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//*******************************************************************
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// glfont2.cpp -- glFont Version 2.0 implementation
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// Copyright (c) 1998-2002 Brad Fish
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// See glfont.html for terms of use
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// May 14, 2002
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//
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// Symbian OS port - June 2007
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// Luis Valente - lpvalente@gmail.com
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//
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//*******************************************************************
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/*
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This font class is intended to render 2D text. So, it is important to set up the
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required orthographic projection before rendering. The following code is an
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example of how to do this:
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// Rect() is a method that returns the current drawing rectangle.
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// The (0,0) point will be the on bottom-left corner.
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glViewport (0, 0, Rect().Width(), Rect().Height());
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrthox (0, IntToFixed (Rect().Width()), 0, IntToFixed (Rect().Height()), -1, 1);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();Also, the BeginDraw() and EndDraw() methods (or equivalent code) should be called
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to set up required states for rendering. For example, if alpha blending is not enabled, the quad
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corresponding to the character becomes noticeable.
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Currently, this class supports 8 bit descriptors only. The class should be extended to support 16 bits
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descriptors and resource strings.
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*/
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// Symbian OS headers
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#include <s32file.h>
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#include <eikenv.h>
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#include <eikappui.h>
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#include <eikapp.h>
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#include "glfont2.h"
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#include "FixedMath.h"
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// GLFontChar structure as stored in file
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struct GLFontCharFile
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{
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TReal32 dx, dy;
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TReal32 tx1, ty1;
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TReal32 tx2, ty2;
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};
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// GLFontHeaderFile structure as stored in file
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struct GLFontHeaderFile
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{
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TInt32 tex;
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TInt32 texWidth, texHeight;
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TInt32 startChar, endChar;
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TUint32 chars;
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};
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//_____________________________________________________________________________
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//
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// Default constructor.
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//
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GLFont::GLFont ()
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{
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// Initialize iHeader to safe state
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iHeader.tex = 0;
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iHeader.texWidth = 0;
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iHeader.texHeight = 0;
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iHeader.startChar = 0;
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iHeader.endChar = 0;
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iHeader.chars = NULL;
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// OpenGL texture
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glGenTextures (1, &iHeader.tex);
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}
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//_____________________________________________________________________________
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//
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// Destructor.
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//
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GLFont::~GLFont ()
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{
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// Destroy the font
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Destroy();
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// delete texture
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glDeleteTextures (1, &iHeader.tex);
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}
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//_____________________________________________________________________________
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//
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// Factory-method.
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//
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GLFont * GLFont::NewL (const TDesC & aFilename)
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{
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GLFont* f = new (ELeave) GLFont();
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CleanupStack::PushL (f);
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f->ConstructL (aFilename);
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CleanupStack::Pop ();
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return f;
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}
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//_____________________________________________________________________________
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//
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// Second part of the two-phase construction.
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//
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void GLFont::ConstructL (const TDesC & aFilename)
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{
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// Destroy the old font if there was one, just to be safe
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Destroy();
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// Open file session with server
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RFs session;
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User::LeaveIfError (session.Connect());
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CleanupClosePushL (session);
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// retrieve private application folder
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TFileName path;
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session.PrivatePath (path);
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// retrieve full application path on device
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#ifndef __WINS__
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TFileName appFullName =
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CEikonEnv::Static()->EikAppUi()->Application()->AppFullName();
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TParse parse;
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parse.Set (appFullName, NULL, NULL);
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path.Insert (0, parse.Drive());
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#endif
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// update filename with full path
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TFileName fullFilename (path);
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fullFilename.Append (aFilename);
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// load file
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LoadFileL (session, fullFilename);
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// close server session
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CleanupStack::PopAndDestroy();
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}
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//_____________________________________________________________________________
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//
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// Loads the font file.
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//
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void GLFont::LoadFileL (RFs & aFs, const TDesC & aFilename)
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{
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// Open input file
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RFileReadStream readStream;
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User::LeaveIfError (readStream.Open (aFs, aFilename, EFileRead));
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readStream.PushL();
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// Read the iHeader from file
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GLFontHeaderFile headerFile;
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headerFile.tex = readStream.ReadInt32L ();
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headerFile.texWidth = readStream.ReadInt32L();
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headerFile.texHeight = readStream.ReadInt32L();
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headerFile.startChar = readStream.ReadInt32L();
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headerFile.endChar = readStream.ReadInt32L();
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headerFile.chars = readStream.ReadUint32L();
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// copy iHeader file to actual iHeader
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iHeader.texWidth = headerFile.texWidth;
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iHeader.texHeight = headerFile.texHeight;
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iHeader.startChar = headerFile.startChar;
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iHeader.endChar = headerFile.endChar;
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// Allocate space for character array
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TInt numChars = iHeader.endChar - iHeader.startChar + 1;
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iHeader.chars = new (ELeave) GLFontChar [numChars];
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// Read character array
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for (TInt i = 0; i < numChars; ++i)
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{
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iHeader.chars [i].dx = FloatToFixed (readStream.ReadReal32L () );
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iHeader.chars [i].dy = FloatToFixed (readStream.ReadReal32L () );
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iHeader.chars [i].tx1 = FloatToFixed (readStream.ReadReal32L () );
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iHeader.chars [i].ty1 = FloatToFixed (readStream.ReadReal32L () );
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iHeader.chars [i].tx2 = FloatToFixed (readStream.ReadReal32L () );
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iHeader.chars [i].ty2 = FloatToFixed (readStream.ReadReal32L () );
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}
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// Read texture pixel data
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TInt numTexBytes = iHeader.texWidth * iHeader.texHeight * 2;
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TUint8 * texBytes = new (ELeave) TUint8 [numTexBytes]; CleanupStack::PushL (texBytes);
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readStream.ReadL (texBytes, numTexBytes);
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// Create OpenGL texture
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glBindTexture (GL_TEXTURE_2D, iHeader.tex);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexImage2D (GL_TEXTURE_2D,
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0,
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GL_LUMINANCE_ALPHA,
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iHeader.texWidth,
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iHeader.texHeight,
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0,
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GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE,
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(GLvoid *)texBytes);
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// Free texture pixels memory
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CleanupStack::Pop ();
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delete [] texBytes;
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// Close input file
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readStream.Close();
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readStream.Pop();
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}
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//_____________________________________________________________________________
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//
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// Font destruction.
