Пример #1
0
void updateFace()
{
    // Try to create new face
    //TextTXFFace *newFace = TextTXFFace::createFromFile("./haeberli.txf");
    TextTXFFace *newFace = TextTXFFace::create(family, style);
    if (newFace == 0)
        return;
    subRefP(face);
    face = newFace;
    addRefP(face);

    // Update information on the screen
    family = face->getFamily();
    statfg->editCollector().getElem(familyDesc)->set(family);
    filename = family;
    string::size_type i;
    for (i = 0; i < filename.size(); )
        if (isalnum(filename[i]) == false)
            filename.erase(i, 1);
        else
            ++i;
    style = face->getStyle();
    StatStringElem *statElem = statfg->editCollector().getElem(styleDesc);
    switch (style)
    {
        case TextFace::STYLE_PLAIN:
            statElem->set("Plain");
            filename.append("-Plain.txf");
            break;
        case TextFace::STYLE_BOLD:
            statElem->set("Bold");
            filename.append("-Bold.txf");
            break;
        case TextFace::STYLE_ITALIC:
            statElem->set("Italic");
            filename.append("-Italic.txf");
            break;
        case TextFace::STYLE_BOLDITALIC:
            statElem->set("Bold & Italic");
            filename.append("-BoldItalic.txf");
            break;
    }
    glutSetMenu(mainMenuID);
    glutChangeToMenuEntry(8, (string("Write to ") + filename).c_str(), COMMAND_WRITE_TO_FILE);
}
Пример #2
0
void updateScene()
{
    statfg->editCollector().getElem(majorAlignDesc)->set(alignmentToString(layoutParam.majorAlignment));
    statfg->editCollector().getElem(minorAlignDesc)->set(alignmentToString(layoutParam.minorAlignment));
    statfg->editCollector().getElem(dirDesc)->set(layoutParam.horizontal ? "Horizontal" : "Vertical");
    statfg->editCollector().getElem(horiDirDesc)->set(layoutParam.leftToRight ? "Left to right" : "Right to left");
    statfg->editCollector().getElem(vertDirDesc)->set(layoutParam.topToBottom ? "Top to bottom" : "Bottom to top");

    if(face == NULL)
        return;

    // Put it all together into a Geometry NodeCore.
    TextLayoutResult layoutResult;
    Real32 scale = 2.f;
    face->layout(lines, layoutParam, layoutResult);
#if 0
    GeometryPtr geo = Geometry::create();
    face->fillGeo(geo, layoutResult, scale);
    NodePtr textNode = Node::create();
    beginEditCP(textNode, Node::CoreFieldMask);
    {
        textNode->setCore(geo);
    }
    endEditCP(textNode, Node::CoreFieldMask);
#else
    NodePtr textNode = face->makeNode(layoutResult, scale);
    GeometryPtr geo = GeometryPtr::dcast(textNode->getCore());
#endif
    NodePtr transNodePtr = Node::create();
    TransformPtr transPtr = Transform::create();
    Matrix transMatrix;
    transMatrix.setTranslate(0.f, 0.f, -0.03f);
    beginEditCP(transPtr);
    {
        transPtr->setMatrix(transMatrix);
    }
    endEditCP(transPtr);
    beginEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask);
    {
        transNodePtr->setCore(transPtr);
        transNodePtr->addChild(textNode);
    }
    endEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask);

    ImagePtr imagePtr = face->getTexture();
    TextureChunkPtr texChunk = TextureChunk::create();
    beginEditCP(texChunk);
    {
        texChunk->setImage(imagePtr);
        texChunk->setWrapS(GL_CLAMP);
        texChunk->setWrapT(GL_CLAMP);
        texChunk->setMagFilter(GL_NEAREST);
        texChunk->setMinFilter(GL_NEAREST);
        texChunk->setEnvMode(GL_MODULATE);
    }
    endEditCP(texChunk);

    MaterialChunkPtr matChunk = MaterialChunk::create();
    beginEditCP(matChunk);
    {
        matChunk->setAmbient(Color4f(1.f, 1.f, 1.f, 1.f));
        matChunk->setDiffuse(Color4f(1.f, 1.f, 1.f, 1.f));
        matChunk->setEmission(Color4f(0.f, 0.f, 0.f, 1.f));
        matChunk->setSpecular(Color4f(0.f, 0.f, 0.f, 1.f));
        matChunk->setShininess(0);
    }
    endEditCP(matChunk);

    BlendChunkPtr blendChunk = BlendChunk::create();
    beginEditCP(blendChunk);
    {
        blendChunk->setSrcFactor(GL_SRC_ALPHA);
        blendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
    }
    endEditCP(blendChunk);

    ChunkMaterialPtr m = ChunkMaterial::create();
    beginEditCP(m);
    {
        m->addChunk(texChunk);
        m->addChunk(matChunk);
        m->addChunk(blendChunk);
    }
    endEditCP(m);

    beginEditCP(geo, Geometry::MaterialFieldMask);
    {
        geo->setMaterial(m);
    }
    endEditCP(geo, Geometry::MaterialFieldMask);

    beginEditCP(scene, Node::ChildrenFieldMask);
    {
        scene->editMFChildren()->clear();
        scene->addChild(createCoordinateCross());
        scene->addChild(createMetrics(face, scale, layoutParam, layoutResult));
        scene->addChild(transNodePtr);
    }
    endEditCP(scene, Node::ChildrenFieldMask);

    mgr->showAll();
    glutPostRedisplay();
}