mirror of
https://github.com/libretro/RetroArch
synced 2025-03-29 13:20:30 +00:00
220 lines
6.1 KiB
C++
220 lines
6.1 KiB
C++
/**
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* RetroLaunch 2012
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free Software
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* Foundation; either version 2 of the License, or (at your option) any later
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* version. This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details. You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. To contact the
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* authors: Surreal64 CE Team (http://www.emuxtras.net)
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*/
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#ifdef _XBOX
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#include "Font.h"
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#include "../../general.h"
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#include "../xdk_d3d8.h"
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Font g_font;
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Font::Font(void)
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{
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m_pFont = NULL;
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}
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Font::~Font(void)
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{
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if (m_pFont)
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m_pFont->Release();
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}
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bool Font::Create()
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{
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if (m_pFont)
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m_pFont->Release();
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word *wcPathBuf = StringToWChar("D:\\Media\\arial.ttf");
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HRESULT g_hResult = XFONT_OpenTrueTypeFont(wcPathBuf, 256 * 1024, &m_pFont);
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delete [] wcPathBuf;
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if (FAILED(g_hResult))
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return false;
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return true;
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}
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void Font::Render(const string &str, int x, int y, dword height, dword style, D3DXCOLOR color, int maxWidth, bool fade, Align alignment)
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{
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CSurface texture;
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RenderToTexture(texture, str, height, style, color, maxWidth, fade);
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if (alignment != Left)
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{
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word *wcBuf = StringToWChar(str);
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dword dwRequiredWidth;
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m_pFont->GetTextExtent(wcBuf, -1, &dwRequiredWidth);
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delete [] wcBuf;
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if (alignment == Center)
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x -= (dwRequiredWidth / 2);
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else if (alignment == Right)
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x -= dwRequiredWidth;
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}
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texture.Render(x, y);
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}
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void Font::RenderToTexture(CSurface &texture, const string &str, dword height, dword style, D3DXCOLOR color, int maxWidth, bool fade)
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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if (m_pFont == NULL)
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return;
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m_pFont->SetTextHeight(height);
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m_pFont->SetTextStyle(style);
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m_pFont->SetTextColor(color);
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dword dwMaxWidth = (maxWidth <= 0) ? 1000 : maxWidth;
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// get the exact width and height required to display the string
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dword dwRequiredWidth = GetRequiredWidth(str, height, style);
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dword dwRequiredHeight = GetRequiredHeight(str, height, style);;
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// calculate the texture width and height needed to display the font
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dword dwTextureWidth = dwRequiredWidth * 2;
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dword dwTextureHeight = dwRequiredHeight * 2;
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{
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// because the textures are swizzled we make sure
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// the dimensions are a power of two
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for(dword wmask = 1; dwTextureWidth &(dwTextureWidth - 1); wmask = (wmask << 1 ) + 1)
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dwTextureWidth = (dwTextureWidth + wmask) & ~wmask;
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for(dword hmask = 1; dwTextureHeight &(dwTextureHeight - 1); hmask = (hmask << 1) + 1)
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dwTextureHeight = ( dwTextureHeight + hmask ) & ~hmask;
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// also enforce a minimum pitch of 64 bytes
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dwTextureWidth = max(64 / XGBytesPerPixelFromFormat(D3DFMT_A8R8G8B8), dwTextureWidth);
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}
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// create an temporary image surface to render to
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D3DSurface *pTempSurface;
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d3d->d3d_render_device->CreateImageSurface(dwTextureWidth, dwTextureHeight, D3DFMT_LIN_A8R8G8B8, &pTempSurface);
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// clear the temporary surface
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{
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D3DLOCKED_RECT tmpLr;
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pTempSurface->LockRect(&tmpLr, NULL, 0);
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memset(tmpLr.pBits, 0, dwTextureWidth * dwTextureHeight * XGBytesPerPixelFromFormat(D3DFMT_A8R8G8B8));
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pTempSurface->UnlockRect();
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}
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// render the text to the temporary surface
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word *wcBuf = StringToWChar(str);
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m_pFont->TextOut(pTempSurface, wcBuf, -1, 0, 0);
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delete [] wcBuf;
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// create the texture that will be drawn to the screen
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texture.Destroy();
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texture.Create(dwTextureWidth, dwTextureHeight);
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// copy from the temporary surface to the final texture
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{
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D3DLOCKED_RECT tmpLr;
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D3DLOCKED_RECT txtLr;
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pTempSurface->LockRect(&tmpLr, NULL, 0);
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texture.GetTexture()->LockRect(0, &txtLr, NULL, 0);
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if (fade)
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{
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// draw the last 35 pixels of the string fading out to max width or texture width
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dword dwMinFadeDistance = min(static_cast<dword>(dwTextureWidth * 0.35), 35);
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dword dwFadeStart = min(dwTextureWidth, dwMaxWidth - dwMinFadeDistance);
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dword dwFadeEnd = min(dwTextureWidth, dwMaxWidth);
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dword dwFadeDistance = dwFadeEnd - dwFadeStart;
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for (dword h = 0; h < dwTextureHeight; h++)
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{
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for (dword w = 0; w < dwFadeDistance; w++)
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{
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dword *pColor = reinterpret_cast<dword *>(tmpLr.pBits);
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dword offset = (h * dwTextureWidth) + (dwFadeStart + w);
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D3DXCOLOR color = D3DXCOLOR(pColor[offset]);
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color.a = color.a * (1.0f - static_cast<float>(w) / static_cast<float>(dwFadeDistance));
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pColor[offset] = color;
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}
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}
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}
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// dont draw anything > than max width
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for (dword h = 0; h < dwTextureHeight; h++)
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{
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for (dword w = min(dwTextureWidth, dwMaxWidth); w < dwTextureWidth; w++)
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{
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dword *pColor = reinterpret_cast<dword *>(tmpLr.pBits);
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dword offset = (h * dwTextureWidth) + w;
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D3DXCOLOR color = D3DXCOLOR(pColor[offset]);
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color.a = 0.0;
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pColor[offset] = color;
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}
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}
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// copy and swizzle the linear surface to the swizzled texture
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XGSwizzleRect(tmpLr.pBits, tmpLr.Pitch, NULL, txtLr.pBits, dwTextureWidth, dwTextureHeight, NULL, 4);
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texture.GetTexture()->UnlockRect(0);
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pTempSurface->UnlockRect();
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}
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pTempSurface->Release();
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}
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int Font::GetRequiredWidth(const string &str, dword height, dword style)
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{
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word *wcBuf = StringToWChar(str);
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dword reqWidth;
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m_pFont->SetTextHeight(height);
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m_pFont->SetTextStyle(style);
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m_pFont->GetTextExtent(wcBuf, -1, &reqWidth);
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delete [] wcBuf;
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return reqWidth;
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}
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int Font::GetRequiredHeight(const string &str, dword height, dword style)
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{
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word *wcBuf = StringToWChar(str);
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dword reqHeight;
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m_pFont->SetTextHeight(height);
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m_pFont->SetTextStyle(style);
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m_pFont->GetFontMetrics(&reqHeight, NULL);
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delete [] wcBuf;
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return reqHeight;
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}
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word *Font::StringToWChar(const string &str)
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{
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word *retVal = new word[(str.length() + 1) * 2];
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memset(retVal, 0, (str.length() + 1) * 2 * sizeof(word));
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if (str.length() > 0)
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mbstowcs(retVal, str.c_str(), str.length());
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return retVal;
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}
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#endif
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