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221 lines (167 loc) · 4.04 KB
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///////////////////////////////////////////////////////////////////////////////
// Filename: fontclass.cpp
///////////////////////////////////////////////////////////////////////////////
#include "fontclass.h"
FontClass::FontClass()
{
m_Font = 0;
m_Texture = 0;
}
FontClass::FontClass(const FontClass& other)
{
}
FontClass::~FontClass()
{
}
bool FontClass::Initialize(ID3D11Device* device, const WCHAR* fontFilename, const WCHAR* textureFilename)
{
bool result;
// Load in the text file containing the font data.
result = LoadFontData(fontFilename);
if(!result)
{
return false;
}
// Load the texture that has the font characters on it.
result = LoadTexture(device, textureFilename);
if(!result)
{
return false;
}
return true;
}
void FontClass::Shutdown()
{
// Release the font texture.
ReleaseTexture();
// Release the font data.
ReleaseFontData();
return;
}
bool FontClass::LoadFontData(const WCHAR* filename)
{
ifstream fin;
int i;
char temp;
// Create the font spacing buffer.
m_Font = new FontType[95];
if(!m_Font)
{
return false;
}
// Read in the font size and spacing between chars.
fin.open(filename);
if(fin.fail())
{
return false;
}
// Read in the 95 used ascii characters for text.
for(i=0; i<95; i++)
{
fin.get(temp);
while(temp != ' ')
{
fin.get(temp);
}
fin.get(temp);
while(temp != ' ')
{
fin.get(temp);
}
fin >> m_Font[i].left;
fin >> m_Font[i].right;
fin >> m_Font[i].size;
}
// Close the file.
fin.close();
return true;
}
void FontClass::ReleaseFontData()
{
// Release the font data array.
if(m_Font)
{
delete [] m_Font;
m_Font = 0;
}
return;
}
bool FontClass::LoadTexture(ID3D11Device* device, const WCHAR* filename)
{
bool result;
// Create the texture object.
m_Texture = new TextureClass;
if(!m_Texture)
{
return false;
}
// Initialize the texture object.
result = m_Texture->Initialize(device, filename);
if(!result)
{
return false;
}
return true;
}
void FontClass::ReleaseTexture()
{
// Release the texture object.
if(m_Texture)
{
m_Texture->Shutdown();
delete m_Texture;
m_Texture = 0;
}
return;
}
ID3D11ShaderResourceView* FontClass::GetTexture()
{
return m_Texture->GetTexture();
}
void FontClass::BuildVertexArray(void* vertices, const char* sentence, float drawX, float drawY)
{
VertexType* vertexPtr;
int numLetters, index, i, letter;
// Coerce the input vertices into a VertexType structure.
vertexPtr = (VertexType*)vertices;
// Get the number of letters in the sentence.
numLetters = (int)strlen(sentence);
// Initialize the index to the vertex array.
index = 0;
// Draw each letter onto a quad.
for(i=0; i<numLetters; i++)
{
letter = ((int)sentence[i]) - 32;
// If the letter is a space then just move over three pixels.
if(letter == 0)
{
drawX = drawX + 3.0f;
}
else
{
// First triangle in quad.
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
index++;
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - 16), 0.0f); // Bottom right.
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
index++;
vertexPtr[index].position = XMFLOAT3(drawX, (drawY - 16), 0.0f); // Bottom left.
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 1.0f);
index++;
// Second triangle in quad.
vertexPtr[index].position = XMFLOAT3(drawX, drawY, 0.0f); // Top left.
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].left, 0.0f);
index++;
vertexPtr[index].position = XMFLOAT3(drawX + m_Font[letter].size, drawY, 0.0f); // Top right.
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 0.0f);
index++;
vertexPtr[index].position = XMFLOAT3((drawX + m_Font[letter].size), (drawY - 16), 0.0f); // Bottom right.
vertexPtr[index].texture = XMFLOAT2(m_Font[letter].right, 1.0f);
index++;
// Update the x location for drawing by the size of the letter and one pixel.
drawX = drawX + m_Font[letter].size + 1.0f;
}
}
return;
}