Example #1
0
/**
* CBitmapFont::drawStringMarkup
* @date Modified Mar 29, 2006
*/
void CBitmapFont::drawStringMarkup(CString str, float fX, float fY, D3DCOLOR dwColor, bool bHandleSprite)
{
	CRenderDevice& oDev = CRenderSystem::getInstance().getRenderDevice();
	LPD3DXSPRITE pSprite = oDev.getD3DXSprite();
	RECT rChar;
	char cChar;
	D3DXVECTOR3 vPos, vZero;
	vPos.x = fX;
	vPos.y = fY;
	vPos.z = 0.0f;
	vZero.x = vZero.y = vZero.z = 0.0f;

	if(bHandleSprite)
		beginSprite();

	// Split strings
	bool bFirst = false;
	std::vector<CString> vStrings;
	str.ToList(vStrings, TEXT("{}"));
	if(str.GetChar(0) == '{')
		bFirst = true;

	// Iterate split strings, and change color if needed.
	for(size_t v = 0; v < vStrings.size(); ++v)
	{
		// Get string, and read color
		if((bFirst && v % 2 == 0) || (!bFirst && v % 2 == 1))
		{
			dwColor = vStrings[v].ToUlongFromHex();
			continue;						   
		}

		// Iterate string and draw characters.
		size_t nSize = vStrings[v].GetLength();
		for(size_t i = 0; i < nSize; ++i)
		{
			cChar = vStrings[v].GetChar(i);
			switch(cChar)
			{
			case '\n':
				vPos.y += m_cLineHeight;
				vPos.x = fX;
				break;
			case '\t':
				vPos.x += m_mCharMap['X'] * 4;
				break;
			default:
				getCharRect(cChar, &rChar);
				pSprite->Draw(m_poTexture->getD3DTexture(), &rChar, NULL, &vPos, dwColor);
				vPos.x += (rChar.right - rChar.left);
				break;
			}
		}
	}

	if(bHandleSprite)
		endSprite();
}
Example #2
0
void World::buildScene()
{
   
    for (std::size_t i = 0; i < LayerCount; i++) {
        SceneNode::Ptr layer(new SceneNode());
        mSceneLayers[i] = layer.get();
        mSceneGraph.attachChild(std::move(layer));
    }
    
    // map
    sf::Texture& texture = mTextures.get(Textures::Map);
    sf::IntRect textureRect(mWorldBounds);
    texture.setRepeated(true);
    
    std::unique_ptr<SpriteNode> backgroundSprite(new SpriteNode(texture, textureRect));
    
    backgroundSprite->setPosition(mWorldBounds.left, mWorldBounds.top);
    
    mSceneLayers[Background]->attachChild(std::move(backgroundSprite));
    
    // end line
    sf::Texture& end = mTextures.get(Textures::End);
    std::unique_ptr<SpriteNode> endSprite(new SpriteNode(end));
    
    endSprite->setPosition(0.f, -76.f);
    
    mSceneLayers[Background]->attachChild(std::move(endSprite));
    
    
    // player aircraft
    std::unique_ptr<Aircraft>   Leader(new Aircraft(Aircraft::Player1, mTextures, mFonts));
    mPlayerAircraft = Leader.get();
    mPlayerAircraft->setPosition(mSpawnPosition);
    mPlayerAircraft->setVelocity(0.f, mScrollSpeed);
    mSceneLayers[Air]->attachChild(std::move(Leader));
    
    // score display
    std::unique_ptr<TextNode>   score(new TextNode(mFonts, ""));
    mScoreDisplay = score.get();
    score->setSize(40);
    score->setColor(sf::Color::Yellow);
    score->setFont(mFonts, Fonts::Blade2);
    score->setString("Score: " + std::to_string(mScore));
    score->setPosition(mWorldView.getSize().x - 100.f, mWorldBounds.height - 750.f);
    mSceneLayers[Air]->attachChild(std::move(score));

}
Example #3
0
/**
* CBitmapFont::drawString
* @date Modified Mar 29, 2006
*/
void CBitmapFont::drawString(CString str, float fX, float fY, D3DCOLOR dwColor, bool bHandleSprite)
{
	CRenderDevice& oDev = CRenderSystem::getInstance().getRenderDevice();
	LPD3DXSPRITE pSprite = oDev.getD3DXSprite();

	RECT rChar;
	char cChar;
	D3DXVECTOR3 vPos, vZero;
	vPos.x = fX;
	vPos.y = fY;
	vPos.z = 0.0f;
	vZero.x = vZero.y = vZero.z = 0.0f;

	if(bHandleSprite)
		beginSprite();

	// Iterate string and draw characters.
	size_t nSize = str.GetLength();
	for(size_t i = 0; i < nSize; ++i)
	{
		cChar = str.GetChar(i);
		switch(cChar)
		{
		case '\n':
			vPos.y += m_cLineHeight;
			vPos.x = fX;
			break;
		case '\t':
			vPos.x += m_mCharMap['X'] * 4;
			break;
		default:
			getCharRect(str.GetChar(i), &rChar);
			pSprite->Draw(m_poTexture->getD3DTexture(), &rChar, NULL, &vPos, dwColor);
			vPos.x += (rChar.right - rChar.left);
			break;
		}
	}

	if(bHandleSprite)
		endSprite();
}
Example #4
0
/**
* CBitmapFont::drawStringView
* @date Modified Apr 04, 2006
*/
void CBitmapFont::drawStringView(CString str, RECT rView, unsigned int unOffset, D3DCOLOR dwColor, bool bHandleSprite)
{
	std::vector<CString> vLines, vWords, vColors;
	unsigned int unWidth = rView.right - rView.left,
				 unHeight = rView.bottom - rView.top,
				 unWordWidth = 0;
	RECT rWord;
	float fX = (float)rView.left, fY = (float)rView.top;
	str.ToList(vLines, "\r\n");

	if(bHandleSprite)
		beginSprite();

