void CUIDraw::InternalGetTextDim(IFFont *pFont, float *fWidth, float *fHeight, float fMaxWidth, float fSizeX, float fSizeY, const char *strText) { if(NULL == pFont) { return; } const bool bWrapText = fMaxWidth > 0.0f; if (bWrapText) fMaxWidth = m_pRenderer->ScaleCoordX(fMaxWidth); // fSizeX = m_pRenderer->ScaleCoordX(fSizeX); // fSizeY = m_pRenderer->ScaleCoordY(fSizeY); // Note: First ScaleCoordY is not a mistake if (fSizeX<=0.0f) fSizeX=15.0f; if (fSizeY<=0.0f) fSizeY=15.0f; fSizeX = m_pRenderer->ScaleCoordY(fSizeX); fSizeY = m_pRenderer->ScaleCoordY(fSizeY); STextDrawContext ctx; ctx.SetSizeIn800x600(false); ctx.SetSize(Vec2(fSizeX, fSizeY)); string wrappedStr; if (bWrapText) { pFont->WrapText(wrappedStr, fMaxWidth, strText, ctx); strText = wrappedStr.c_str(); } Vec2 dim = pFont->GetTextSize(strText, true, ctx); float fScaleBack=1.0f/m_pRenderer->ScaleCoordY(1.0f); if (fWidth) *fWidth=dim.x*fScaleBack; if (fHeight) *fHeight=dim.y*fScaleBack; }
int CryWatchFunc(const char *message) { // Fran: we need these guards for the testing framework to work if(gEnv && gEnv->pRenderer && g_pGameCVars && g_pGameCVars->watch_enabled) { float color[4] = {1,1,1,1}; IFFont *pFont = gEnv->pCryFont->GetFont("default"); float xscale = g_pGameCVars->watch_text_render_size*g_pGameCVars->watch_text_render_fxscale; STextDrawContext ctx; ctx.SetSize(Vec2(xscale, xscale)); float width = pFont->GetTextSize(message, true, ctx).x; if(width>s_max_width_this_col) s_max_width_this_col = width; float yPos = GetWatchTextYPos(); // also updates s_watchTextXPos gEnv->pRenderer->Draw2dLabel(g_pGameCVars->watch_text_render_start_pos_x+s_watchTextXPos, yPos, g_pGameCVars->watch_text_render_size, color, false, "%s", message); return 1; } return 0; }
void CUIDraw::InternalDrawText(IFFont *pFont, float fX, float fY, float fMaxWidth, float fSizeX, float fSizeY, const char *strText, float fAlpha, float fRed, float fGreen, float fBlue, EUIDRAWHORIZONTAL eUIDrawHorizontalDocking, EUIDRAWVERTICAL eUIDrawVerticalDocking, EUIDRAWHORIZONTAL eUIDrawHorizontal, EUIDRAWVERTICAL eUIDrawVertical ) { if(NULL == pFont) { return; } const bool bWrapText = fMaxWidth > 0.0f; if (bWrapText) fMaxWidth = m_pRenderer->ScaleCoordX(fMaxWidth); // fSizeX = m_pRenderer->ScaleCoordX(fSizeX); // fSizeY = m_pRenderer->ScaleCoordY(fSizeY); // Note: First ScaleCoordY is not a mistake if (fSizeX<=0.0f) fSizeX=15.0f; if (fSizeY<=0.0f) fSizeY=15.0f; fSizeX = m_pRenderer->ScaleCoordY(fSizeX); fSizeY = m_pRenderer->ScaleCoordY(fSizeY); STextDrawContext ctx; ctx.SetSizeIn800x600(false); ctx.SetSize(Vec2(fSizeX,fSizeY)); ctx.SetColor(ColorF(fRed,fGreen,fBlue,fAlpha)); // Note: First ScaleCoordY is not a mistake float fTextX = m_pRenderer->ScaleCoordY(fX); float fTextY = m_pRenderer->ScaleCoordY(fY); if(UIDRAWHORIZONTAL_CENTER == eUIDrawHorizontalDocking) { fTextX += m_pRenderer->GetWidth() * 0.5f; } else if(UIDRAWHORIZONTAL_RIGHT == eUIDrawHorizontalDocking) { fTextX += m_pRenderer->GetWidth(); } if(UIDRAWVERTICAL_CENTER == eUIDrawVerticalDocking) { fTextY += m_pRenderer->GetHeight() * 0.5f; } else if(UIDRAWVERTICAL_BOTTOM == eUIDrawVerticalDocking) { fTextY += m_pRenderer->GetHeight(); } string wrappedStr; if (bWrapText) { pFont->WrapText(wrappedStr, fMaxWidth, strText, ctx); strText = wrappedStr.c_str(); } Vec2 vDim = pFont->GetTextSize(strText, true, ctx); int flags = 0; if(UIDRAWHORIZONTAL_CENTER == eUIDrawHorizontal) { fTextX -= vDim.x * 0.5f; flags |= eDrawText_Center; } else if(UIDRAWHORIZONTAL_RIGHT == eUIDrawHorizontal) { fTextX -= vDim.x; flags |= eDrawText_Right; } if(UIDRAWVERTICAL_CENTER == eUIDrawVertical) { fTextY -= vDim.y * 0.5f; flags |= eDrawText_CenterV; } else if(UIDRAWVERTICAL_BOTTOM == eUIDrawVertical) { fTextY -= vDim.y; flags |= eDrawText_Bottom; } ctx.SetFlags(flags); pFont->DrawString(fTextX, fTextY, strText, true, ctx); }
void CPersistantDebug::UpdateTags(float frameTime, SObj& obj, bool doFirstPass) { if (!doFirstPass) { // Every update calls itself recursively first to calculate the widths of each column // for multicolumn mode. Not the prettiest thing, but it's the best idea I've got so far! UpdateTags(frameTime, obj, true); frameTime = 0.f; for (int i=0; i<obj.columns.size(); ++i) obj.columns[i].height = 0.f; } IFFont *pFont = gEnv->pCryFont->GetFont("default"); assert(pFont); STextDrawContext ctx; ctx.SetSizeIn800x600(false); ctx.SetProportional(true); for (TListTag::iterator iterList = obj.tags.begin(); iterList != obj.tags.end(); ++iterList) { if (iterList->vScreenPos.IsZero()) continue; float tagMaxDist = iterList->params.viewDistance; float fontSize = iterList->params.size * m_pETFontSizeMultiplier->GetFVal(); // Calculate size of text on screen (so we can place it properly) ctx.SetSize(Vec2(12*fontSize, 12*fontSize)); Vec2 textBoxSize = pFont->GetTextSize(iterList->params.text.c_str(), true, ctx); if (doFirstPass) { int pos(iterList->params.column - 1); obj.columns[pos].width = max(obj.columns[pos].width, textBoxSize.x + 15.f); } else { // Determine position SColumn &column = obj.columns[iterList->params.column - 1]; Vec3 screenPos(iterList->vScreenPos); screenPos.x = screenPos.x*0.01f*gEnv->pRenderer->GetWidth(); screenPos.y = screenPos.y*0.01f*gEnv->pRenderer->GetHeight() - textBoxSize.y - column.height; column.height += textBoxSize.y; // Adjust X value for multi-columns if (obj.columns.size() > 1) { int centerLine = obj.columns.size() / 2; if (iterList->params.column <= centerLine) for (int i=iterList->params.column-1; i<centerLine; ++i) screenPos.x -= obj.columns[i].width; else for (int i=centerLine; i<iterList->params.column-1; ++i) screenPos.x += obj.columns[i].width; if (obj.columns.size() % 2 != 0) screenPos.x -= textBoxSize.x*0.5f; } else { screenPos.x -= textBoxSize.x*0.5f; } // Determine color ColorF clr = iterList->params.color; if (1==m_pETColorOverrideEnable->GetIVal()) { clr.r = max(0.f, min(1.f, m_pETColorOverrideR->GetFVal())); clr.g = max(0.f, min(1.f, m_pETColorOverrideG->GetFVal())); clr.b = max(0.f, min(1.f, m_pETColorOverrideB->GetFVal())); } clr.a *= iterList->params.fadeTime / iterList->totalFadeTime; // Apply fade out time to alpha float clrAry[4] = {clr.r, clr.g, clr.b, clr.a}; gEnv->pRenderer->Draw2dLabel( screenPos.x, screenPos.y, fontSize, clrAry, true, "%s", iterList->params.text.c_str() ); } } }