void KText::drawText(sf::RenderWindow & window, int x, int y, sf::String str, sf::Color colour = sf::Color::Black) { sf::View view; view.setSize(sf::Vector2f(SCREEN_WIDTH, SCREEN_HEIGHT)); view.setCenter(sf::Vector2f(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)); window.setView(view); int row = 0; int col = 0; int charWidth = FONT_SIZE; for (int i = 0; i < str.toWideString().length(); i++) { bool draw = false; wchar_t w = str[i]; sf::Sprite c; charWidth = FONT_SIZE; if (w != str.toWideString().size() - 1 && w == L'\\' && str[i + 1] == L'n') //If w is the enter key { //Go down a row and adjust all the way to the left side of the dialog box, also display the enter key with a width of zero row++; col = 0; charWidth = 0; i++; continue; } else if (w != str.toWideString().size() - 1 && w == L'\\' && str[i + 1] == L't') //If w is the tab key { col += charWidth * 2; i++; continue; } else if ((32 <= w && w <= 126) || (161 <= w && w <= 255)) //basic latin { draw = true; c = sf::Sprite(basic_latin, sf::IntRect((w % 16) * FONT_SIZE, ((w - (w % 16)) / 16) * FONT_SIZE, latinWidths[w], FONT_SIZE)); charWidth = latinWidths[w]; col += 4; //This is for space between each character, Japanese doesn't need this } else if (w == 8230) //... { draw = true; //This character isn't actually in the Japanese section of unicode, but I decided to give a spot in the Japanese spritesheet //because English users won't ever be typing in the single character form of the ellipses, also putting a character in a blank //spot goes againsts the unicode policy, but hey, it keeps me from having to create a hundred new characters c = sf::Sprite(japanese, sf::IntRect(0, 16 * FONT_SIZE, FONT_SIZE, FONT_SIZE)); } else if (12288 <= w && w <= 12543) //1st japanese section of unicode stuff { draw = true; c = sf::Sprite(japanese, sf::IntRect((w % 16) * FONT_SIZE, (((w - (w % 16)) / 16) - 768) * FONT_SIZE, FONT_SIZE, FONT_SIZE)); } else if (65281 <= w && w <= 65376) //2nd part of japanese stuff in unicode { draw = true; c = sf::Sprite(japanese, sf::IntRect((w % 16) * FONT_SIZE, (((w - (w % 16)) / 16) - 4064) * FONT_SIZE, FONT_SIZE, FONT_SIZE)); } else if (65377 <= w && w <= 65439) //2nd part of japanese stuff in unicode, but halfwidth stuff { draw = true; c = sf::Sprite(japanese, sf::IntRect((w % 16) * FONT_SIZE, (((w - (w % 16)) / 16) - 4064) * FONT_SIZE, FONT_SIZE * .5, FONT_SIZE)); charWidth = .5 * FONT_SIZE;\ } else if (65440 <= w && w <= 65519) //2nd part of japanese stuff in unicode, but back to full width characters { draw = true; c = sf::Sprite(japanese, sf::IntRect((w % 16) * FONT_SIZE, (((w - (w % 16)) / 16) - 4064) * FONT_SIZE, FONT_SIZE, FONT_SIZE)); } if (draw) { c.setPosition(sf::Vector2f(x + col, y + (row * FONT_SIZE))); col += charWidth; //Set the x value of the next character to += the width of the last character } c.setColor(colour); window.draw(c); } }
int Game::load(sf::String path, SFG::SplashScreen* ss) { if(m_game_console.init() != 0) SFG::Util::printLog(SFG::Util::Error, __FILE__, __LINE__, "Failed to init console" ); if(!m_timing_font.loadFromFile("Fonts/arial.ttf")) SFG::Util::printLog(SFG::Util::Error, __FILE__, __LINE__, "Failed to load font" ); printf("Setting font... "); m_timing_display.setFont(m_timing_font); printf("Done.\n"); m_timing_display.setString("Asd"); XMLReader reader; sf::String out; if (basicLoadFile(path.toWideString(), out) != 0) { printf("[Error] Failed to load file %s in %s:%d\n", path.toAnsiString().c_str(), __FILE__, __LINE__); return -1; } reader.setSource(out); //Start parsing if (reader.parse() != 0) { //Errors happening } //For now, we only need to load the gamestates up... //Get the loading gamestate (with fancy animations and stuff) int ret = 0; auto sugs = SFG::Pointer<GameState>(new StartupGameState()); if ((ret = loadGamestate(reader, L"Startup", sugs)) < 0) { printf("[Error] Failed to load Startup Gamestate in %s:%d from file \"%s\" with Code %d.\n", __FILE__, __LINE__, path.toAnsiString().c_str(), ret); } //The first gamestate always needs to be inited this->g_gamestates[0]->init(this->window); //Get the menu gamestate SFG::Pointer<GameState> menu(new MenuGameState()); if ((ret = loadGamestate(reader, L"Menu", menu)) < 0) { printf("[Error] Failed to load Menu Gamestate in %s:%d from file \"%s\" with Code %d.\n", __FILE__, __LINE__, path.toAnsiString().c_str(), ret); } //Get all other gamestates for (size_t i = 2; ; i++) { sf::String path = L"xml/gamestate#" + std::to_wstring(i) + L"/"; sf::String ret = reader.getValue(path); if (ret == L"__xml_failure") { break; } else { //#TODO: Add custom gamestate //STILL_TO_DO(__FILE__, __LINE__); int res = loadGamestate(reader, reader.getValue(path + "name."), SFG::Pointer<GameState>(nullptr)); if (res != 0) { std::string tmp = reader.getValue(path + "name.").toAnsiString(); SFG::Util::printLog(SFG::Util::LogMessageType::Error, __FILE__, __LINE__, "Failed to load custom gamestate named \"%s\"", tmp.c_str()); } } } //Reading done if (ss != nullptr) { //Tell the SplashScreen to disappear ss->notify(SFG::SplashScreen::SplashScreenMessages::LoadingDone); } return 0; }