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//
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void GLFont::Destroy ()
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{
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//Delete the character array if necessary
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if (iHeader.chars)
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{
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delete [] iHeader.chars;
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iHeader.chars = 0;
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}
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}
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//_____________________________________________________________________________
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//
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// Retrieves the texture dimensions.
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//
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void GLFont::GetTexSize (TInt & aWidth, TInt & aHeight)
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{
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aWidth = iHeader.texWidth;
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aHeight = iHeader.texHeight;
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}
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//_____________________________________________________________________________
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//
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// Retrieves the character interval.
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//
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void GLFont::GetCharInterval (TInt & aStart, TInt & aEnd)
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{
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aStart = iHeader.startChar;
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aEnd = iHeader.endChar;
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}
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//_____________________________________________________________________________
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//
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// Retrieves the dimensions of a character.
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//
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void GLFont::GetCharSize (TText8 aChar, TInt & aWidth, TInt aHeight)
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{
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// Make sure character is in range
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if (aChar < iHeader.startChar || aChar > iHeader.endChar)
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{
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// Not a valid character, so it obviously has no size
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aWidth = 0;
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aHeight = 0;
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}
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else
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{
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GLFontChar* fontChar;
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// Retrieve character size
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fontChar = & iHeader.chars [aChar - iHeader.startChar];
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aWidth = FixedToInt (MultiplyFixed (fontChar->dx, IntToFixed (iHeader.texWidth) ) );
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aHeight = FixedToInt (MultiplyFixed (fontChar->dy, IntToFixed (iHeader.texHeight) ) );
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}
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}
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//_____________________________________________________________________________
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//
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// Retrieves the dimensions of a string.
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//
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void GLFont::GetStringSize (const TDesC8 & aText, TInt & aWidth, TInt & aHeight)
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{
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// Height is the same for now...might change in future
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aHeight = FixedToInt (MultiplyFixed (iHeader.chars [iHeader.startChar].dy, IntToFixed (iHeader.texHeight) ) );
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// texWidth as fixed
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const GLfixed texWidthx = IntToFixed (iHeader.texWidth);
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// Calculate width of string
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GLfixed widthx = 0;
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for (TInt i = 0; i < aText.Length(); i++)
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{
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// Make sure character is in range
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const TText8 c = aText [i];
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if (c < iHeader.startChar || c > iHeader.endChar)
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continue;
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// Get pointer to glFont character
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const GLFontChar* fontChar = & iHeader.chars [c - iHeader.startChar];
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// Get width and height
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widthx += MultiplyFixed (fontChar->dx, texWidthx);
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}
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// Save width
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aWidth = FixedToInt (widthx);
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}
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//_____________________________________________________________________________
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//
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// Renders a string. Reference point is top-left.
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//
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void GLFont::DrawString (const TDesC8 & aText, GLfixed aX, GLfixed aY)
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{
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// vertex arrays to render the string
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GLfixed vertices [4*2];
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GLfixed texCoords [4*2];
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const GLubyte indices [] = {1, 2, 0, 3};
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glVertexPointer (2, GL_FIXED, 0, vertices);
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glTexCoordPointer (2, GL_FIXED, 0, texCoords);
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// Bind texture
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glBindTexture (GL_TEXTURE_2D, iHeader.tex);
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// Loop through characters
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for (TInt i = 0; i < aText.Length(); i++)
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{
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// Make sure character is in range
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TText8 c = aText [i];
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if (c < iHeader.startChar || c > iHeader.endChar)
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continue;
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// Get pointer to glFont character
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GLFontChar* fontChar = &iHeader.chars [c - iHeader.startChar];
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// Get width and height
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GLfixed width = MultiplyFixed (fontChar->dx, IntToFixed (iHeader.texWidth) );
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GLfixed height = MultiplyFixed (fontChar->dy, IntToFixed (iHeader.texHeight) );
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// Specify texture coordinates
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texCoords [0] = fontChar->tx1; texCoords [1] = fontChar->ty1;
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texCoords [2] = fontChar->tx1; texCoords [3] = fontChar->ty2;
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texCoords [4] = fontChar->tx2; texCoords [5] = fontChar->ty2;
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texCoords [6] = fontChar->tx2; texCoords [7] = fontChar->ty1;
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// and vertices
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vertices [0] = aX; vertices [1] = aY;
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vertices [2] = aX; vertices [3] = aY - height;
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vertices [4] = aX + width; vertices [5] = aY - height;
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vertices [6] = aX + width; vertices [7] = aY;
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// draw
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glDrawElements (GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
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// Move to next character
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aX += width;
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}
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} |