	// Calculate max number of lines
	unsigned int unLineCount = unHeight / m_cLineHeight;

	// Iterate lines in string.
	size_t i = ((vLines.size() <= unLineCount) ? 0 : max(vLines.size() - unOffset - unLineCount, 0));
	for(; i < ((vLines.size() <= unLineCount) ? vLines.size() : vLines.size() - unOffset); ++i)
	{
		// Iterate words in string.
		vLines[i].ToList(vWords, " ");
		for(size_t j = 0; j < vWords.size(); ++j)
		{
			bool bFirst = false;
			vWords[j].ToList(vColors, "{}");
			if(vWords[j].GetChar(0) == '{')
				bFirst = true;
				
			if(vColors.size())
			{
				for(size_t k = 0; k < vColors.size(); ++k)
				{
					if((bFirst && k % 2 == 0) || (!bFirst && k % 2 == 1))
					{
						dwColor = vColors[k].ToUlongFromHex();
						continue;						   
					}

					// Take line length into consideration
					unWordWidth = measureString(vColors[k], &rWord);
					if(fX + unWordWidth >= unWidth)
					{
						fX = (float)rView.left;
						fY += m_cLineHeight;
						drawString(vColors[k], fX, fY, dwColor, false);
					}
					else
					{
						drawString(vColors[k], fX, fY, dwColor, false);
						fX += unWordWidth + m_mCharMap[' '];
					}
				}
				
			}
			else
			{
				// Take line length into consideration
				unWordWidth = measureString(vWords[j], &rWord);
				if(fX + unWordWidth >= unWidth)
				{
					fX = (float)rView.left;
					fY += m_cLineHeight;
					drawString(vWords[j], fX, fY, dwColor, false);
				}
				else
				{
					drawString(vWords[j], fX, fY, dwColor, false);
					fX += unWordWidth + m_mCharMap[' '];
				}
			}
		}
		fX = (float)rView.left;
		fY += m_cLineHeight;
	}

	if(bHandleSprite)
		endSprite();
}
int CDirectXRenderLayer::drawSprite(TEXTURE_REF texture, const TSpriteDef& spriteDef)
{
	if ((mVertexBuffer) && (texture < MAX_TEXTURES))
	{
		if (mSpriteTextureRef != texture || mPrimitiveCount == mMaxPrimitiveCount)
		{
			endSprite();
			mD3DDevice->SetTexture(0, mTexture[texture].mD3DTexture);
			mSpriteTextureRef = texture;
			beginSprite();
		}

		UINT startVertex = mPrimitiveCount << 1;

		float invW = mTexture[texture].mInvWidth;
		float invH = mTexture[texture].mInvHeight;

		// Scaling + Translation
		float positionX, positionY;
		float width, height;

		positionX = spriteDef.mLeftTop.mX * mSpriteScale.mX;
		positionY = spriteDef.mLeftTop.mY * mSpriteScale.mY;

		width = spriteDef.mWidth * mSpriteScale.mX;
		height = spriteDef.mHeight * mSpriteScale.mY;

		if (spriteDef.mTexelToPixel)
		{
			positionX = (float)xmath_round(positionX);
			positionY = (float)xmath_round(positionY);

			width = (float)xmath_round(width);
			height = (float)xmath_round(height);
		}

		// Substract half-pixel for proper Texel-To-Pixel convertion
		positionX -= 0.5f;
		positionY -= 0.5f;

		mQuad[0].mX = positionX;
		mQuad[0].mY = positionY;
		mQuad[0].mU = spriteDef.mTextureRect.mX0 * invW;
		mQuad[0].mV = spriteDef.mTextureRect.mY0 * invH;

		mQuad[1].mX = positionX + width;
		mQuad[1].mY = mQuad[0].mY;
		mQuad[1].mU = spriteDef.mTextureRect.mX1 * invW;
		mQuad[1].mV = mQuad[0].mV;

		mQuad[2].mX = mQuad[0].mX;
		mQuad[2].mY = positionY + height;
		mQuad[2].mU = mQuad[0].mU;
		mQuad[2].mV = spriteDef.mTextureRect.mY1 * invH;

		mQuad[3].mX = mQuad[1].mX;
		mQuad[3].mY = mQuad[2].mY;
		mQuad[3].mU = mQuad[1].mU;
		mQuad[3].mV = mQuad[2].mV;

		float subX, subY;
		float centerX, centerY;

		centerX = (mQuad[0].mX + mQuad[1].mX) * 0.5f;
		centerY = (mQuad[0].mY + mQuad[2].mY) * 0.5f;

		CVector2D& dir = CVector2D::getUnitVector(spriteDef.mAngle);

		// Rotation
		for (int index = 0; index < 4; index++)
		{
			subX = mQuad[index].mX - centerX;
			subY = mQuad[index].mY - centerY;

			mQuad[index].mX = (subX * dir.mX - subY * dir.mY + centerX);
			mQuad[index].mY = (subX * dir.mY + subY * dir.mX + centerY);

			mQuad[index].mDiffuse = spriteDef.mDiffuse;
		}

		memcpy(mVertexData + startVertex, mQuad, 4 * sizeof(TVertexData));

		mPrimitiveCount += 2;

		return E_SUCCESS;
	}

	return E_FAILED;
}