예제 #1
1
/*
Most of the hard work is done. We only need to create the Irrlicht Engine
device and all the buttons, menus and toolbars. We start up the engine as
usual, using createDevice(). To make our application catch events, we set our
eventreceiver as parameter. As you can see, there is also a call to
IrrlichtDevice::setResizeable(). This makes the render window resizeable, which
is quite useful for a mesh viewer.
*/
int main(int argc, char* argv[])
{
	// ask user for driver
	video::E_DRIVER_TYPE driverType=driverChoiceConsole();
	if (driverType==video::EDT_COUNT)
		return 1;

	// create device and exit if creation failed
	MyEventReceiver receiver;
	Device = createDevice(driverType, core::dimension2d<u32>(800, 600),
		16, false, false, false, &receiver);

	if (Device == 0)
		return 1; // could not create selected driver.

	Device->setResizable(true);

	Device->setWindowCaption(L"Irrlicht Engine - Loading...");

	video::IVideoDriver* driver = Device->getVideoDriver();
	IGUIEnvironment* env = Device->getGUIEnvironment();
	scene::ISceneManager* smgr = Device->getSceneManager();
	smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);

	driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);

	smgr->addLightSceneNode(0, core::vector3df(200,200,200),
		video::SColorf(1.0f,1.0f,1.0f),2000);
	smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f));
	// add our media directory as "search path"
	Device->getFileSystem()->addFileArchive("../../media/");

	/*
	The next step is to read the configuration file. It is stored in the xml
	format and looks a little bit like this:

	@verbatim
	<?xml version="1.0"?>
	<config>
		<startUpModel file="some filename" />
		<messageText caption="Irrlicht Engine Mesh Viewer">
			Hello!
		</messageText>
	</config>
	@endverbatim

	We need the data stored in there to be written into the global variables
	StartUpModelFile, MessageText and Caption. This is now done using the
	Irrlicht Engine integrated XML parser:
	*/

	// read configuration from xml file

	io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"config.xml");

	while(xml && xml->read())
	{
		switch(xml->getNodeType())
		{
		case io::EXN_TEXT:
			// in this xml file, the only text which occurs is the
			// messageText
			MessageText = xml->getNodeData();
			break;
		case io::EXN_ELEMENT:
			{
				if (core::stringw("startUpModel") == xml->getNodeName())
					StartUpModelFile = xml->getAttributeValue(L"file");
				else
				if (core::stringw("messageText") == xml->getNodeName())
					Caption = xml->getAttributeValue(L"caption");
			}
			break;
		default:
			break;
		}
	}

	if (xml)
		xml->drop(); // don't forget to delete the xml reader

	if (argc > 1)
		StartUpModelFile = argv[1];

	/*
	That wasn't difficult. Now we'll set a nicer font and create the Menu.
	It is possible to create submenus for every menu item. The call
	menu->addItem(L"File", -1, true, true); for example adds a new menu
	Item with the name "File" and the id -1. The following parameter says
	that the menu item should be enabled, and the last one says, that there
	should be a submenu. The submenu can now be accessed with
	menu->getSubMenu(0), because the "File" entry is the menu item with
	index 0.
	*/

	// set a nicer font

	IGUISkin* skin = env->getSkin();
	IGUIFont* font = env->getFont("fonthaettenschweiler.bmp");
	if (font)
		skin->setFont(font);

	// create menu
	gui::IGUIContextMenu* menu = env->addMenu();
	menu->addItem(L"File", -1, true, true);
	menu->addItem(L"View", -1, true, true);
	menu->addItem(L"Camera", -1, true, true);
	menu->addItem(L"Help", -1, true, true);

	gui::IGUIContextMenu* submenu;
	submenu = menu->getSubMenu(0);
	submenu->addItem(L"Open Model File & Texture...", GUI_ID_OPEN_MODEL);
	submenu->addItem(L"Set Model Archive...", GUI_ID_SET_MODEL_ARCHIVE);
	submenu->addItem(L"Load as Octree", GUI_ID_LOAD_AS_OCTREE);
	submenu->addSeparator();
	submenu->addItem(L"Quit", GUI_ID_QUIT);

	submenu = menu->getSubMenu(1);
	submenu->addItem(L"sky box visible", GUI_ID_SKY_BOX_VISIBLE, true, false, true);
	submenu->addItem(L"toggle model debug information", GUI_ID_TOGGLE_DEBUG_INFO, true, true);
	submenu->addItem(L"model material", -1, true, true );

	submenu = submenu->getSubMenu(1);
	submenu->addItem(L"Off", GUI_ID_DEBUG_OFF);
	submenu->addItem(L"Bounding Box", GUI_ID_DEBUG_BOUNDING_BOX);
	submenu->addItem(L"Normals", GUI_ID_DEBUG_NORMALS);
	submenu->addItem(L"Skeleton", GUI_ID_DEBUG_SKELETON);
	submenu->addItem(L"Wire overlay", GUI_ID_DEBUG_WIRE_OVERLAY);
	submenu->addItem(L"Half-Transparent", GUI_ID_DEBUG_HALF_TRANSPARENT);
	submenu->addItem(L"Buffers bounding boxes", GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES);
	submenu->addItem(L"All", GUI_ID_DEBUG_ALL);

	submenu = menu->getSubMenu(1)->getSubMenu(2);
	submenu->addItem(L"Solid", GUI_ID_MODEL_MATERIAL_SOLID);
	submenu->addItem(L"Transparent", GUI_ID_MODEL_MATERIAL_TRANSPARENT);
	submenu->addItem(L"Reflection", GUI_ID_MODEL_MATERIAL_REFLECTION);

	submenu = menu->getSubMenu(2);
	submenu->addItem(L"Maya Style", GUI_ID_CAMERA_MAYA);
	submenu->addItem(L"First Person", GUI_ID_CAMERA_FIRST_PERSON);

	submenu = menu->getSubMenu(3);
	submenu->addItem(L"About", GUI_ID_ABOUT);

	/*
	Below the menu we want a toolbar, onto which we can place colored
	buttons and important looking stuff like a senseless combobox.
	*/

	// create toolbar

	gui::IGUIToolBar* bar = env->addToolBar();

	video::ITexture* image = driver->getTexture("open.png");
	bar->addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L"Open a model",image, 0, false, true);

	image = driver->getTexture("tools.png");
	bar->addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L"Open Toolset",image, 0, false, true);

	image = driver->getTexture("zip.png");
	bar->addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L"Set Model Archive",image, 0, false, true);

	image = driver->getTexture("help.png");
	bar->addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L"Open Help", image, 0, false, true);

	// create a combobox for texture filters

	gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(250,4,350,23), bar, GUI_ID_TEXTUREFILTER);
	box->addItem(L"No filtering");
	box->addItem(L"Bilinear");
	box->addItem(L"Trilinear");
	box->addItem(L"Anisotropic");
	box->addItem(L"Isotropic");

	/*
	To make the editor look a little bit better, we disable transparent gui
	elements, and add an Irrlicht Engine logo. In addition, a text showing
	the current frames per second value is created and the window caption is
	changed.
	*/

	// disable alpha

	for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
	{
		video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
		col.setAlpha(255);
		env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
	}

	// add a tabcontrol

	createToolBox();

	// create fps text

	IGUIStaticText* fpstext = env->addStaticText(L"",
			core::rect<s32>(400,4,570,23), true, false, bar);

	IGUIStaticText* postext = env->addStaticText(L"",
			core::rect<s32>(10,50,470,80),false, false, 0, GUI_ID_POSITION_TEXT);
	postext->setVisible(false);

	// set window caption

	Caption += " - [";
	Caption += driver->getName();
	Caption += "]";
	Device->setWindowCaption(Caption.c_str());

	/*
	That's nearly the whole application. We simply show the about message
	box at start up, and load the first model. To make everything look
	better, a skybox is created and a user controled camera, to make the
	application a little bit more interactive. Finally, everything is drawn
	in a standard drawing loop.
	*/

	// show about message box and load default model
	if (argc==1)
		showAboutText();
	loadModel(StartUpModelFile.c_str());

	// add skybox

	SkyBox = smgr->addSkyBoxSceneNode(
		driver->getTexture("irrlicht2_up.jpg"),
		driver->getTexture("irrlicht2_dn.jpg"),
		driver->getTexture("irrlicht2_lf.jpg"),
		driver->getTexture("irrlicht2_rt.jpg"),
		driver->getTexture("irrlicht2_ft.jpg"),
		driver->getTexture("irrlicht2_bk.jpg"));

	// add a camera scene node
	Camera[0] = smgr->addCameraSceneNodeMaya();
	Camera[0]->setFarValue(20000.f);
	// Maya cameras reposition themselves relative to their target, so target the location
	// where the mesh scene node is placed.
	Camera[0]->setTarget(core::vector3df(0,30,0));

	Camera[1] = smgr->addCameraSceneNodeFPS();
	Camera[1]->setFarValue(20000.f);
	Camera[1]->setPosition(core::vector3df(0,0,-70));
	Camera[1]->setTarget(core::vector3df(0,30,0));

	setActiveCamera(Camera[0]);

