,68 +0,0 @@
-#include <string.h>
-
-#include "Text.h"
-
-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 );
-}
-
-Text::~Text()
-{
-	glDeleteTextures(1, &FontTexture);
-}