Danbias/Code/OysterGraphics/OldRender/TextBox.cpp

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#include "Textbox.h"
using namespace Oyster::Render;
//int Textbox::NumTextfields=0;
Oyster::Buffer Textbox::TextBuffer;
int Textbox::NumLetters;
//std::vector<TextInstanceData> Textbox::TextInstances;
ID3D11ShaderResourceView* Textbox::Texture=NULL;
bool Textbox::Init()
{
//NumTextfields = 0;
//NumVertices = 0;
//HRESULT test=HRESULT_FAI
if(FAILED(CreateVertexBuffer()))
{
return false;
}
//update(_str, _pos);
return true;
//return true;
}
/// \todo proper reading of texture
bool Textbox::SetTexture(const char* _file)
{
return false;
/*if(FAILED(D3DX11CreateShaderResourceViewFromFileA(Oyster::Core::Device, _file, NULL, NULL, &Texture, NULL)))
{
return false;
}*/
return true;
}
bool Textbox::UpdateTextField(std::string _str)
{
//DEPRECATED
//Update(_str);
return false;
/*UINT _id=TextInstances.size();
//TextInstances.resize(_id+1);
Text2D newD;
TextInstances.push_back(newD);
if(FAILED(CreateTextfield(_id)))
{
return false;
}
Update(_id, _str, _pos);
TextInstances[_id].Visible=true;
TextInstances[_id].World=Float4x4::identity;
NumTextfields++;
return true;*/
}
HRESULT Textbox::CreateVertexBuffer()
{
HRESULT result;
//Create vertices
/*
std::vector<TextData> mVertices;
mVertices.resize(4);
D3DXVECTOR3 testloc=D3DXVECTOR3(0,0,0);
mVertices[0].pos = testloc+D3DXVECTOR3(0.0f, 0.0f, 0.0f);
mVertices[1].pos = testloc+D3DXVECTOR3(TEXT_SIZE, 0.0f, 0.0f);
mVertices[2].pos = testloc+D3DXVECTOR3(0.0f, TEXT_SIZE, 0.0f);
mVertices[3].pos = testloc+D3DXVECTOR3(TEXT_SIZE, TEXT_SIZE, 0.0f);
float normaloffset=(1.0f/TEXT_NR_LETTERS);
mVertices[0].uv=D3DXVECTOR2(normaloffset,1);
mVertices[1].uv=D3DXVECTOR2(0,1);
mVertices[2].uv=D3DXVECTOR2(normaloffset,0);
mVertices[3].uv=D3DXVECTOR2(0,0);
*/
//Oyster::Buffer::BUFFER_INIT_DESC desc;
//desc.ElementSize=sizeof(TextData);
//desc.NumElements = mVertices.size();
//desc.Type = Oyster::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
//desc.Usage = Oyster::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
//desc.InitData = &mVertices[0];
//result=TextBuffer.Init(desc);
//NumVertices=mVertices.size();
//TextInstances[_id].NumLetters=0;
/*Text2D tmp;
tmp.coff=0;
tmp.offset=0;
tmp.Pos=Float2(0,0);*/
Oyster::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize=sizeof(Text2D);
desc.NumElements = MAX_LETTER_COUNT;
desc.Type = Oyster::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
desc.InitData = 0;
result=TextBuffer.Init(desc);
NumLetters=0;
return result;
}
HRESULT Textbox::CreateTextfield(int _id)
{
HRESULT result=E_FAIL;
/*if (TextInstances.size()>_id)
{
TextInstances[_id].NumLetters=0;
Oyster::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize=sizeof(Text2D);
desc.NumElements = MAX_LETTER_COUNT;
desc.Type = Oyster::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
desc.Usage = Oyster::Buffer::BUFFER_USAGE::BUFFER_CPU_WRITE_DISCARD;
desc.InitData = 0;
result=TextInstances[_id].InstanceBuffer.Init(desc);
}*/
return result;
}
void Textbox::Update(std::string _str, float _xscale)
{
UINT instances=0;
Text2D tmpInst;
void* dest = TextBuffer.Map();
Text2D* dataView = reinterpret_cast<Text2D*>(dest);
//tmpInst.charOffset=_pos;
for (unsigned int i=0; i<_str.length(); i++)
{
tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
tmpInst.offset=(_str[i]-32);
tmpInst.Pos=i*(0.005f*_xscale);
//float tst=getCharID(_str[i]);
//tmpInst.offset=tst;
//tmpInst.charOffset.x=_pos.x-i*TEXT_SIZE;
//tmpInst.data=tst;
dataView[instances]=tmpInst;
instances++;
}
NumLetters=instances;
//TextInstances[_id].NumLetters=instances;
TextBuffer.Unmap();
}
float Textbox::getCharID(char _in)
{
//int charid=_in;
//float charid=((_in-'0')-32);
return ((_in-32)*(1.0f/TEXT_NR_LETTERS));
//return _in-'0';
}
void Textbox::Apply(int _id)
{
//Check if the subset exists, so we don't try to pain something that isn't there resulting in a crash
//if (NumTextfields>_id)
//{
//Oyster::Core::DeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
//Set the size of each vertex "jump", and the start point for the shader
//unsigned int strides[2];
//offsets start at 0.
//unsigned int offsets[2]={0,0};
//Load the strides with the size of each type
//strides[0] = sizeof(TextData);
//strides[1] = sizeof(PerCharData);
//Create an array which points to the buffers needed.
//ID3D11Buffer* bufferPointers[2];
//bufferPointers[0] = TextBuffer;
//bufferPointers[1] = TextInstances[_id].InstanceBuffer;
//Load the vertex buffer into the shader
//Oyster::Core::DeviceContext->IASetVertexBuffers(0, 2, bufferPointers, strides, offsets);
//Get the basic info of the technique that's loaded
//}
}