	// load the irrlicht engine logo
	IGUIImage *img =
		env->addImage(driver->getTexture("irrlichtlogo2.png"),
			core::position2d<s32>(10, driver->getScreenSize().Height - 128));

	// lock the logo's edges to the bottom left corner of the screen
	img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT,
			EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);

	// remember state so we notice when the window does lose the focus
	bool hasFocus = Device->isWindowFocused();

	// draw everything

	while(Device->run() && driver)
	{
		// Catch focus changes (workaround until Irrlicht has events for this)
		bool focused = Device->isWindowFocused();
		if ( hasFocus && !focused )
			onKillFocus();
		hasFocus = focused;

		if (Device->isWindowActive())
		{
			driver->beginScene(true, true, video::SColor(150,50,50,50));

			smgr->drawAll();
			env->drawAll();

			driver->endScene();

			// update information about current frame-rate
			core::stringw str(L"FPS: ");
			str.append(core::stringw(driver->getFPS()));
			str += L" Tris: ";
			str.append(core::stringw(driver->getPrimitiveCountDrawn()));
			fpstext->setText(str.c_str());

			// update information about the active camera
			scene::ICameraSceneNode* cam = Device->getSceneManager()->getActiveCamera();
			str = L"Pos: ";
			str.append(core::stringw(cam->getPosition().X));
			str += L" ";
			str.append(core::stringw(cam->getPosition().Y));
			str += L" ";
			str.append(core::stringw(cam->getPosition().Z));
			str += L" Tgt: ";
			str.append(core::stringw(cam->getTarget().X));
			str += L" ";
			str.append(core::stringw(cam->getTarget().Y));
			str += L" ";
			str.append(core::stringw(cam->getTarget().Z));
			postext->setText(str.c_str());

			// update the tool dialog
			updateToolBox();
		}
		else
			Device->yield();
	}

	Device->drop();
	return 0;
}
예제 #2
0
/*
The three following functions do several stuff used by the mesh viewer. The
first function showAboutText() simply displays a messagebox with a caption and
a message text. The texts will be stored in the MessageText and Caption
variables at startup.
*/
void showAboutText()
{
	// create modal message box with the text
	// loaded from the xml file.
	Device->getGUIEnvironment()->addMessageBox(
		Caption.c_str(), MessageText.c_str());
}
예제 #3
0
 /** Returns the name of this player. */
 core::stringw getName() const
 {
     #ifdef DEBUG
     assert(m_magic_number == 0xABCD1234);
     #endif
     return m_name.c_str();
 }   // getName
void BrowserWindowImpl::BindFunction(const core::stringw& name)
{
	Berkelium::WideString lval=Berkelium::WideString::point_to(name.c_str(),name.length());

	//m_window->bind(lval,Berkelium::Script::Variant());
	m_window->addBindOnStartLoading(lval,Berkelium::Script::Variant::bindFunction(lval,false));
}
예제 #5
0
void CGUITTFont::draw(const core::stringw& text, const core::rect<s32>& position, video::SColor color, bool hcenter, bool vcenter, const core::rect<s32>* clip)
{
	if (!Driver)
		return;

	// Clear the glyph pages of their render information.
	for (u32 i = 0; i < Glyph_Pages.size(); ++i)
	{
		Glyph_Pages[i]->render_positions.clear();
		Glyph_Pages[i]->render_source_rects.clear();
	}

	// Set up some variables.
	core::dimension2d<s32> textDimension;
	core::position2d<s32> offset = position.UpperLeftCorner;

	// Determine offset positions.
	if (hcenter || vcenter)
	{
		textDimension = getDimension(text.c_str());

		if (hcenter)
			offset.X = ((position.getWidth() - textDimension.Width) >> 1) + offset.X;

		if (vcenter)
			offset.Y = ((position.getHeight() - textDimension.Height) >> 1) + offset.Y;
	}
예제 #6
0
// -----------------------------------------------------------------------------
void SpinnerWidget::setCustomText(const core::stringw& text)
{
    m_customText = text;
    if (m_children.size() > 0)
    {
        m_children[1].m_element->setText(text.c_str());
    }
}
예제 #7
0
core::dimension2du dbGetTextDimension( const core::stringw& txt )
{

    DarkGDK_SGlobalStruct& app = DarkGDK_SGlobalStruct::getInstance();
    if (!app.Font)
		return core::dimension2du(0,0);

	return app.Font->getDimension( txt.c_str() );
}
core::stringw Translations::fribidizeLine(const core::stringw &str)
{
#if ENABLE_BIDI
    FriBidiChar *fribidiInput = toFribidiChar(str.c_str());
    std::size_t length = 0;
    while (fribidiInput[length])
        length++;

    // Assume right to left as start direction.
#if FRIBIDI_MINOR_VERSION==10
    // While the doc for older fribidi versions is somewhat sparse,
    // using the RIGHT-TO-LEFT EMBEDDING character here appears to
    // work correct.
    FriBidiCharType pbase_dir = L'\u202B';
#else
    FriBidiCharType pbase_dir = FRIBIDI_PAR_ON;
#endif

    // Reverse text line by line
    FriBidiChar *fribidiOutput = new FriBidiChar[length + 1];
    memset(fribidiOutput, 0, (length + 1) * sizeof(FriBidiChar));
    fribidi_boolean result = fribidi_log2vis(fribidiInput,
                                                length,
                                                &pbase_dir,
                                                fribidiOutput,
            /* gint   *position_L_to_V_list */ NULL,
            /* gint   *position_V_to_L_list */ NULL,
            /* gint8  *embedding_level_list */ NULL
                                                            );

    freeFribidiChar(fribidiInput);

    if (!result)
    {
        delete[] fribidiOutput;
        Log::error("Translations::fribidize", "Fribidi failed in 'fribidi_log2vis' =(");
        return core::stringw(str);
    }

    wchar_t *convertedString = fromFribidiChar(fribidiOutput);
    core::stringw converted_string(convertedString);
    freeFribidiChar(convertedString);
    delete[] fribidiOutput;
    return converted_string;

#else
    return core::stringw(str);
#endif // ENABLE_BIDI
}
예제 #9
0
//------------------------------------------------------------------------------
PlayerProfile::PlayerProfile(const core::stringw& name) :
    m_player_group("Player", "Represents one human player"),
    m_name(name, "name", &m_player_group),
    m_is_guest_account(false, "guest", &m_player_group),
    m_use_frequency(0, "use_frequency", &m_player_group),
    m_unique_id("", "unique_id", &m_player_group)
{
#ifdef DEBUG
    m_magic_number = 0xABCD1234;
#endif
    int64_t unique_id = generateUniqueId(core::stringc(name.c_str()).c_str());

    std::ostringstream to_string;
    to_string << std::hex << unique_id;
    m_unique_id = to_string.str();
}
/**
 * \param singular Message to translate in singular form
 * \param plural   Message to translate in plural form (can be the same as the singular form)
 * \param num      Count used to obtain the correct plural form.
 * \param context  Optional, can be set to differentiate 2 strings that are identical
 *                 in English but could be different in other languages
 */
const wchar_t* Translations::w_ngettext(const char* singular, const char* plural, int num, const char* context)
{
    const std::string& res = (context == NULL ?
                              m_dictionary.translate_plural(singular, plural, num) :
                              m_dictionary.translate_ctxt_plural(context, singular, plural, num));

    static core::stringw str_buffer;
    str_buffer = StringUtils::utf8ToWide(res);
    const wchar_t* out_ptr = str_buffer.c_str();
    if (REMOVE_BOM) out_ptr++;

#if TRANSLATE_VERBOSE
    std::wcout << L"  translation : " << out_ptr << std::endl;
#endif

    return out_ptr;
}
		void Recreate(int res, bool bold, bool italic, bool underline, const core::stringw& fontName)
		{
			if (font)
				DeleteFont(font);
			font = CreateFontW(
				res,
				0, 0, 0,
				bold ? FW_BOLD : 0,
				italic,
				underline,
				0,
				ANSI_CHARSET | ARABIC_CHARSET,
				OUT_DEFAULT_PRECIS,
				CLIP_DEFAULT_PRECIS,
				DEFAULT_QUALITY,
				DEFAULT_PITCH | FF_SWISS,
				fontName.c_str());
			fontDirty = false;
		}
예제 #12
0
void dbText( const core::stringw& txt, s32 x, s32 y, s32 hAlign = -1, s32 vAlign = -1 )
{
    DarkGDK_SGlobalStruct& app = DarkGDK_SGlobalStruct::getInstance();
    if (!app.Font)
		return;

	const core::dimension2du txt_size = app.Font->getDimension( txt.c_str() );

	// calculate final 2d-position for text ( top/left)
	core::position2di txt_pos(x,y);

	// horizontal align
	if (hAlign == 0)
	{
		txt_pos.X -= (s32)txt_size.Width / 2;
	}
	else if (hAlign == 1)
	{
		txt_pos.X -= (s32)txt_size.Width;
	}

