the pain is gone
[carveJwlIkooP6JGAAIwe30JlM.git] / font.h
diff --git a/font.h b/font.h
index 82af99a5126d81798def08996bc3679ac53c89bd..b1185f9e6800b1855dfb9474a2163deed635864b 100644 (file)
--- a/font.h
+++ b/font.h
@@ -53,7 +53,9 @@ enum efont_SRglyph{
    k_SRglyph_kbm_ctrl      = 0x9f,
    k_SRglyph_kbm_alt       = 0xa0,
    k_SRglyph_kbm_space     = 0xa1,
-   k_SRglyph_kbm_return    = 0xa2
+   k_SRglyph_kbm_return    = 0xa2,
+   k_SRglyph_kbm_escape    = 0xa3,
+   k_SRglyph_kbm_mousemove = 0xa4
 };
 
 typedef struct font3d font3d;
@@ -138,61 +140,77 @@ VG_STATIC ent_glyph *font3d_glyph( font3d *font, u32 variant_id, u32 utf32 )
    return mdl_arritm( &font->glyphs, index );
 }
 
+struct font3d_render{
+   v4f offset;
+   font3d *font;
+   const u8 *u8pch;
+   u32 variant_id;
+};
+
 VG_STATIC 
-float font3d_simple_draw( font3d *font, u32 variant_id, const char *text
-                         camera *cam, m4x3f transform )
+void font3d_begin( font3d *font, u32 variant_id
+                    camera *cam, m4x3f transform, struct font3d_render *render )
 {
-   v4f offset;
-   q_identity( offset );
+   q_identity( render->offset );
 
    m4x4f prev_mtx;
-
    m4x3_expand( transform, prev_mtx );
    m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
 
    shader_model_font_uPvmPrev( prev_mtx );
    shader_model_font_uMdl( transform );
 
-   const u8 *u8str = (u8*)text;
+   render->font = font;
+   render->variant_id = variant_id;
+}
+
+VG_STATIC void font3d_draw( struct font3d_render *render )
+{
+   u32 max_chars = 512;
+   while( render->u8pch && max_chars ){
+      max_chars --;
 
-   for( u32 i=0;; i++ ){
-      u32 c0 = u8str[i],
-          c1;
+      u32 c0 = *render->u8pch, c1;
+      render->u8pch ++;
 
       if( !c0 ) break;
 
-      ent_glyph *glyph0 = font3d_glyph( font, variant_id, c0 ),
+      ent_glyph *glyph0 = font3d_glyph( render->font, render->variant_id, c0 ),
                 *glyph1;
 
       /* multibyte characters */
       if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
-         c1 = u8str[i+1];
+         c1 = *render->u8pch;
          if( !c1 ) break;
-         glyph1 = font3d_glyph( font, variant_id, c1 );
+         glyph1 = font3d_glyph( render->font, render->variant_id, c1 );
       }
 
       if( c0 == k_SRglyph_ctrl_variant ){
-         variant_id = c1;
-         i ++;
+         render->variant_id = c1;
+         render->u8pch ++;
          continue;
       }
       else if( c0 == k_SRglyph_ctrl_size ){
-         offset[3] = (float)c1 * (1.0f/255.0f);
-         i ++;
+         render->offset[3] = (float)c1 * (1.0f/255.0f);
+         render->u8pch ++;
          continue;
       }
       else if( c0 == k_SRglyph_ctrl_baseline ){
-         offset[1] = 0.0f;
+         render->offset[1] = 0.0f;
          continue;
       }
       else if( c0 == k_SRglyph_ctrl_center ){
-         if( glyph1 )
-            offset[1] = (glyph1->size[1] - glyph1->size[1]*offset[3]) * 0.5f;
+         if( glyph1 ){
+            float diff = glyph1->size[1] - glyph1->size[1]*render->offset[3];
+            render->offset[1] = diff * 0.5f;
+         }
          continue;
       }
       else if( c0 == k_SRglyph_ctrl_top ){
-         if( glyph1 )
-            offset[1] = glyph1->size[1] - glyph1->size[1]*offset[3];
+         if( glyph1 ){
+            float diff = glyph1->size[1] - glyph1->size[1]*render->offset[3];
+            render->offset[1] = diff;
+         }
          continue;
       }
 
@@ -201,23 +219,34 @@ float font3d_simple_draw( font3d *font, u32 variant_id, const char *text,
       if( glyph1 && (c0 == k_SRglyph_mod_square || c0 == k_SRglyph_mod_circle)){
          v4f v0;
          v2_sub( glyph0->size, glyph1->size, v0 );
-         v2_muladds( offset, v0, -0.5f, v0 );
-         v0[2] = offset[2];
-         v0[3] = offset[3];
+         v2_muladds( render->offset, v0, -0.5f, v0 );
+         v0[2] = render->offset[2];
+         v0[3] = render->offset[3];
 
          shader_model_font_uOffset( v0 );
          mesh_drawn( glyph0->indice_start, glyph0->indice_count );
          continue;
       }
       else{
-         shader_model_font_uOffset( offset );
+         shader_model_font_uOffset( render->offset );
          mesh_drawn( glyph0->indice_start, glyph0->indice_count );
       }
 
-      offset[0] += glyph0->size[0]*offset[3];
+      render->offset[0] += glyph0->size[0]*render->offset[3];
    }
 
-   return offset[0];
+   render->u8pch = NULL;
+}
+
+VG_STATIC 
+float font3d_simple_draw( font3d *font, u32 variant_id, const char *text, 
+                         camera *cam, m4x3f transform )
+{
+   struct font3d_render render;
+   font3d_begin( font, variant_id, cam, transform, &render );
+   render.u8pch = (u8*)text;
+   font3d_draw( &render );
+   return render.offset[0];
 }
 
 VG_STATIC