start 380 project5
changes to 380 project 4 changes to 350 project 2 Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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// GambleKit Copyright (C) 2014 Ivan Donev
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//
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// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// contact: gamblekit@gmail.com
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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#include "GkGameText.h"
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#include "..\GkGame.h"
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#include "..\..\Utils\GkStrings.h"
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GkGameText::GkGameText(GkAnimatedFont *animatedFont, int x, int y, int characterSpacing, int textAlignment, int maxWidth, float framesPerSecond)
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: GkGameEntity()
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{
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this->animatedFont = animatedFont;
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this->x = x;
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this->y = y;
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this->characterSpacing = characterSpacing;
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this->maxWidth = maxWidth;
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this->textAlignment = textAlignment;
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this->visible = animatedFont != NULL;
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this->active = animatedFont != NULL;
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this->loop = animatedFont != NULL;
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this->framesPerSecond = framesPerSecond != 0.0f ? framesPerSecond : animatedFont != 0 ? animatedFont->framesPerSecond : 0.0f;
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this->currentFrame = 0.0f;
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this->text = 0;
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this->textTextureIndices = 0;
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this->textLength = 0;
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}
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GkGameText::~GkGameText(void)
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{
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if (this->text != 0)
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delete[] this->text;
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if (this->textTextureIndices != 0)
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delete[] this->textTextureIndices;
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}
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bool GkGameText::SetText(const wchar_t *text)
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{
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if ((this->text != 0) && (GkStrings::Compare(this->text, text) == 0))
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return false;
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if (this->text != 0)
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delete[] this->text;
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if (this->textTextureIndices != 0)
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delete[] this->textTextureIndices;
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this->text = GkStrings::Copy(text);
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this->textLength = GkStrings::GetLength(this->text);
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this->textTextureIndices = new int[this->textLength];
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this->textWidth = 0;
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for (int i = 0; i < this->textLength; i++)
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{
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this->textTextureIndices[i] = GkStrings::SubChar(this->animatedFont->charMap, this->text[i]);
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if (this->textTextureIndices[i] != -1)
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{
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this->textWidth += this->animatedFont->letterTextures[this->textTextureIndices[i]]->frames[0]->width + this->characterSpacing;
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}
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}
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this->textWidth -= this->characterSpacing;
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return true;
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}
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void GkGameText::Process(GkGame *game)
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{
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if (!(this->active && this->visible))
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return;
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this->currentFrame += this->framesPerSecond * game->timer->tickTime;
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if (this->currentFrame > this->animatedFont->letterTextures[0]->numFrames)
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{
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if (this->loop)
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{
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int intFrame = (int)this->currentFrame;
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float fracFrame = this->currentFrame - intFrame;
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this->currentFrame = intFrame % this->animatedFont->letterTextures[0]->numFrames + fracFrame;
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}
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else
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{
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this->currentFrame = (float)(this->animatedFont->letterTextures[0]->numFrames - 1);
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this->active = false;
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}
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}
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}
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void GkGameText::Draw(GkGame *game)
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{
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if (!this->visible)
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return;
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if ((this->maxWidth == 0) || (this->textWidth <= this->maxWidth))
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{
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int x = this->textAlignment == GkGameText::GameTextAlignment_Right ? this->x : this->textAlignment == GkGameText::GameTextAlignment_Center ? this->x - this->textWidth / 2 : this->x - this->textWidth;
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for (int i = 0; i < this->textLength; i++)
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{
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int letterTextureIndex = this->textTextureIndices[i];
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if (letterTextureIndex != -1)
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{
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GkTexture *letterTexture = this->animatedFont->letterTextures[letterTextureIndex]->frames[(int)this->currentFrame];
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game->graphicsDevice->Draw(x, this->y, letterTexture);
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x += letterTexture->width + this->characterSpacing;
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}
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}
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}
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else
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{
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float scalingFactor = (float)this->maxWidth / (float)this->textWidth;
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float x = this->textAlignment == GkGameText::GameTextAlignment_Right ? this->x : this->textAlignment == GkGameText::GameTextAlignment_Center ? this->x - (float)(scalingFactor * (float)this->textWidth / 2.0f) : this->x - (float)(scalingFactor * (float)this->textWidth);
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int y = this->y + (int)(((1.0f - scalingFactor) * (float)this->animatedFont->letterTextures[0]->frames[0]->height) / 2.0f);
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for (int i = 0; i < this->textLength; i++)
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{
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int letterTextureIndex = this->textTextureIndices[i];
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if (letterTextureIndex != -1)
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{
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GkTexture *letterTexture = this->animatedFont->letterTextures[letterTextureIndex]->frames[(int)this->currentFrame];
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game->graphicsDevice->Draw((int)x, y, (int)(letterTexture->width * scalingFactor), (int)(letterTexture->height * scalingFactor), 0, 0, letterTexture->width, letterTexture->height, letterTexture);
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x += scalingFactor * (letterTexture->width + this->characterSpacing);
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}
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}
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}
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}
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