	// vertical align
	if (vAlign == 0)
	{
		txt_pos.Y -= (s32)txt_size.Height / 2;
	}
	else if (vAlign == 1)
	{
		txt_pos.Y -= (s32)txt_size.Height;
	}

	DarkGDK_SText2d tmp;
	tmp.Font = app.Font;
	tmp.Text = txt;
	tmp.Position = core::recti( txt_pos, txt_size);
	tmp.FGColor = app.TextForeColor;
	tmp.BGColor = app.TextBackColor;

	app.Texts.push_back( tmp );
}
/**
 * \param original Message to translate
 * \param context  Optional, can be set to differentiate 2 strings that are identical
 *                 in English but could be different in other languages
 */
const wchar_t* Translations::w_gettext(const char* original, const char* context)
{
    if (original[0] == '\0') return L"";

#if TRANSLATE_VERBOSE
    Log::info("Translations", "Translating %s", original);
#endif

    const std::string& original_t = (context == NULL ?
                                     m_dictionary.translate(original) :
                                     m_dictionary.translate_ctxt(context, original));

    if (original_t == original)
    {
        static irr::core::stringw converted_string;
        converted_string = StringUtils::utf8ToWide(original);

#if TRANSLATE_VERBOSE
        std::wcout << L"  translation : " << converted_string << std::endl;
#endif
        return converted_string.c_str();
    }

    // print
    //for (int n=0;; n+=4)

    static core::stringw original_tw;
    original_tw = StringUtils::utf8ToWide(original_t);

    const wchar_t* out_ptr = original_tw.c_str();
    if (REMOVE_BOM) out_ptr++;

#if TRANSLATE_VERBOSE
    std::wcout << L"  translation : " << out_ptr << std::endl;
#endif

    return out_ptr;
}
예제 #14
0
 /** Init the message text, do linebreak as required. */
 void init()
 {
     const GUIEngine::BoxRenderParams &brp =
         GUIEngine::getSkin()->getBoxRenderParams(m_render_type);
     const unsigned width = irr_driver->getActualScreenSize().Width;
     const unsigned height = irr_driver->getActualScreenSize().Height;
     const unsigned max_width = width - (brp.m_left_border +
         brp.m_right_border);
     m_text =
         GUIEngine::getGUIEnv()->addStaticText(m_message.c_str(),
         core::recti(0, 0, max_width, height));
     m_text->setRightToLeft(translations->isRTLText(m_message));
     core::dimension2du dim(m_text->getTextWidth(),
         m_text->getTextHeight());
     dim.Width += brp.m_left_border + brp.m_right_border;
     int x = (width - dim.Width) / 2;
     int y = height - int(1.5f * dim.Height);
     g_area = irr::core::recti(x, y, x + dim.Width, y + dim.Height);
     m_text->setRelativePosition(g_area);
     m_text->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_CENTER);
     m_text->grab();
     m_text->remove();
 }
예제 #15
0
//! draws an text and clips it to the specified rectangle if wanted
void CGUITTFont::draw(const core::stringw& text_, const core::rect<s32>& position, video::SColor color, bool hcenter, bool vcenter, const core::rect<s32>* clip)
{
    const wchar_t* text = text_.c_str();
	if (!Driver)
		return;

	core::dimension2d<u32> textDimension;
	core::position2d<s32> offset = position.UpperLeftCorner;
	video::SColor colors[4];
	for (int i = 0;i < 4;i++){
		colors[i] = color;
	}

    if (hcenter || vcenter)
	{
		textDimension = getDimension(text);

		if (hcenter)
			offset.X = ((position.getWidth() - textDimension.Width)>>1) + offset.X;

		if (vcenter)
			offset.Y = ((position.getHeight() - textDimension.Height)>>1) + offset.Y;
	}
예제 #16
0
void ScalableFont::doDraw(const core::stringw& text,
                          const core::rect<s32>& position, video::SColor color,
                          bool hcenter, bool vcenter,
                          const core::rect<s32>* clip,
                          FontCharCollector* charCollector)
{
    if (!m_video_driver) return;

    GUIEngine::GlyphPageCreator* gp_creator = GUIEngine::getGlyphPageCreator();

    if (m_shadow)
    {
        m_shadow = false; // avoid infinite recursion

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;

        draw(text, shadowpos, m_shadow_color, hcenter, vcenter, clip);

        m_shadow = true; // set back
    }

    core::position2d<s32> offset = position.UpperLeftCorner;
    core::dimension2d<s32> text_dimension;

    if (m_rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str());

        if (hcenter)    offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (m_rtl) offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)    offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(offset, text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // ---- collect character locations
    const unsigned int text_size = text.size();
    core::array<s32>               indices(text_size);
    core::array<core::position2di> offsets(text_size);
    std::vector<bool>              fallback(text_size);

    if (m_type == T_NORMAL || T_BOLD) //lazy load char, have to do this again
    {                                 //because some text isn't drawn with getDimension
        for (u32 i = 0; i < text_size; i++)
        {
            wchar_t c = text[i];
            if (c == L'\r' ||  c == L'\n' || c == L' ' || c < 32) continue;
            if (!GUIEngine::getFont()->hasThisChar(c))
                gp_creator->insertChar(c);

            if (charCollector != NULL && m_type == T_NORMAL && m_spritebank->getSprites()
                [GUIEngine::getFont()->getSpriteNoFromChar(&c)].Frames[0].textureNumber
                == m_spritebank->getTextureCount() - 1) //Prevent overwriting texture used by billboard text
            {
                 Log::debug("ScalableFont::doDraw",
                            "Character used by billboard text is in the last "
                            "glyph page of normal font. Create a new glyph "
                            "page for new characters inserted later to prevent "
                            "it from being removed.");
                 GUIEngine::getFont()->forceNewPage();
            }
        }

        if (gp_creator->getNewChar().size() > 0 && !m_is_hollow_copy && m_scale == 1)
        {
            Log::debug("ScalableFont::doDraw",
                       "New character(s) %s discoverd, perform lazy loading",
                       StringUtils::wideToUtf8(gp_creator->getNewChar()).c_str());

            if (!GUIEngine::getFont()->lazyLoadChar())
                Log::error("ScalableFont::lazyLoadChar",
                           "Can't insert new char into glyph pages.");
        }
    }

    for (u32 i = 0; i < text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if(c==L'\r' && text[i+1]==L'\n') c = text[++i];
            offset.Y += (int)(m_max_height*m_scale);
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const SFontArea &area  = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        if (charCollector == NULL)
        {
            //Try to use ceil to make offset calculate correctly when m_scale is smaller than 1
            s32 glyph_offset_x = (s32)((float) area.bearingx*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            s32 glyph_offset_y = (s32)ceil((float) area.offsety*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            offset.X += glyph_offset_x;
            offset.Y += s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0)); //Additional offset for digit text
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0));
        }
        else //Billboard text specific
        {
            s32 glyph_offset_x = (s32)ceil((float) area.bearingx*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            s32 glyph_offset_y = (s32)ceil((float) area.offsety_bt*
                                 (fallback[i] ? m_scale*m_fallback_font_scale : m_scale));
            offset.X += glyph_offset_x;
            offset.Y += s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0)); //Additional offset for digit text
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= s32(glyph_offset_y + floor(m_type == T_DIGIT ? 20*m_scale : 0));
        }
        // Invisible character. add something to the array anyway so that
        // indices from the various arrays remain in sync
        indices.push_back(m_invisible.findFirst(c) < 0  ? area.spriteno : -1);
        offset.X += getCharWidth(area, fallback[i]);
    }   // for i<text_size

    // ---- do the actual rendering
    const int indiceAmount                    = indices.size();
    core::array< SGUISprite >& sprites        = m_spritebank->getSprites();
    core::array< core::rect<s32> >& positions = m_spritebank->getPositions();
    core::array< SGUISprite >* fallback_sprites;
    core::array< core::rect<s32> >* fallback_positions;
    if (m_fallback_font != NULL)
    {
        fallback_sprites   = &m_fallback_font->m_spritebank->getSprites();
        fallback_positions = &m_fallback_font->m_spritebank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int spriteAmount      = sprites.size();

    if (m_black_border && charCollector == NULL)
    { //Draw black border first, to make it behind the real character
      //which make script language display better
        video::SColor black(color.getAlpha(),0,0,0);
        for (int n = 0; n < indiceAmount; n++)
        {
            const int spriteID = indices[n];
            if (!fallback[n] && (spriteID < 0 || spriteID >= spriteAmount)) continue;
            if (indices[n] == -1) continue;

            const int texID = (fallback[n] ?
                               (*fallback_sprites)[spriteID].Frames[0].textureNumber :
                               sprites[spriteID].Frames[0].textureNumber);

            core::rect<s32> source = (fallback[n] ?
                                      (*fallback_positions)[(*fallback_sprites)[spriteID].Frames[0].rectNumber] :
                                      positions[sprites[spriteID].Frames[0].rectNumber]);

            core::dimension2d<s32> size = source.getSize();

            float scale = (fallback[n] ? m_scale*m_fallback_font_scale : m_scale);
            size.Width  = (int)(size.Width  * scale);
            size.Height = (int)(size.Height * scale);

            core::rect<s32> dest(offsets[n], size);

            video::ITexture* texture = (fallback[n] ?
                                        m_fallback_font->m_spritebank->getTexture(texID) :
                                        m_spritebank->getTexture(texID) );

            for (int x_delta = -2; x_delta <= 2; x_delta++)
            {
                for (int y_delta = -2; y_delta <= 2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture,
                                dest + core::position2d<s32>(x_delta, y_delta),
                                source,
                                clip,
                                black, true);
                }
            }
        }
    }

    for (int n = 0; n < indiceAmount; n++)
    {
        const int spriteID = indices[n];
        if (!fallback[n] && (spriteID < 0 || spriteID >= spriteAmount)) continue;
        if (indices[n] == -1) continue;

