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Coleman-Code/COM380/Project5/GambleKit/Engine/Game/Entities/GkGameText.cpp
T
Amrit Panesar 39ee821f54 start 380 project5
changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
2015-05-06 10:18:39 -07:00

149 lines
5.3 KiB
C++

//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// 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.
//
// 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.
//
// 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
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameText.h"
#include "..\GkGame.h"
#include "..\..\Utils\GkStrings.h"
GkGameText::GkGameText(GkAnimatedFont *animatedFont, int x, int y, int characterSpacing, int textAlignment, int maxWidth, float framesPerSecond)
: GkGameEntity()
{
this->animatedFont = animatedFont;
this->x = x;
this->y = y;
this->characterSpacing = characterSpacing;
this->maxWidth = maxWidth;
this->textAlignment = textAlignment;
this->visible = animatedFont != NULL;
this->active = animatedFont != NULL;
this->loop = animatedFont != NULL;
this->framesPerSecond = framesPerSecond != 0.0f ? framesPerSecond : animatedFont != 0 ? animatedFont->framesPerSecond : 0.0f;
this->currentFrame = 0.0f;
this->text = 0;
this->textTextureIndices = 0;
this->textLength = 0;
}
GkGameText::~GkGameText(void)
{
if (this->text != 0)
delete[] this->text;
if (this->textTextureIndices != 0)
delete[] this->textTextureIndices;
}
bool GkGameText::SetText(const wchar_t *text)
{
if ((this->text != 0) && (GkStrings::Compare(this->text, text) == 0))
return false;
if (this->text != 0)
delete[] this->text;
if (this->textTextureIndices != 0)
delete[] this->textTextureIndices;
this->text = GkStrings::Copy(text);
this->textLength = GkStrings::GetLength(this->text);
this->textTextureIndices = new int[this->textLength];
this->textWidth = 0;
for (int i = 0; i < this->textLength; i++)
{
this->textTextureIndices[i] = GkStrings::SubChar(this->animatedFont->charMap, this->text[i]);
if (this->textTextureIndices[i] != -1)
{
this->textWidth += this->animatedFont->letterTextures[this->textTextureIndices[i]]->frames[0]->width + this->characterSpacing;
}
}
this->textWidth -= this->characterSpacing;
return true;
}
void GkGameText::Process(GkGame *game)
{
if (!(this->active && this->visible))
return;
this->currentFrame += this->framesPerSecond * game->timer->tickTime;
if (this->currentFrame > this->animatedFont->letterTextures[0]->numFrames)
{
if (this->loop)
{
int intFrame = (int)this->currentFrame;
float fracFrame = this->currentFrame - intFrame;
this->currentFrame = intFrame % this->animatedFont->letterTextures[0]->numFrames + fracFrame;
}
else
{
this->currentFrame = (float)(this->animatedFont->letterTextures[0]->numFrames - 1);
this->active = false;
}
}
}
void GkGameText::Draw(GkGame *game)
{
if (!this->visible)
return;
if ((this->maxWidth == 0) || (this->textWidth <= this->maxWidth))
{
int x = this->textAlignment == GkGameText::GameTextAlignment_Right ? this->x : this->textAlignment == GkGameText::GameTextAlignment_Center ? this->x - this->textWidth / 2 : this->x - this->textWidth;
for (int i = 0; i < this->textLength; i++)
{
int letterTextureIndex = this->textTextureIndices[i];
if (letterTextureIndex != -1)
{
GkTexture *letterTexture = this->animatedFont->letterTextures[letterTextureIndex]->frames[(int)this->currentFrame];
game->graphicsDevice->Draw(x, this->y, letterTexture);
x += letterTexture->width + this->characterSpacing;
}
}
}
else
{
float scalingFactor = (float)this->maxWidth / (float)this->textWidth;
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);
int y = this->y + (int)(((1.0f - scalingFactor) * (float)this->animatedFont->letterTextures[0]->frames[0]->height) / 2.0f);
for (int i = 0; i < this->textLength; i++)
{
int letterTextureIndex = this->textTextureIndices[i];
if (letterTextureIndex != -1)
{
GkTexture *letterTexture = this->animatedFont->letterTextures[letterTextureIndex]->frames[(int)this->currentFrame];
game->graphicsDevice->Draw((int)x, y, (int)(letterTexture->width * scalingFactor), (int)(letterTexture->height * scalingFactor), 0, 0, letterTexture->width, letterTexture->height, letterTexture);
x += scalingFactor * (letterTexture->width + this->characterSpacing);
}
}
}
}