/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file gameengine/Ketsji/KX_FontObject.cpp * \ingroup ketsji */ #include "KX_FontObject.h" #include "DNA_curve_types.h" #include "DNA_vfont_types.h" #include "KX_Scene.h" #include "KX_PythonInit.h" #include "BLI_math.h" #include "EXP_StringValue.h" #include "RAS_IRasterizer.h" /* paths needed for font load */ #include "BLI_blenlib.h" #include "BKE_global.h" #include "BKE_font.h" #include "BKE_main.h" #include "DNA_packedFile_types.h" extern "C" { #include "BLF_api.h" } #define BGE_FONT_RES 100 /* proptotype */ int GetFontId(VFont *font); static std::vector split_string(STR_String str) { std::vector text = std::vector(); /* Split the string upon new lines */ int begin=0, end=0; while (end < str.Length()) { if (str.GetAt(end) == '\n') { text.push_back(str.Mid(begin, end-begin)); begin = end+1; } end++; } //Now grab the last line text.push_back(str.Mid(begin, end-begin)); return text; } KX_FontObject::KX_FontObject(void* sgReplicationInfo, SG_Callbacks callbacks, RAS_IRasterizer* rasterizer, Object *ob, bool do_color_management): KX_GameObject(sgReplicationInfo, callbacks), m_object(ob), m_dpi(72), m_resolution(1.f), m_rasterizer(rasterizer), m_do_color_management(do_color_management) { Curve *text = static_cast (ob->data); m_text = split_string(text->str); m_fsize = text->fsize; m_line_spacing = text->linedist; m_offset = MT_Vector3(text->xof, text->yof, 0); m_fontid = GetFontId(text->vfont); /* initialize the color with the object color and store it in the KX_Object class * This is a workaround waiting for the fix: * [#25487] BGE: Object Color only works when it has a keyed frame */ copy_v4_v4(m_color, (const float*) ob->col); this->SetObjectColor((const MT_Vector4&) m_color); } KX_FontObject::~KX_FontObject() { //remove font from the scene list //it's handled in KX_Scene::NewRemoveObject } CValue* KX_FontObject::GetReplica() { KX_FontObject* replica = new KX_FontObject(*this); replica->ProcessReplica(); return replica; } void KX_FontObject::ProcessReplica() { KX_GameObject::ProcessReplica(); } int GetFontId(VFont *vfont) { PackedFile *packedfile=NULL; int fontid = -1; if (vfont->packedfile) { packedfile= vfont->packedfile; fontid= BLF_load_mem(vfont->name, (unsigned char*)packedfile->data, packedfile->size); if (fontid == -1) { printf("ERROR: packed font \"%s\" could not be loaded.\n", vfont->name); fontid = BLF_load("default"); } return fontid; } /* once we have packed working we can load the builtin font */ const char *filepath = vfont->name; if (BKE_vfont_is_builtin(vfont)) { fontid = BLF_load("default"); /* XXX the following code is supposed to work (after you add get_builtin_packedfile to BKE_font.h ) * unfortunately it's crashing on blf_glyph.c:173 because gc->max_glyph_width is 0 */ // packedfile=get_builtin_packedfile(); // fontid= BLF_load_mem(font->name, (unsigned char*)packedfile->data, packedfile->size); // return fontid; return BLF_load("default"); } /* convert from absolute to relative */ char expanded[256]; // font names can be bigger than FILE_MAX (240) BLI_strncpy(expanded, filepath, 256); BLI_path_abs(expanded, G.main->name); fontid = BLF_load(expanded); /* fallback */ if (fontid == -1) fontid = BLF_load("default"); return fontid; } void KX_FontObject::DrawFontText() { /* Allow for some logic brick control */ if (this->GetProperty("Text")) m_text = split_string(this->GetProperty("Text")->GetText()); /* only draws the text if visible */ if (this->GetVisible() == 0) return; /* update the animated color */ this->GetObjectColor().getValue(m_color); /* Font Objects don't use the glsl shader, this color management code is copied from gpu_shader_material.glsl */ float color[4]; if (m_do_color_management) { linearrgb_to_srgb_v4(color, m_color); } else { copy_v4_v4(color, m_color); } /* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */ const float RES = BGE_FONT_RES * m_resolution; const float size = m_fsize * this->NodeGetWorldScaling()[0] * RES; const float aspect = m_fsize / size; /* Get a working copy of the OpenGLMatrix to use */ float *mat = GetOpenGLMatrix(); /* Account for offset */ MT_Vector3 offset = this->NodeGetWorldOrientation() * m_offset * this->NodeGetWorldScaling(); mat[12] += offset[0]; mat[13] += offset[1]; mat[14] += offset[2]; /* Orient the spacing vector */ MT_Vector3 spacing = MT_Vector3(0.0f, m_fsize*m_line_spacing, 0.0f); spacing = this->NodeGetWorldOrientation() * spacing * this->NodeGetWorldScaling()[1]; /* Draw each line, taking spacing into consideration */ for (int i=0; iRenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect); } } #ifdef WITH_PYTHON /* ------------------------------------------------------------------------- */ /* Python Integration Hooks */ /* ------------------------------------------------------------------------- */ PyTypeObject KX_FontObject::Type = { PyVarObject_HEAD_INIT(NULL, 0) "KX_FontObject", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0, &KX_GameObject::Sequence, &KX_GameObject::Mapping, 0,0,0, NULL, NULL, 0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &KX_GameObject::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef KX_FontObject::Methods[] = { {NULL,NULL} //Sentinel }; PyAttributeDef KX_FontObject::Attributes[] = { //KX_PYATTRIBUTE_STRING_RW("text", 0, 280, false, KX_FontObject, m_text[0]), //arbitrary limit. 280 = 140 unicode chars in unicode KX_PYATTRIBUTE_RW_FUNCTION("text", KX_FontObject, pyattr_get_text, pyattr_set_text), KX_PYATTRIBUTE_FLOAT_RW("size", 0.0001f, 10000.0f, KX_FontObject, m_fsize), KX_PYATTRIBUTE_FLOAT_RW("resolution", 0.0001f, 10000.0f, KX_FontObject, m_resolution), /* KX_PYATTRIBUTE_INT_RW("dpi", 0, 10000, false, KX_FontObject, m_dpi), */// no real need for expose this I think { NULL } //Sentinel }; PyObject *KX_FontObject::pyattr_get_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { KX_FontObject* self = static_cast(self_v); STR_String str = STR_String(); for (int i=0; im_text.size(); ++i) { if (i!=0) str += '\n'; str += self->m_text[i]; } return PyUnicode_From_STR_String(str); } int KX_FontObject::pyattr_set_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { KX_FontObject* self = static_cast(self_v); if (!PyUnicode_Check(value)) return PY_SET_ATTR_FAIL; char* chars = _PyUnicode_AsString(value); /* Allow for some logic brick control */ CValue* tprop = self->GetProperty("Text"); if (tprop) { CValue *newstringprop = new CStringValue(STR_String(chars), "Text"); self->SetProperty("Text", newstringprop); newstringprop->Release(); } else { self->m_text = split_string(STR_String(chars)); } return PY_SET_ATTR_SUCCESS; } #endif // WITH_PYTHON