        //assert(sprites[spriteID].Frames.size() > 0);

        const int texID = (fallback[n] ?
                           (*fallback_sprites)[spriteID].Frames[0].textureNumber :
                           sprites[spriteID].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
                                  (*fallback_positions)[(*fallback_sprites)[spriteID].Frames[0].rectNumber] :
                                  positions[sprites[spriteID].Frames[0].rectNumber]);

        core::dimension2d<s32> size = source.getSize();

        float scale = (fallback[n] ? m_scale*m_fallback_font_scale : m_scale);
        size.Width  = (int)(size.Width  * scale);
        size.Height = (int)(size.Height * scale);

        core::rect<s32> dest(offsets[n], size);

        video::ITexture* texture = (fallback[n] ?
                                    m_fallback_font->m_spritebank->getTexture(texID) :
                                    m_spritebank->getTexture(texID) );

        /*
        if (fallback[n])
        {
            Log::info("ScalableFont", "Using fallback font %s; source area is %d, %d; size %d, %d; dest = %d, %d",
                core::stringc(texture->getName()).c_str(), source.UpperLeftCorner.X, source.UpperLeftCorner.Y,
                source.getWidth(), source.getHeight(), offsets[n].X, offsets[n].Y);
        }
        */
#ifdef FONT_DEBUG
        GL32_draw2DRectangle(video::SColor(255, 255,0,0), dest,clip);
#endif

        if (fallback[n] || m_type == T_BOLD)
        {
            video::SColor top = GUIEngine::getSkin()->getColor("font::top");
            video::SColor bottom = GUIEngine::getSkin()->getColor("font::bottom");
            top.setAlpha(color.getAlpha());
            bottom.setAlpha(color.getAlpha());

            video::SColor title_colors[] = {top, bottom, top, bottom};
            if (charCollector != NULL)
            {
                charCollector->collectChar(texture,
                    dest,
                    source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    title_colors, true);
            }
        }
        else
        {
            if (charCollector != NULL)
            {
                video::SColor colors[] = { color, color, color, color };
                charCollector->collectChar(texture,
                    dest,
                    source,
                    colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    color, true);
            }
        }
    }
}
예제 #17
0
//! draws some text and clips it to the specified rectangle if wanted
void CGUIFont::draw(const core::stringw& text, const core::rect<s32>& position,
                    video::SColor color,
                    bool hcenter, bool vcenter, const core::rect<s32>* clip
                   )
{
    if (!Driver)
        return;

    core::dimension2d<s32> textDimension;	// NOTE: don't make this u32 or the >> later on can fail when the dimension width is < position width
    core::position2d<s32> offset = position.UpperLeftCorner;

    if (hcenter || vcenter || clip)
        textDimension = getDimension(text.c_str());

    if (hcenter)
        offset.X += (position.getWidth() - textDimension.Width) >> 1;

    if (vcenter)
        offset.Y += (position.getHeight() - textDimension.Height) >> 1;

    if (clip)
    {
        core::rect<s32> clippedRect(offset, textDimension);
        clippedRect.clipAgainst(*clip);
        if (!clippedRect.isValid())
            return;
    }

    core::array<u32> indices(text.size());
    core::array<core::position2di> offsets(text.size());

    for(u32 i = 0; i < text.size(); i++)
    {
        wchar_t c = text[i];

        bool lineBreak=false;
        if ( c == L'\r') // Mac or Windows breaks
        {
            lineBreak = true;
            if ( text[i + 1] == L'\n') // Windows breaks
                c = text[++i];
        }
        else if ( c == L'\n') // Unix breaks
        {
            lineBreak = true;
        }

        if (lineBreak)
        {
            offset.Y += MaxHeight;
            offset.X = position.UpperLeftCorner.X;

            if ( hcenter )
            {
                offset.X += (position.getWidth() - textDimension.Width) >> 1;
            }
            continue;
        }

        SFontArea& area = Areas[getAreaFromCharacter(c)];

        offset.X += area.underhang;
        if ( Invisible.findFirst ( c ) < 0 )
        {
            indices.push_back(area.spriteno);
            offsets.push_back(offset);
        }

        offset.X += area.width + area.overhang + GlobalKerningWidth;
    }

    SpriteBank->draw2DSpriteBatch(indices, offsets, clip, color);
}
예제 #18
0
void OptionsScreenUI::eventCallback(Widget* widget, const std::string& name, const int playerID)
{
    if (name == "options_choice")
    {
        std::string selection = ((RibbonWidget*)widget)->getSelectionIDString(PLAYER_ID_GAME_MASTER);

        Screen *screen = NULL;
        if (selection == "tab_audio")
            screen = OptionsScreenAudio::getInstance();
        else if (selection == "tab_video")
            screen = OptionsScreenVideo::getInstance();
        else if (selection == "tab_players")
            screen = TabbedUserScreen::getInstance();
        else if (selection == "tab_controls")
            screen = OptionsScreenInput::getInstance();
        //else if (selection == "tab_ui")
        //    screen = OptionsScreenUI::getInstance();
        if(screen)
            StateManager::get()->replaceTopMostScreen(screen);
    }
    else if(name == "back")
    {
        StateManager::get()->escapePressed();
    }
    else if (name == "skinchoice")
    {
        GUIEngine::SpinnerWidget* skinSelector = getWidget<GUIEngine::SpinnerWidget>("skinchoice");
        assert( skinSelector != NULL );

        const core::stringw selectedSkin = skinSelector->getStringValue();
        UserConfigParams::m_skin_file = core::stringc(selectedSkin.c_str()).c_str() + std::string(".stkskin");
        GUIEngine::reloadSkin();
    }
    else if (name == "showfps")
    {
        CheckBoxWidget* fps = getWidget<CheckBoxWidget>("showfps");
        assert( fps != NULL );
        UserConfigParams::m_display_fps = fps->getState();
    }
    else if (name=="enable-internet")
    {
        CheckBoxWidget* internet = getWidget<CheckBoxWidget>("enable-internet");
        assert( internet != NULL );
        UserConfigParams::m_internet_status =
            internet->getState() ? RequestManager::IPERM_ALLOWED
                                 : RequestManager::IPERM_NOT_ALLOWED;
        // If internet gets enabled, re-initialise the addon manager (which
        // happens in a separate thread) so that news.xml etc can be
        // downloaded if necessary.
        CheckBoxWidget *stats = getWidget<CheckBoxWidget>("enable-hw-report");
        LabelWidget *stats_label = getWidget<LabelWidget>("label-hw-report");
        if(internet->getState())
        {
            NewsManager::get()->init(false);
            stats->setVisible(true);
            stats_label->setVisible(true);
            stats->setState(UserConfigParams::m_hw_report_enable);
        }
        else
        {
            stats->setVisible(false);
            stats_label->setVisible(false);
            PlayerProfile* profile = PlayerManager::getCurrentPlayer();
            if (profile != NULL && profile->isLoggedIn())
                profile->requestSignOut();
        }
    }
    else if (name=="enable-hw-report")
    {
        CheckBoxWidget* stats = getWidget<CheckBoxWidget>("enable-hw-report");
        UserConfigParams::m_hw_report_enable = stats->getState();
        if(stats->getState())
            HardwareStats::reportHardwareStats();
    }
    else if (name=="show-login")
    {
        CheckBoxWidget* show_login = getWidget<CheckBoxWidget>("show-login");
        assert( show_login != NULL );
        UserConfigParams::m_always_show_login_screen = show_login->getState();
    }
    else if (name=="perPlayerDifficulty")
    {
        CheckBoxWidget* difficulty = getWidget<CheckBoxWidget>("perPlayerDifficulty");
        assert( difficulty != NULL );
        UserConfigParams::m_per_player_difficulty = difficulty->getState();
    }
    else if (name == "language")
    {
        ListWidget* list_widget = getWidget<ListWidget>("language");
        std::string selection = list_widget->getSelectionInternalName();

        delete translations;

        if (selection == "system")
        {
#ifdef WIN32
            _putenv("LANGUAGE=");
#else
            unsetenv("LANGUAGE");
#endif
        }
        else
        {
#ifdef WIN32
            std::string s=std::string("LANGUAGE=")+selection.c_str();
            _putenv(s.c_str());
#else
            setenv("LANGUAGE", selection.c_str(), 1);
#endif
        }

        translations = new Translations();

