// Copyright (c) 2007, Rodrigo Braz Monteiro // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of the Aegisub Group nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // ----------------------------------------------------------------------------- // // AEGISUB // // Website: http://aegisub.cellosoft.com // Contact: mailto:zeratul@cellosoft.com // /////////// // Headers #include "gl_text.h" /////////////////// // Static instance OpenGLText* OpenGLText::instance; /////////////// // Constructor OpenGLText::OpenGLText() { r = g = b = a = 1.0f; } ////////////// // Destructor OpenGLText::~OpenGLText() { Reset(); } ///////// // Reset void OpenGLText::Reset() { for (unsigned int i=0;isecond; // Not found, create it return CreateGlyph(i); } ////////////////// // Create a glyph OpenGLTextGlyph OpenGLText::CreateGlyph(int n) { // Create glyph OpenGLTextGlyph glyph; glyph.x = 0; glyph.y = 0; glyph.w = 16; glyph.h = 16; glyph.tex = 0; // Insert into some texture bool ok = false; for (unsigned int i=0;iTryToInsert(glyph)) { ok = true; break; } } // No texture could fit it, create a new one if (!ok) { textures.push_back(new OpenGLTextTexture(256,256)); textures.back()->TryToInsert(glyph); } // Set glyph and return it glyphs[n] = glyph; return glyph; } /////////////////////// // Texture constructor OpenGLTextTexture::OpenGLTextTexture(int w,int h) { width = w; height = h; tex = 0; } ////////////////////// // Texture destructor OpenGLTextTexture::~OpenGLTextTexture() { if (tex) { tex = 0; } } ////////////////////////// // Can fit a glyph in it? bool OpenGLTextTexture::TryToInsert(OpenGLTextGlyph glyph) { // Get size int w = glyph.w; int h = glyph.h; // Can fit in this row? if (x + w < width) { x += w; if (y+h > nextY) nextY = y+h; Insert(glyph); return true; } // Can fit the next row? else { if (w < width) { y = nextY; nextY = y+h; x = 0; Insert(glyph); return true; } } // Can't fit return false; } ////////// // Insert void OpenGLTextTexture::Insert(OpenGLTextGlyph glyph) { }