Пример #1
0
Window_Command::Window_Command(std::vector<std::string> commands, int width, int max_item) :
	Window_Selectable(0, 0, GetRequiredWidth(commands, width), (max_item == -1 ? commands.size() : max_item) * 16 + 16),
	commands(commands) {

	index = 0;
	item_max = commands.size();

	SetContents(Bitmap::Create(this->width - 16, item_max * 16));
	contents->SetTransparentColor(windowskin->GetTransparentColor());

	Refresh();
}
Пример #2
0
void Font::RenderToTexture(CSurface &texture, const string &str, dword height, dword style, D3DXCOLOR color, int maxWidth, bool fade)
{
    xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
    if (m_pFont == NULL)
        return;

    m_pFont->SetTextHeight(height);
    m_pFont->SetTextStyle(style);
    m_pFont->SetTextColor(color);

    dword dwMaxWidth = (maxWidth <= 0) ? 1000 : maxWidth;

    // get the exact width and height required to display the string
    dword dwRequiredWidth = GetRequiredWidth(str, height, style);
    dword dwRequiredHeight = GetRequiredHeight(str, height, style);;

    // calculate the texture width and height needed to display the font
    dword dwTextureWidth  = dwRequiredWidth * 2;
    dword dwTextureHeight = dwRequiredHeight * 2;
    {
        // because the textures are swizzled we make sure
        // the dimensions are a power of two
        for(dword wmask = 1; dwTextureWidth &(dwTextureWidth - 1); wmask = (wmask << 1 ) + 1)
            dwTextureWidth = (dwTextureWidth + wmask) & ~wmask;

        for(dword hmask = 1; dwTextureHeight &(dwTextureHeight - 1); hmask = (hmask << 1) + 1)
            dwTextureHeight = ( dwTextureHeight + hmask ) & ~hmask;

        // also enforce a minimum pitch of 64 bytes
        dwTextureWidth = max(64 / XGBytesPerPixelFromFormat(D3DFMT_A8R8G8B8), dwTextureWidth);
    }

    // create an temporary image surface to render to
    D3DSurface *pTempSurface;
    d3d->d3d_render_device->CreateImageSurface(dwTextureWidth, dwTextureHeight, D3DFMT_LIN_A8R8G8B8, &pTempSurface);

    // clear the temporary surface
    {
        D3DLOCKED_RECT tmpLr;
        pTempSurface->LockRect(&tmpLr, NULL, 0);
        memset(tmpLr.pBits, 0, dwTextureWidth * dwTextureHeight * XGBytesPerPixelFromFormat(D3DFMT_A8R8G8B8));
        pTempSurface->UnlockRect();
    }

    // render the text to the temporary surface
    word *wcBuf = StringToWChar(str);
    m_pFont->TextOut(pTempSurface, wcBuf, -1, 0, 0);
    delete [] wcBuf;

    // create the texture that will be drawn to the screen
    texture.Destroy();
    texture.Create(dwTextureWidth, dwTextureHeight);

    // copy from the temporary surface to the final texture
    {
        D3DLOCKED_RECT tmpLr;
        D3DLOCKED_RECT txtLr;

        pTempSurface->LockRect(&tmpLr, NULL, 0);
        texture.GetTexture()->LockRect(0, &txtLr, NULL, 0);

        if (fade)
        {
            // draw the last 35 pixels of the string fading out to max width or texture width
            dword dwMinFadeDistance = min(static_cast<dword>(dwTextureWidth * 0.35), 35);
            dword dwFadeStart               = min(dwTextureWidth, dwMaxWidth - dwMinFadeDistance);
            dword dwFadeEnd                 = min(dwTextureWidth, dwMaxWidth);
            dword dwFadeDistance    = dwFadeEnd - dwFadeStart;

            for (dword h = 0; h < dwTextureHeight; h++)
            {
                for (dword w = 0; w < dwFadeDistance; w++)
                {
                    dword *pColor = reinterpret_cast<dword *>(tmpLr.pBits);
                    dword offset = (h * dwTextureWidth) + (dwFadeStart + w);

                    D3DXCOLOR color = D3DXCOLOR(pColor[offset]);
                    color.a = color.a * (1.0f - static_cast<float>(w) / static_cast<float>(dwFadeDistance));
                    pColor[offset] = color;
                }
            }
        }

        // dont draw anything > than max width
        for (dword h = 0; h < dwTextureHeight; h++)
        {
            for (dword w = min(dwTextureWidth, dwMaxWidth); w < dwTextureWidth; w++)
            {
                dword *pColor = reinterpret_cast<dword *>(tmpLr.pBits);
                dword offset = (h * dwTextureWidth) + w;

                D3DXCOLOR color = D3DXCOLOR(pColor[offset]);
                color.a = 0.0;
                pColor[offset] = color;
            }
        }

        // copy and swizzle the linear surface to the swizzled texture
        XGSwizzleRect(tmpLr.pBits, tmpLr.Pitch, NULL, txtLr.pBits, dwTextureWidth, dwTextureHeight, NULL, 4);

        texture.GetTexture()->UnlockRect(0);
        pTempSurface->UnlockRect();
    }

    pTempSurface->Release();
}