        // Reload fonts for new translation
        GUIEngine::getStateManager()->hardResetAndGoToScreen<MainMenuScreen>();

        font_manager->getFont<BoldFace>()->reset();
        font_manager->getFont<RegularFace>()->reset();
        GUIEngine::getFont()->updateRTL();
        GUIEngine::getTitleFont()->updateRTL();
        GUIEngine::getSmallFont()->updateRTL();
        GUIEngine::getLargeFont()->updateRTL();
        GUIEngine::getOutlineFont()->updateRTL();

        UserConfigParams::m_language = selection.c_str();
        user_config->saveConfig();

        OptionsScreenUI::getInstance()->push();
    }

}   // eventCallback
void CIrrMeshWriter::writeMeshBuffer(const scene::IMeshBuffer* buffer)
{
	Writer->writeElement(L"buffer", false);
	Writer->writeLineBreak();

	// write bounding box

	writeBoundingBox(buffer->getBoundingBox());
	Writer->writeLineBreak();

	// write material

	writeMaterial(buffer->getMaterial());

	// write vertices

	const core::stringw vertexTypeStr = video::sBuiltInVertexTypeNames[buffer->getVertexType()];

	Writer->writeElement(L"vertices", false,
		L"type", vertexTypeStr.c_str(),
		L"vertexCount", core::stringw(buffer->getVertexCount()).c_str());

	Writer->writeLineBreak();

	u32 vertexCount = buffer->getVertexCount();

	switch(buffer->getVertexType())
	{
	case video::EVT_STANDARD:
		{
			video::S3DVertex* vtx = (video::S3DVertex*)buffer->getVertices();
			for (u32 j=0; j<vertexCount; ++j)
			{
				core::stringw str = getVectorAsStringLine(vtx[j].Pos);
				str += L" ";
				str += getVectorAsStringLine(vtx[j].Normal);

				char tmp[12];
				sprintf(tmp, " %02x%02x%02x%02x ", vtx[j].Color.getAlpha(), vtx[j].Color.getRed(), vtx[j].Color.getGreen(), vtx[j].Color.getBlue());
				str += tmp;

				str += getVectorAsStringLine(vtx[j].TCoords);

				Writer->writeText(str.c_str());
				Writer->writeLineBreak();
			}
		}
		break;
	case video::EVT_2TCOORDS:
		{
			video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
			for (u32 j=0; j<vertexCount; ++j)
			{
				core::stringw str = getVectorAsStringLine(vtx[j].Pos);
				str += L" ";
				str += getVectorAsStringLine(vtx[j].Normal);

				char tmp[12];
				sprintf(tmp, " %02x%02x%02x%02x ", vtx[j].Color.getAlpha(), vtx[j].Color.getRed(), vtx[j].Color.getGreen(), vtx[j].Color.getBlue());
				str += tmp;

				str += getVectorAsStringLine(vtx[j].TCoords);
				str += L" ";
				str += getVectorAsStringLine(vtx[j].TCoords2);

				Writer->writeText(str.c_str());
				Writer->writeLineBreak();
			}
		}
		break;
	case video::EVT_TANGENTS:
		{
			video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buffer->getVertices();
			for (u32 j=0; j<vertexCount; ++j)
			{
				core::stringw str = getVectorAsStringLine(vtx[j].Pos);
				str += L" ";
				str += getVectorAsStringLine(vtx[j].Normal);

				char tmp[12];
				sprintf(tmp, " %02x%02x%02x%02x ", vtx[j].Color.getAlpha(), vtx[j].Color.getRed(), vtx[j].Color.getGreen(), vtx[j].Color.getBlue());
				str += tmp;

				str += getVectorAsStringLine(vtx[j].TCoords);
				str += L" ";
				str += getVectorAsStringLine(vtx[j].Tangent);
				str += L" ";
				str += getVectorAsStringLine(vtx[j].Binormal);

				Writer->writeText(str.c_str());
				Writer->writeLineBreak();
			}
		}
		break;
	}

	Writer->writeClosingTag(L"vertices");
	Writer->writeLineBreak();

	// write indices

	Writer->writeElement(L"indices", false,
		L"indexCount", core::stringw(buffer->getIndexCount()).c_str());

	Writer->writeLineBreak();

	int indexCount = (int)buffer->getIndexCount();

	video::E_INDEX_TYPE iType = buffer->getIndexType();

	const u16* idx16 = buffer->getIndices();
	const u32* idx32 = (u32*) buffer->getIndices();
	const int maxIndicesPerLine = 25;

	for (int i=0; i<indexCount; ++i)
	{
		if(iType == video::EIT_16BIT)
		{
			core::stringw str((int)idx16[i]);
			Writer->writeText(str.c_str());
		}
		else
		{
			core::stringw str((int)idx32[i]);
			Writer->writeText(str.c_str());
		}

		if (i % maxIndicesPerLine != maxIndicesPerLine)
		{
			if (i % maxIndicesPerLine == maxIndicesPerLine-1)
				Writer->writeLineBreak();
			else
				Writer->writeText(L" ");
		}
	}

	if ((indexCount-1) % maxIndicesPerLine != maxIndicesPerLine-1)
		Writer->writeLineBreak();

	Writer->writeClosingTag(L"indices");
	Writer->writeLineBreak();

	// close buffer tag

	Writer->writeClosingTag(L"buffer");
}
예제 #20
0
// ----------------------------------------------------------------------------
void FontWithFace::render(const core::stringw& text,
                          const core::rect<s32>& position,
                          const video::SColor& color, bool hcenter,
                          bool vcenter, const core::rect<s32>* clip,
                          FontSettings* font_settings,
                          FontCharCollector* char_collector)
{
    const bool is_bold_face = dynamic_cast<BoldFace*>(this);
    const bool black_border = font_settings ?
        font_settings->useBlackBorder() : false;
    const bool rtl = font_settings ? font_settings->isRTL() : false;
    const float scale = font_settings ? font_settings->getScale() : 1.0f;
    const float shadow = font_settings ? font_settings->useShadow() : false;

    if (shadow)
    {
        assert(font_settings);
        // Avoid infinite recursion
        font_settings->setShadow(false);

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;
        render(text, shadowpos, font_settings->getShadowColor(), hcenter,
            vcenter, clip, font_settings);

        // Set back
        font_settings->setShadow(true);
    }

    core::position2d<float> offset(float(position.UpperLeftCorner.X),
        float(position.UpperLeftCorner.Y));
    core::dimension2d<s32> text_dimension;

    if (rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str(), font_settings);

        if (hcenter)
            offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (rtl)
            offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)
            offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(core::position2d<s32>
                (s32(offset.X), s32(offset.Y)), text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // Collect character locations
    const unsigned int text_size = text.size();
    core::array<s32> indices(text_size);
    core::array<core::position2d<float>> offsets(text_size);
    std::vector<bool> fallback(text_size);

    // Test again if lazy load char is needed,
    // as some text isn't drawn with getDimension
    insertCharacters(text.c_str());
    updateCharactersList();

    for (u32 i = 0; i < text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if (c==L'\r' && text[i+1]==L'\n')
                c = text[++i];
            offset.Y += m_font_max_height * scale;
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const FontArea &area   = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        if (char_collector == NULL)
        {
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }
        else
        {
            // Prevent overwriting texture used by billboard text when
            // using lazy loading characters
            if (supportLazyLoadChar() && fallback[i])
            {
                const int cur_texno = m_fallback_font->getSpriteBank()
                    ->getSprites()[area.spriteno].Frames[0].textureNumber;
                if (cur_texno == int(m_fallback_font->getSpriteBank()
                    ->getTextureCount() - 1))
                {
                    m_fallback_font->createNewGlyphPage();
                }
            }
            else if (supportLazyLoadChar())
            {
                const int cur_texno = m_spritebank
                    ->getSprites()[area.spriteno].Frames[0].textureNumber;
                if (cur_texno == int(m_spritebank->getTextureCount() - 1))
                {
                    createNewGlyphPage();
                }
            }

            // Billboard text specific, use offset_y_bt instead
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y_bt *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }

        indices.push_back(area.spriteno);
        offset.X += getCharWidth(area, fallback[i], scale);
    }   // for i < text_size

