float TextDraw::RenderCharacter( const Font & font, char c, float x, float y, float scalex, float scaley, VertexArray & output_array) { const Font::CharInfo * ci = 0; if (!font.GetCharInfo(c, ci)) return 0; float invsize = font.GetInvSize(); float x1 = x + ci->xoffset * invsize * scalex; float x2 = x1 + ci->width * invsize * scalex; float y1 = y - ci->yoffset * invsize * scaley; float y2 = y1 + ci->height * invsize * scaley; float u1 = ci->x; float u2 = u1 + ci->width; float v1 = ci->y; float v2 = v1 + ci->height; float v[] = {x1, y1, 0, x2, y1, 0, x2, y2, 0, x1, y2, 0}; float t[] = {u1, v1, u2, v1, u2, v2, u1, v2}; int f[] = {0, 1, 2, 0, 2, 3}; if (output_array.GetTexCoordSets() == 0) { output_array.SetFaces(f, 6); output_array.SetVertices(v, 12); output_array.SetTexCoordSets(1); output_array.SetTexCoords(0, t, 8); } else { float * n = 0; output_array.Add(0, 0, n, 0, v, 12, f, 6, t, 8); } return ci->xadvance * invsize * scalex; }
void HudGauge::Set( SceneNode & parent, const std::tr1::shared_ptr<Texture> & texture, const Font & font, float hwratio, float centerx, float centery, float radius, float startangle, float endangle, float startvalue, float endvalue, float valuedelta) { assert(texture); // calculate number of segments (max 9) float segments = (endvalue - startvalue) / valuedelta; float factor = ceil(segments / 9.0f); segments = ceil(segments / factor); valuedelta = valuedelta * factor; endvalue = startvalue + segments * valuedelta; this->texture = texture; this->centerx = centerx; this->centery = centery; this->scalex = radius * hwratio; this->scaley = radius; this->startangle = startangle; this->endangle = endangle; this->scale = (endangle - startangle) / (endvalue - startvalue); // reset EraseTextDrawable(parent, dialnum_draw); EraseDrawable(parent, pointer_draw); EraseDrawable(parent, dial_draw); pointer_rotated.Clear(); pointer.Clear(); dial_label.Clear(); dial_marks.Clear(); // dial marks { // big marker float pb[] = {-0.02, 1, 0, 0.02, 1, 0, 0.02, 0.92, 0, -0.02, 0.92, 0}; float t[] = {0, 0, 1, 0, 1, 1, 0, 1}; int f[] = {0, 2, 1, 0, 3, 2}; VertexArray bm; bm.SetVertices(pb, 12); bm.SetTexCoordSets(1); bm.SetTexCoords(0, t, 8); bm.SetFaces(f, 6); // small marker float ps[] = {-0.01, 1, 0, 0.01, 1, 0, 0.01, 0.95, 0, -0.01, 0.95, 0}; VertexArray sm; sm.SetVertices(ps, 12); sm.SetTexCoordSets(1); sm.SetTexCoords(0, t, 8); sm.SetFaces(f, 6); float delta = (endangle - startangle) / (3.0 * segments); float angle = startangle; for (int i = 0; i <= 3 * segments; ++i) { VertexArray temp = (i % 3) ? sm : bm; temp.Rotate(angle, 0, 0, -1); dial_marks = dial_marks + temp; angle = angle + delta; } dial_marks.Scale(radius * hwratio, radius, 1); dial_marks.Translate(centerx, centery, 0.0); dial_draw = AddDrawable(parent); Drawable & drawref = GetDrawable(parent, dial_draw); drawref.SetTextures(texture->GetID()); drawref.SetVertArray(&dial_marks); drawref.SetCull(false, false); //drawref.SetColor(1, 1, 1, 0.5); drawref.SetDrawOrder(1); } // dial label { VertexArray temp; float w = 0.25 * radius * hwratio; float h = 0.25 * radius; float angle = startangle; float angle_delta = (endangle - startangle) / segments; float value = startvalue; float value_delta = (endvalue - startvalue) / segments; for (int i = 0; i <= segments; ++i) { std::stringstream sstr; std::string text; sstr << value; sstr >> text; float x = centerx + 0.75 * sin(angle) * radius * hwratio; float y = centery + 0.75 * cos(angle) * radius; float xn = TextDraw::RenderText(font, text, x, y, w, h, temp); temp.Translate((x - xn) * 0.5, 0, 0); dial_label = dial_label + temp; angle += angle_delta; value += value_delta; } dialnum_draw = AddTextDrawable(parent); Drawable & drawref = GetTextDrawable(parent, dialnum_draw); drawref.SetTextures(font.GetFontTexture()->GetID()); drawref.SetVertArray(&dial_label); drawref.SetCull(false, false); //drawref.SetColor(1, 1, 1, 0.5); drawref.SetDrawOrder(1); } // pointer { float p[] = {-0.015, 0.92, 0, 0.015, 0.92, 0, 0.025, -0.1, 0, -0.025, -0.1, 0}; float t[] = {0, 0, 1, 0, 1, 1, 0, 1}; int f[] = {0, 2, 1, 0, 3, 2}; pointer.SetVertices(p, 12); pointer.SetTexCoordSets(1); pointer.SetTexCoords(0, t, 8); pointer.SetFaces(f, 6); pointer_draw = AddDrawable(parent); Drawable & drawref = GetDrawable(parent, pointer_draw); drawref.SetTextures(texture->GetID()); drawref.SetVertArray(&pointer_rotated); drawref.SetCull(false, false); //drawref.SetColor(1, 1, 1, 0.5); drawref.SetDrawOrder(2); } }