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