    // Do the actual rendering
    const int indice_amount                 = indices.size();
    core::array<gui::SGUISprite>& sprites   = m_spritebank->getSprites();
    core::array<core::rect<s32>>& positions = m_spritebank->getPositions();
    core::array<gui::SGUISprite>* fallback_sprites;
    core::array<core::rect<s32>>* fallback_positions;
    if (m_fallback_font != NULL)
    {
        fallback_sprites   = &m_fallback_font->m_spritebank->getSprites();
        fallback_positions = &m_fallback_font->m_spritebank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int sprite_amount = sprites.size();

    if ((black_border || is_bold_face) && char_collector == NULL)
    {
        // Draw black border first, to make it behind the real character
        // which make script language display better
        video::SColor black(color.getAlpha(),0,0,0);
        for (int n = 0; n < indice_amount; n++)
        {
            const int sprite_id = indices[n];
            if (!fallback[n] && (sprite_id < 0 || sprite_id >= sprite_amount))
                continue;
            if (indices[n] == -1) continue;

            const int tex_id = (fallback[n] ?
                (*fallback_sprites)[sprite_id].Frames[0].textureNumber :
                sprites[sprite_id].Frames[0].textureNumber);

            core::rect<s32> source = (fallback[n] ? (*fallback_positions)
                [(*fallback_sprites)[sprite_id].Frames[0].rectNumber] :
                positions[sprites[sprite_id].Frames[0].rectNumber]);

            core::dimension2d<float> size(0.0f, 0.0f);

            float cur_scale = (fallback[n] ? m_fallback_font_scale : scale);
            size.Width  = source.getSize().Width  * cur_scale;
            size.Height = source.getSize().Height * cur_scale;

            core::rect<float> dest(offsets[n], size);

            video::ITexture* texture = (fallback[n] ?
                m_fallback_font->m_spritebank->getTexture(tex_id) :
                m_spritebank->getTexture(tex_id));

            for (int x_delta = -2; x_delta <= 2; x_delta++)
            {
                for (int y_delta = -2; y_delta <= 2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture, dest + core::position2d<float>
                        (float(x_delta), float(y_delta)), source, clip,
                        black, true);
                }
            }
        }
    }

    for (int n = 0; n < indice_amount; n++)
    {
        const int sprite_id = indices[n];
        if (!fallback[n] && (sprite_id < 0 || sprite_id >= sprite_amount))
            continue;
        if (indices[n] == -1) continue;

        const int tex_id = (fallback[n] ?
            (*fallback_sprites)[sprite_id].Frames[0].textureNumber :
            sprites[sprite_id].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
            (*fallback_positions)[(*fallback_sprites)[sprite_id].Frames[0]
            .rectNumber] : positions[sprites[sprite_id].Frames[0].rectNumber]);

        core::dimension2d<float> size(0.0f, 0.0f);

        float cur_scale = (fallback[n] ? m_fallback_font_scale : scale);
        size.Width  = source.getSize().Width  * cur_scale;
        size.Height = source.getSize().Height * cur_scale;

        core::rect<float> dest(offsets[n], size);

        video::ITexture* texture = (fallback[n] ?
            m_fallback_font->m_spritebank->getTexture(tex_id) :
            m_spritebank->getTexture(tex_id));

        if (fallback[n] || is_bold_face)
        {
            video::SColor top = GUIEngine::getSkin()->getColor("font::top");
            video::SColor bottom = GUIEngine::getSkin()
                ->getColor("font::bottom");
            top.setAlpha(color.getAlpha());
            bottom.setAlpha(color.getAlpha());

            video::SColor title_colors[] = {top, bottom, top, bottom};
            if (char_collector != NULL)
            {
                char_collector->collectChar(texture, dest, source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture, dest, source, clip, title_colors, true);
            }
        }
        else
        {
            if (char_collector != NULL)
            {
                video::SColor colors[] = {color, color, color, color};
                char_collector->collectChar(texture, dest, source, colors);
            }
            else
            {
                draw2DImage(texture, dest, source, clip, color, true);
            }
        }
    }
}   // render
예제 #21
0
void OptionsScreenUI::eventCallback(Widget* widget, const std::string& name, const int playerID)
{
    if (name == "options_choice")
    {
        std::string selection = ((RibbonWidget*)widget)->getSelectionIDString(PLAYER_ID_GAME_MASTER).c_str();
        
        if (selection == "tab_audio") StateManager::get()->replaceTopMostScreen(OptionsScreenAudio::getInstance());
        else if (selection == "tab_video") StateManager::get()->replaceTopMostScreen(OptionsScreenVideo::getInstance());
        else if (selection == "tab_players") StateManager::get()->replaceTopMostScreen(OptionsScreenPlayers::getInstance());
        else if (selection == "tab_controls") StateManager::get()->replaceTopMostScreen(OptionsScreenInput::getInstance());
    }
    else if(name == "back")
    {
        StateManager::get()->escapePressed();
    }
    else if (name == "skinchoice")
    {
        GUIEngine::SpinnerWidget* skinSelector = getWidget<GUIEngine::SpinnerWidget>("skinchoice");
        assert( skinSelector != NULL );
        
        const core::stringw selectedSkin = skinSelector->getStringValue();
        UserConfigParams::m_skin_file = core::stringc(selectedSkin.c_str()).c_str() + std::string(".stkskin");
        GUIEngine::reloadSkin();
    }
    else if (name == "showfps")
    {
        CheckBoxWidget* fps = getWidget<CheckBoxWidget>("showfps");
        assert( fps != NULL );
        UserConfigParams::m_display_fps = fps->getState();
    }
    else if (name=="enable-internet")
    {
        CheckBoxWidget* news = getWidget<CheckBoxWidget>("enable-internet");
        assert( news != NULL );
        if(INetworkHttp::get())
        {
            INetworkHttp::get()->stopNetworkThread();
            INetworkHttp::destroy();
        }
        UserConfigParams::m_internet_status = 
            news->getState() ? INetworkHttp::IPERM_ALLOWED
                             : INetworkHttp::IPERM_NOT_ALLOWED;
        INetworkHttp::create();
        // Note that the network thread must be started after the assignment
        // to network_http (since the thread might use network_http, otherwise
        // a race condition can be introduced resulting in a crash).
        INetworkHttp::get()->startNetworkThread();
    }
    else if (name=="minimal-racegui")
    {
        CheckBoxWidget* min_gui = getWidget<CheckBoxWidget>("minimal-racegui");
        assert( min_gui != NULL );
        UserConfigParams::m_minimal_race_gui = 
            !UserConfigParams::m_minimal_race_gui;
    }
    else if (name == "language")
    {
        ListWidget* list_widget = getWidget<ListWidget>("language");
        std::string selection = list_widget->getSelectionInternalName();
        
        delete translations;
        
        if (selection == "system")
        {
#ifdef WIN32
            _putenv("LANGUAGE=");
#else
            unsetenv("LANGUAGE");
#endif
        }
        else
        {
#ifdef WIN32
            std::string s=std::string("LANGUAGE=")+selection.c_str();
            _putenv(s.c_str());
#else
            setenv("LANGUAGE", selection.c_str(), 1);
#endif
        }
        
        translations = new Translations();
        GUIEngine::getStateManager()->hardResetAndGoToScreen<MainMenuScreen>();
        
        GUIEngine::getFont()->updateRTL();
        GUIEngine::getTitleFont()->updateRTL();
        GUIEngine::getSmallFont()->updateRTL();
        
        UserConfigParams::m_language = selection.c_str();
        user_config->saveConfig();
        
        GUIEngine::getStateManager()->pushScreen(OptionsScreenUI::getInstance());
    }
    
}   // eventCallback
void BrowserWindowImpl::ExecuteScript(const core::stringw& script)
{
	m_window->executeJavascript(Berkelium::WideString::point_to(script.c_str(),script.length()));
}
예제 #23
0
//! draws some text and clips it to the specified rectangle if wanted
void ScalableFont::doDraw(const core::stringw& text,
                          const core::rect<s32>& position, video::SColor color,
                          bool hcenter, bool vcenter,
                          const core::rect<s32>* clip,
                          FontCharCollector* charCollector)
{
    if (!Driver) return;

    if (m_shadow)
    {
        m_shadow = false; // avoid infinite recursion

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;

        draw(text, shadowpos, m_shadow_color, hcenter, vcenter, clip);

        m_shadow = true; // set back
    }

    core::position2d<s32> offset = position.UpperLeftCorner;
    core::dimension2d<s32> text_dimension;

    if (m_rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str());

        if (hcenter)    offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (m_rtl) offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)    offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(offset, text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // ---- collect character locations
    const unsigned int text_size = text.size();
    core::array<s32>               indices(text_size);
    core::array<core::position2di> offsets(text_size);
    std::vector<bool>              fallback(text_size);

    for (u32 i = 0; i<text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if(c==L'\r' && text[i+1]==L'\n') c = text[++i];
            offset.Y += (int)(MaxHeight*m_scale);
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const SFontArea &area  = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        offset.X              += area.underhang;
        offsets.push_back(offset);
        // Invisible character. add something to the array anyway so that
        // indices from the various arrays remain in sync
        indices.push_back( Invisible.findFirst(c) < 0  ? area.spriteno
                                                       : -1            );
        offset.X += getCharWidth(area, fallback[i]);
    }   // for i<text_size

    // ---- do the actual rendering
    const int indiceAmount                    = indices.size();
    core::array< SGUISprite >& sprites        = SpriteBank->getSprites();
    core::array< core::rect<s32> >& positions = SpriteBank->getPositions();
    core::array< SGUISprite >* fallback_sprites;
    core::array< core::rect<s32> >* fallback_positions;
    if(m_fallback_font!=NULL)
    {
        fallback_sprites   = &m_fallback_font->SpriteBank->getSprites();
        fallback_positions = &m_fallback_font->SpriteBank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int spriteAmount      = sprites.size();
    for (int n=0; n<indiceAmount; n++)
    {
        const int spriteID = indices[n];
        if (!fallback[n] && (spriteID < 0 || spriteID >= spriteAmount)) continue;
        if (indices[n] == -1) continue;

