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Blender
V2.59
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00001 /* 00002 * $Id: KX_FontObject.cpp 35171 2011-02-25 13:35:59Z jesterking $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00021 * All rights reserved. 00022 * 00023 * The Original Code is: all of this file. 00024 * 00025 * Contributor(s): none yet. 00026 * 00027 * ***** END GPL LICENSE BLOCK ***** 00028 */ 00029 00034 #include "KX_FontObject.h" 00035 #include "DNA_curve_types.h" 00036 #include "KX_Scene.h" 00037 #include "KX_PythonInit.h" 00038 #include "BLI_math.h" 00039 00040 extern "C" { 00041 #include "BLF_api.h" 00042 } 00043 00044 #define BGE_FONT_RES 100 00045 00046 KX_FontObject::KX_FontObject( void* sgReplicationInfo, 00047 SG_Callbacks callbacks, 00048 RAS_IRenderTools* rendertools, 00049 Object *ob): 00050 KX_GameObject(sgReplicationInfo, callbacks), 00051 m_object(ob), 00052 m_dpi(72), 00053 m_resolution(1.f), 00054 m_rendertools(rendertools) 00055 { 00056 Curve *text = static_cast<Curve *> (ob->data); 00057 m_text = text->str; 00058 m_fsize = text->fsize; 00059 00060 /* FO_BUILTIN_NAME != "default" */ 00061 /* I hope at some point Blender (2.5x) can have a single font */ 00062 /* with unicode support for ui and OB_FONT */ 00063 /* once we have packed working we can load the FO_BUILTIN_NAME font */ 00064 const char* filepath = text->vfont->name; 00065 if (strcmp(FO_BUILTIN_NAME, filepath) == 0) 00066 filepath = "default"; 00067 00068 /* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */ 00069 m_fontid = BLF_load(filepath); 00070 if (m_fontid == -1) 00071 m_fontid = BLF_load("default"); 00072 00073 /* initialize the color with the object color and store it in the KX_Object class 00074 This is a workaround waiting for the fix: 00075 [#25487] BGE: Object Color only works when it has a keyed frame */ 00076 copy_v4_v4(m_color, (const float*) ob->col); 00077 this->SetObjectColor((const MT_Vector4&) m_color); 00078 } 00079 00080 KX_FontObject::~KX_FontObject() 00081 { 00082 //remove font from the scene list 00083 //it's handled in KX_Scene::NewRemoveObject 00084 } 00085 00086 CValue* KX_FontObject::GetReplica() { 00087 KX_FontObject* replica = new KX_FontObject(*this); 00088 replica->ProcessReplica(); 00089 return replica; 00090 } 00091 00092 void KX_FontObject::ProcessReplica() 00093 { 00094 KX_GameObject::ProcessReplica(); 00095 KX_GetActiveScene()->AddFont(this); 00096 } 00097 00098 void KX_FontObject::DrawText() 00099 { 00100 /* only draws the text if visible */ 00101 if(this->GetVisible() == 0) return; 00102 00103 /* update the animated color */ 00104 this->GetObjectColor().getValue(m_color); 00105 00106 /* XXX 2DO - handle multiple lines */ 00107 /* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */ 00108 float RES = BGE_FONT_RES * m_resolution; 00109 00110 float size = m_fsize * m_object->size[0] * RES; 00111 float aspect = 1.f / (m_object->size[0] * RES); 00112 00113 m_rendertools->RenderText3D(m_fontid, m_text, int(size), m_dpi, m_color, this->GetOpenGLMatrix(), aspect); 00114 } 00115 00116 #ifdef WITH_PYTHON 00117 00118 /* ------------------------------------------------------------------------- */ 00119 /* Python Integration Hooks */ 00120 /* ------------------------------------------------------------------------- */ 00121 00122 PyTypeObject KX_FontObject::Type = { 00123 PyVarObject_HEAD_INIT(NULL, 0) 00124 "KX_FontObject", 00125 sizeof(PyObjectPlus_Proxy), 00126 0, 00127 py_base_dealloc, 00128 0, 00129 0, 00130 0, 00131 0, 00132 py_base_repr, 00133 0, 00134 &KX_GameObject::Sequence, 00135 &KX_GameObject::Mapping, 00136 0,0,0, 00137 NULL, 00138 NULL, 00139 0, 00140 Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 00141 0,0,0,0,0,0,0, 00142 Methods, 00143 0, 00144 0, 00145 &KX_GameObject::Type, 00146 0,0,0,0,0,0, 00147 py_base_new 00148 }; 00149 00150 PyMethodDef KX_FontObject::Methods[] = { 00151 {NULL,NULL} //Sentinel 00152 }; 00153 00154 PyAttributeDef KX_FontObject::Attributes[] = { 00155 KX_PYATTRIBUTE_STRING_RW("text", 0, 280, false, KX_FontObject, m_text), //arbitrary limit. 280 = 140 unicode chars in unicode 00156 KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize), 00157 KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution), 00158 /* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think 00159 { NULL } //Sentinel 00160 }; 00161 00162 #endif // WITH_PYTHON