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/***************************************************************************
* Copyright (C) 2004 by E.Ros *
* rosenric@dei.unipd.it *
* *
* 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. *
* *
***************************************************************************/
#ifndef FIRESAVER_WRITER_H
#define FIRESAVER_WRITER_H
#include <tqgl.h>
#include <tqptrlist.h>
#include <tqmap.h>
#include <tqstring.h>
class Symbol
{
public:
Symbol( unsigned int textureNumber, float l, float t, float r, float b )
: scale((r - l) / (b - t)), texNum(textureNumber), L(l), T(1-t), R(r), B(1-b)
{
v1[0] = -scale; v1[1] = 1;
v2[0] = -scale; v2[1] = -1;
v3[0] = scale; v3[1] = 1;
v4[0] = scale; v4[1] = -1;
}
float scale;
inline void renderSymbol()
{
//draw the symbol and update "cursor"'s position
glBindTexture( GL_TEXTURE_2D, texNum );
glTranslatef( scale, 0, 0 );
glBegin( GL_TRIANGLE_STRIP );
glTexCoord2f( L, T );
glVertex2fv( v1 );
glTexCoord2f( L, B );
glVertex2fv( v2 );
glTexCoord2f( R, T );
glVertex2fv( v3 );
glTexCoord2f( R, B );
glVertex2fv( v4 );
glEnd();
glTranslatef( scale, 0, 0 );
}
private:
float v1[2], v2[2], v3[2], v4[2];
unsigned int texNum; //number of texture to activate
float L, T, R, B; //coordinates for mapping
};
class Word
{
friend class Writer;
public:
Word( const char * text, TQMap<char, Symbol *> * map, float scale = 1.0 );
inline void renderWord( double dT );
inline bool isDead();
private:
float width, scale, cX, cY;
float vScale, vX, vY;
float activateTime, lifeTime, currentTime;
float color[4];
TQPtrList<Symbol> symbolList;
};
/*
*
**/
class Writer
{
public:
Writer( TQString descFileName );
~Writer();
//types of effects implemented
enum effectType { NoEffect = 0, Sequence, Fun1, Fun2 };
//call this function to add a sentence to the renderer
void spawnWords( TQString phrase, effectType fx = NoEffect );
//called to get the words on screen using OpenGL
//Note: the context must be set up. Words are drawn on XY plane
//inside a rectangle with 10 units's side.
void render( double dT );
private:
//misc utility functions
bool loadMap( TQString );
//texture 'references' used by GL to delete allocated textures
int numTextures;
unsigned int texArray[16];
//list of words and map of symbols
TQPtrList<Word> wordList;
TQMap<char, Symbol *> symbolMap;
//disables standard constructor
Writer();
};
#endif
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