        //assert(sprites[spriteID].Frames.size() > 0);

        const int texID = (fallback[n] ?
                           (*fallback_sprites)[spriteID].Frames[0].textureNumber :
                           sprites[spriteID].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
                                  (*fallback_positions)[(*fallback_sprites)[spriteID].Frames[0].rectNumber] :
                                  positions[sprites[spriteID].Frames[0].rectNumber]);

        const TextureInfo& info = (fallback[n] ?
                                   (*(m_fallback_font->m_texture_files.find(texID))).second :
                                   (*(m_texture_files.find(texID))).second
                                   );
        float char_scale = info.m_scale;

        core::dimension2d<s32> size = source.getSize();

        float scale = (fallback[n] ? m_scale*m_fallback_font_scale : m_scale);
        size.Width  = (int)(size.Width  * scale * char_scale);
        size.Height = (int)(size.Height * scale * char_scale);

        // align vertically if character is smaller
        int y_shift = (size.Height < MaxHeight*m_scale ? (int)((MaxHeight*m_scale - size.Height)/2.0f) : 0);

        core::rect<s32> dest(offsets[n] + core::position2di(0, y_shift), size);

        video::ITexture* texture = (fallback[n] ?
                                    m_fallback_font->SpriteBank->getTexture(texID) :
                                    SpriteBank->getTexture(texID) );

        /*
        if (fallback[n])
        {
            Log::info("ScalableFont", "Using fallback font %s; source area is %d, %d; size %d, %d; dest = %d, %d",
                core::stringc(texture->getName()).c_str(), source.UpperLeftCorner.X, source.UpperLeftCorner.Y,
                source.getWidth(), source.getHeight(), offsets[n].X, offsets[n].Y);
        }
        */

        if (texture == NULL)
        {
            // perform lazy loading

            if (fallback[n])
            {
                m_fallback_font->lazyLoadTexture(texID);
                texture = m_fallback_font->SpriteBank->getTexture(texID);
            }
            else
            {
                lazyLoadTexture(texID);
                texture = SpriteBank->getTexture(texID);
            }

            if (texture == NULL)
            {
                Log::warn("ScalableFont", "Character not found in current font");
                continue; // no such character
            }
        }

        if (m_black_border && charCollector == NULL)
        {
            // draw black border
            video::SColor black(color.getAlpha(),0,0,0);

            for (int x_delta=-2; x_delta<=2; x_delta++)
            {
                for (int y_delta=-2; y_delta<=2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture,
                                dest + core::position2d<s32>(x_delta, y_delta),
                                source,
                                clip,
                                black, true);
                }
            }
        }

        if (fallback[n])
        {
            // TODO: don't hardcode colors?
            video::SColor orange(color.getAlpha(), 255, 100, 0);
            video::SColor yellow(color.getAlpha(), 255, 220, 15);
            video::SColor title_colors[] = {orange, yellow, orange, yellow};

            if (charCollector != NULL)
            {
                charCollector->collectChar(texture,
                    dest,
                    source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    title_colors, true);
            }
        }
        else
        {
            if (charCollector != NULL)
            {
                video::SColor colors[] = { color, color, color, color };
                charCollector->collectChar(texture,
                    dest,
                    source,
                    colors);
            }
            else
            {
                draw2DImage(texture,
                    dest,
                    source,
                    clip,
                    color, true);
            }
#ifdef FONT_DEBUG
            video::IVideoDriver* driver = GUIEngine::getDriver();
            driver->draw2DLine(core::position2d<s32>(dest.UpperLeftCorner.X,  dest.UpperLeftCorner.Y),
                               core::position2d<s32>(dest.UpperLeftCorner.X,  dest.LowerRightCorner.Y),
                               video::SColor(255, 255,0,0));
            driver->draw2DLine(core::position2d<s32>(dest.LowerRightCorner.X, dest.LowerRightCorner.Y),
                               core::position2d<s32>(dest.LowerRightCorner.X, dest.UpperLeftCorner.Y),
                               video::SColor(255, 255,0,0));
            driver->draw2DLine(core::position2d<s32>(dest.LowerRightCorner.X, dest.LowerRightCorner.Y),
                               core::position2d<s32>(dest.UpperLeftCorner.X,  dest.LowerRightCorner.Y),
                               video::SColor(255, 255,0,0));
            driver->draw2DLine(core::position2d<s32>(dest.UpperLeftCorner.X,  dest.UpperLeftCorner.Y),
                               core::position2d<s32>(dest.LowerRightCorner.X, dest.UpperLeftCorner.Y),
                               video::SColor(255, 255,0,0));
#endif
        }
    }
}
예제 #24
0
/*
The second function loadModel() loads a model and displays it using an
addAnimatedMeshSceneNode and the scene manager. Nothing difficult. It also
displays a short message box, if the model could not be loaded.
*/
void loadModel(const c8* fn)
{
	// modify the name if it a .pk3 file

	io::path filename(fn);

	io::path extension;
	core::getFileNameExtension(extension, filename);
	extension.make_lower();

	// if a texture is loaded apply it to the current model..
	if (extension == ".jpg" || extension == ".pcx" ||
		extension == ".png" || extension == ".ppm" ||
		extension == ".pgm" || extension == ".pbm" ||
		extension == ".psd" || extension == ".tga" ||
		extension == ".bmp" || extension == ".wal" ||
		extension == ".rgb" || extension == ".rgba")
	{
		video::ITexture * texture =
			Device->getVideoDriver()->getTexture( filename );
		if ( texture && Model )
		{
			// always reload texture
			Device->getVideoDriver()->removeTexture(texture);
			texture = Device->getVideoDriver()->getTexture( filename );

			Model->setMaterialTexture(0, texture);
		}
		return;
	}
	// if a archive is loaded add it to the FileArchive..
	else if (extension == ".pk3" || extension == ".zip" || extension == ".pak" || extension == ".npk")
	{
		Device->getFileSystem()->addFileArchive(filename.c_str());
		return;
	}

	// load a model into the engine

	if (Model)
		Model->remove();

	Model = 0;

	if (extension==".irr")
	{
		core::array<scene::ISceneNode*> outNodes;
		Device->getSceneManager()->loadScene(filename);
		Device->getSceneManager()->getSceneNodesFromType(scene::ESNT_ANIMATED_MESH, outNodes);
		if (outNodes.size())
			Model = outNodes[0];
		return;
	}

	scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh( filename.c_str() );

	if (!m)
	{
		// model could not be loaded

		if (StartUpModelFile != filename)
			Device->getGUIEnvironment()->addMessageBox(
			Caption.c_str(), L"The model could not be loaded. " \
			L"Maybe it is not a supported file format.");
		return;
	}

	// set default material properties

	if (Octree)
		Model = Device->getSceneManager()->addOctreeSceneNode(m->getMesh(0));
	else
	{
		scene::IAnimatedMeshSceneNode* animModel = Device->getSceneManager()->addAnimatedMeshSceneNode(m);
		animModel->setAnimationSpeed(30);
		Model = animModel;
	}
	Model->setMaterialFlag(video::EMF_LIGHTING, UseLight);
	Model->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, UseLight);
//	Model->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
	Model->setDebugDataVisible(scene::EDS_OFF);

	// we need to uncheck the menu entries. would be cool to fake a menu event, but
	// that's not so simple. so we do it brute force
	gui::IGUIContextMenu* menu = (gui::IGUIContextMenu*)Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId(GUI_ID_TOGGLE_DEBUG_INFO, true);
	if (menu)
		for(int item = 1; item < 6; ++item)
			menu->setItemChecked(item, false);
	updateScaleInfo(Model);
}
예제 #25
0
void OptionsScreenUI::eventCallback(Widget* widget, const std::string& name, const int playerID)
{
    if (name == "options_choice")
    {
        std::string selection = ((RibbonWidget*)widget)->getSelectionIDString(PLAYER_ID_GAME_MASTER).c_str();

        if (selection == "tab_audio") StateManager::get()->replaceTopMostScreen(OptionsScreenAudio::getInstance());
        else if (selection == "tab_video") StateManager::get()->replaceTopMostScreen(OptionsScreenVideo::getInstance());
        else if (selection == "tab_players") StateManager::get()->replaceTopMostScreen(OptionsScreenPlayers::getInstance());
        else if (selection == "tab_controls") StateManager::get()->replaceTopMostScreen(OptionsScreenInput::getInstance());
    }
    else if(name == "back")
    {
        StateManager::get()->escapePressed();
    }
    else if (name == "skinchoice")
    {
        GUIEngine::SpinnerWidget* skinSelector = getWidget<GUIEngine::SpinnerWidget>("skinchoice");
        assert( skinSelector != NULL );

