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KX_FontObject.cpp « Ketsji « gameengine « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** 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<STR_String> split_string(STR_String str)
{
	std::vector<STR_String> text = std::vector<STR_String>();

	/* 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<Curve *> (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; i<m_text.size(); ++i)
	{
		if (i!=0)
		{
			mat[12] -= spacing[0];
			mat[13] -= spacing[1];
			mat[14] -= spacing[2];
		}
		m_rasterizer->RenderText3D(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<KX_FontObject*>(self_v);
	STR_String str = STR_String();
	for (int i=0; i<self->m_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<KX_FontObject*>(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