        const core::stringw selectedSkin = skinSelector->getStringValue();
        UserConfigParams::m_skin_file = core::stringc(selectedSkin.c_str()).c_str() + std::string(".stkskin");
        GUIEngine::reloadSkin();
    }
    else if (name == "showfps")
    {
        CheckBoxWidget* fps = getWidget<CheckBoxWidget>("showfps");
        assert( fps != NULL );
        UserConfigParams::m_display_fps = fps->getState();
    }
    else if (name=="enable-internet")
    {
        CheckBoxWidget* internet = getWidget<CheckBoxWidget>("enable-internet");
        assert( internet != NULL );
        UserConfigParams::m_internet_status =
            internet->getState() ? RequestManager::IPERM_ALLOWED
                                 : RequestManager::IPERM_NOT_ALLOWED;
        // If internet gets enabled, re-initialise the addon manager (which 
        // happens in a separate thread) so that news.xml etc can be
        // downloaded if necessary.
        if(internet->getState())
            NewsManager::get()->init(false);
    }
    else if (name == "language")
    {
        ListWidget* list_widget = getWidget<ListWidget>("language");
        std::string selection = list_widget->getSelectionInternalName();

        delete translations;

        if (selection == "system")
        {
#ifdef WIN32
            _putenv("LANGUAGE=");
#else
            unsetenv("LANGUAGE");
#endif
        }
        else
        {
#ifdef WIN32
            std::string s=std::string("LANGUAGE=")+selection.c_str();
            _putenv(s.c_str());
#else
            setenv("LANGUAGE", selection.c_str(), 1);
#endif
        }

        translations = new Translations();
        GUIEngine::getStateManager()->hardResetAndGoToScreen<MainMenuScreen>();

        GUIEngine::getFont()->updateRTL();
        GUIEngine::getTitleFont()->updateRTL();
        GUIEngine::getSmallFont()->updateRTL();

        UserConfigParams::m_language = selection.c_str();
        user_config->saveConfig();

        GUIEngine::getStateManager()->pushScreen(OptionsScreenUI::getInstance());
    }

}   // eventCallback
void MyIrrlichtComposition::ChangeCaption(core::stringw str)
{
	device->setWindowCaption(str.c_str());
}
예제 #27
0
s32 main( s32 argc, c8** argv )
{
	const core::stringw AppTitle = L"FPS-Cube (c) 2013 by [email protected]";

	dbDarkGDK			( argc, argv );
	dbSetWindowTitle	( AppTitle.c_str() );
	dbSetDisplayMode	( 1024, 786, 32, false, false );
	// dbSetDisplayMode	( dbDesktopWidth()-200, dbDesktopHeight()-200, dbDesktopDepth(), false, false );
	dbPositionWindow	( 0, 100, 100);

	/// create camera ( create first because of possible need as rendertarget )
	dbMakeCamera		( 1 );
	dbPositionCamera	( 1, 0, 100, -100 );
	dbPointCamera		( 1, 0,0,0 );

	/// create skybox
	u32 skybox = dbFreeObject();
	dbMakeObjectBox ( skybox, 10000,10000,10000 );
	dbSetObjectBackCull( skybox, false );

	u32 texmon = dbFreeImage();
	dbLoadImage( texmon, "../../media/sysmon.png");
	dbTextureObject( skybox, texmon, 0 );

	//u32 textroll = dbGetFreeImageID();
	//dbLoadImage( textroll, "../../media/trollface.png");
	//dbTextureObject( skybox, texmon, 1 );

	//dbSetObjectLight ( skybox, false );
	//dbPositionObject( skybox, 100,0,0 );

	/// create floor
	u32 ground = dbFreeObject();
	dbMakeObjectPlain	( ground, 100.0f, 100.0f, SColor(255,50,168,60) );
	dbPositionObject	( ground, 0,0,0);
	//	dbLoadObject        ( ground, "../../media/player/alien/alien.mdl" );
	dbSetObjectLight    ( ground, false );

	/// create sun
//	u32 sun = dbGetFreeObjectID();
//	dbLoadObject        ( sun, "../../media/player/alien/alien.mdl" );
//	dbSetObjectLight    ( sun, false );
//	dbPositionObject	( sun, 100,0,0 );

	// camera variables
	f32 fCameraAngleX = 0.0f;
	f32 fCameraAngleY = 0.0f;
	dbSetTextFont( "fonts/courier10.png" );

	u32 TimeLastWindowTitleUpdate = dbTimer();
	u32 TimeWaitWindowTitleUpdate = 200;
	s32 x,y;
	core::stringc t;

	while (dbLoopGDK())
	{
       // move the camera using the arrow keys
        dbControlCameraUsingArrowKeys ( 1 );

		/// Hello World! ( top center )
		dbInk( white );
		dbCenterText( core::stringw(L"Hello World!"), dbScreenWidth()/2, 5 );

		/// info-box ( left bottom )
		dbInk( yellow, black );
		x = 5;
		y = dbScreenHeight() - 5;
		dbPositionCursor( x, y, -1, 1 );
		t = "version = "; t += dbGetVersion(); dbPrint( t );
		t = "vendor = "; t += dbGetVendor(); dbPrint( t );
		t = "driver = "; t += dbGetDriverString(); dbPrint( t );
		t = "fps = "; t += dbScreenFPS(); dbPrint( t );
		t = "tris = "; t += dbGetPolygonCount(); dbPrint( t );

		t = "desktop ("; t += dbDesktopWidth();
		t = ","; t += dbDesktopHeight();
		t = ","; t += dbDesktopDepth();
		t = ")"; dbPrint( t );

		t = "screen ("; t += dbScreenWidth();
		t = ","; t += dbScreenHeight();
		t = ","; t += dbScreenDepth();
		t = ")"; dbPrint( t );

		t = "rtt_w = "; t += dbDesktopWidth(); dbPrint( t );
		t = "rtt_h = "; t += dbDesktopHeight(); dbPrint( t );
		t = "rtt_bpp = "; t += dbDesktopDepth(); dbPrint( t );

		t = "get-dir = "; t += dbGetDir(); dbPrint( t );

		/// print number of object-list-item
		x = dbScreenWidth()-600;
		y = dbScreenHeight()-200;
		dbPositionCursor( x,y );
        const u32 obj_count = dbGetObjectCount();
		t = "obj_count = "; t += obj_count; dbPrint( t );

		/// print object-list
		for (u32 i = 1; i <= obj_count; i++)
		{
			core::vector3df s = dbGetObjectSize( i );
			t =  "obj[" ;
			t += i;
			t += "] - size(";
			t += s.X;
			t += ", ";
			t += s.Y;
			t += ", ";
			t += s.Z;
			t += ")";
			dbPrint( t );
		}

        // create a rotation axis based on mouse movement
//        fCameraAngleX = dbWrapValue ( fCameraAngleX + dbMouseMoveY ( ) * 0.4f );
//        fCameraAngleY = dbWrapValue ( fCameraAngleY + dbMouseMoveX ( ) * 0.4f );
//
//        // rotate camera
//        dbXRotateCamera ( 1, fCameraAngleX );
//        dbYRotateCamera ( 1, fCameraAngleY );

        // update the screen
		dbSync();

		if ( dbTimer() > TimeLastWindowTitleUpdate + TimeWaitWindowTitleUpdate)
		{
			core::stringw t = AppTitle;
			t += L" | frames ";
			t += dbGetFrameCount();
			t += L", polys ";
			t += dbGetPolygonCount();
			t += L", fps ";
			t += dbGetFPS();
			t += L", fps_min ";
			t += dbGetFPSMin();
			t += L", fps_max ";
			t += dbGetFPSMax();
			dbSetWindowTitle( t.c_str() );

			TimeLastWindowTitleUpdate = dbTimer();
		}


	}

	return 0;
}
예제 #28
0
//Set the cutscene text ingame GUI
void GUIGame::setCutsceneText(core::stringw text)
{
	IGUIStaticText* guitext=(IGUIStaticText*)GUIManager::getInstance()->getGUIElement(GUIManager::ST_ID_CUTSCENE_TEXT);
	guitext->setText(text.c_str());
}
예제 #29
0
            bloop(tree_list, i)
            {
                CTree* tree = (CTree*)b_get_mem_address(tree_list,i);
                if (tree->translation == vec3(0,0,0))
                {
                    continue;
                }
                for (s4 k = 0; k < tree->child_list.length;k++)
                { 
                    Component* cmpnt = (Component*)b_get_value(tree->child_list,k); 
                    cmpnt->node->setPosition(cmpnt->node->getPosition() + tree->translation.irr());
                    cmpnt->shadow->setPosition(cmpnt->node->getPosition() * vector3df(1,1,0) + vector3df(0,0,10));
                }
                tree->translation = vec3(0,0,0);
            }

            if (receiver->restart.state) { game_state = GAME_STATE_RESET; }
            if (receiver->QUIT) { game_state = GAME_STATE_QUIT; }
        }
        core::stringw str = L"Secret [";
        str += irrlicht->driver->getName();
        str += L"] FPS: ";
        str += (s32)irrlicht->driver->getFPS();

        irrlicht->device->setWindowCaption(str.c_str());
    } 

    irrlicht->device->getCursorControl()->setVisible(true);
}