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Messages - NewbiZ

Pages: [1]
1
Feature requests / Outlined text
« on: June 25, 2008, 11:09:26 pm »
This is a quick and dirty implementation which only purpose is to show the result of the inner/outter trick.
You may have to add OpenGL.hpp & FontManager.hpp (from SFML sources headers) to your headers.

As Laurent said, it would be better to draw the outline offseted in each direction instead. Just some lines to change.

2
Feature requests / Outlined text
« on: June 25, 2008, 04:30:03 pm »
The simple inner/outter border trick seems to provide pretty nice results as long as the size is >=20.


Code: [Select]
#include <cstdlib>

#include "SFML/Window.hpp"
#include "SFML/Graphics.hpp"
#include <SFML/Graphics/String.hpp>
#include <SFML/Graphics/FontManager.hpp>
#include <SFML/Graphics/Image.hpp>
#include <SFML/Graphics/OpenGL.hpp>
#include <locale>

namespace sf { namespace ext
{
  class OutlinedString : public sf::String
  {
  public:
    OutlinedString(const std::string& Text, const std::string& Font = "", float Size = 32.f):
      String(Text, Font, Size) {}

    OutlinedString(const std::wstring& Text = L"", const std::string& Font = "", float Size = 32.f):
      String(Text, Font, Size) {}

  protected:
    virtual void Render(const RenderWindow& Window) const
    {
      // No text, no rendering :)
    if (GetText().empty())
        return;

    // Get the bitmap font from the font manager
    const priv::FontManager::Font& BitmapFont = priv::FontManager::GetInstance().GetBitmapFont(GetFont(), static_cast<unsigned int>(GetSize()));

    // Set the scaling factor to get the actual size
    float FactorX = GetScaleX() * GetSize() / BitmapFont.CharSize;
    float FactorY = GetScaleY() * GetSize() / BitmapFont.CharSize;
    GLCheck(glScalef(FactorX, FactorY, 1.f));

    // Bind the font texture
    BitmapFont.Texture.Bind();

    float X = 0;
    float Y = 0;

    // Draw the sprite
    glBegin(GL_QUADS);
    for (std::size_t i = 0; i < GetText().size(); ++i)
    {
        // Get the current character
        wchar_t c = GetText()[i];

        // Check if the character is in the charset
        std::map<wchar_t, priv::FontManager::Font::Character>::const_iterator It = BitmapFont.Characters.find(c);
        if (It == BitmapFont.Characters.end())
        {
            // No : add a space and continue to the next character
            X += GetSize();
            continue;
        }
        const priv::FontManager::Font::Character& CurChar = It->second;

        // Get the dimensions of the current character from font description
        const IntRect&   Rect       = CurChar.Rect;
        const FloatRect& Coord      = CurChar.Coord;
        const unsigned int AdvanceX = CurChar.Advance;
        const unsigned int AdvanceY = BitmapFont.CharSize;

        // Handle special characters
        switch (c)
        {
            case L' ' :  X += AdvanceX;        continue;
            case L'\n' : Y += AdvanceY; X = 0; continue;
            case L'\t' : X += AdvanceX * 4;    continue;
            case L'\v' : Y += AdvanceY * 4;    continue;
        }

        // Draw a textured quad for the current character
        glColor4f(0,0,0,1); //TODO: Make the outline color settable
       
        // Outter outline
        glTexCoord2f(Coord.Left,  Coord.Top);    glVertex2f(X + Rect.Left -1, Y + Rect.Top   -1 + AdvanceY);
        glTexCoord2f(Coord.Left,  Coord.Bottom); glVertex2f(X + Rect.Left -1, Y + Rect.Bottom+1 + AdvanceY);
        glTexCoord2f(Coord.Right, Coord.Bottom); glVertex2f(X + Rect.Right+1, Y + Rect.Bottom+1 + AdvanceY);
        glTexCoord2f(Coord.Right, Coord.Top);    glVertex2f(X + Rect.Right+1, Y + Rect.Top   -1 + AdvanceY);

        // Inner outline
        glTexCoord2f(Coord.Left,  Coord.Top);    glVertex2f(X + Rect.Left +1, Y + Rect.Top   +1 + AdvanceY);
        glTexCoord2f(Coord.Left,  Coord.Bottom); glVertex2f(X + Rect.Left +1, Y + Rect.Bottom-1 + AdvanceY);
        glTexCoord2f(Coord.Right, Coord.Bottom); glVertex2f(X + Rect.Right-1, Y + Rect.Bottom-1 + AdvanceY);
        glTexCoord2f(Coord.Right, Coord.Top);    glVertex2f(X + Rect.Right-1, Y + Rect.Top   +1 + AdvanceY);

        // Text
        glColor4f( GetColor().r, GetColor().g, GetColor().b, GetColor().a );
        glTexCoord2f(Coord.Left,  Coord.Top);    glVertex2f(X + Rect.Left,  Y + Rect.Top    + AdvanceY);
        glTexCoord2f(Coord.Left,  Coord.Bottom); glVertex2f(X + Rect.Left,  Y + Rect.Bottom + AdvanceY);
        glTexCoord2f(Coord.Right, Coord.Bottom); glVertex2f(X + Rect.Right, Y + Rect.Bottom + AdvanceY);
        glTexCoord2f(Coord.Right, Coord.Top);    glVertex2f(X + Rect.Right, Y + Rect.Top    + AdvanceY);

        // Advance to the next character
        X += AdvanceX;
    }
    glEnd();
    }
  };
}}

int main( int argc, char** argv )
{
  sf::RenderWindow app( sf::VideoMode( 800, 600 ), "Outlined text example" );
  app.SetBackgroundColor( sf::Color::Red );
  app.Show( true );
  app.SetCurrent();

  sf::ext::OutlinedString str( "Example outlined string", "classic.ttf", 40.f);
  str.SetColor( sf::Color::White );

  bool done=false;
  while (!done)
  {
   
    // =================================== <Events>
    sf::Event Event;
    while ( app.GetEvent(Event) )
      if (Event.Type == sf::Event::Closed)
        done = false;
    // =================================== </Events>

    // =================================== <Display>
    str.SetColor( sf::Color::White   );str.SetPosition( 10,  10 ); str.SetSize( 50.f ); app.Draw( str  );
    str.SetColor( sf::Color::Blue    );str.SetPosition( 10, 100 ); str.SetSize( 40.f ); app.Draw( str  );
    str.SetColor( sf::Color::Green   );str.SetPosition( 10, 200 ); str.SetSize( 30.f ); app.Draw( str  );
    app.Display();
    // =================================== </Display>
  }

  return EXIT_SUCCESS;
}




3
Feature requests / Outlined text
« on: June 25, 2008, 02:59:50 am »
Quote from: "Laurent"
You could also draw the text twice and slightly offsetted, to create a kind of shadow.

Example: http://newbiz.developpez.com/tutoriels/opengl/heightmap/#LVII-E
:)

4
Graphics / [Solved] Unwanted pixels showing up...
« on: June 24, 2008, 01:51:19 am »
Right after the loading of your image:
Code: [Select]
image->SetSmooth( false );

5
General discussions / SFML 1.3 -- sonames
« on: June 23, 2008, 04:16:16 pm »
Hey, I suggest the creation of a tool [used to generate an autotool config file [used to generate makefiles [used to generate gcc calls]]] ...

Oops, that was obviously ironic :>

Voting for make here too.
It's simpler (and widely known) for "the rest of us", those only willing to quickly build on linux without additionnal needs other than make.

6
General discussions / SFML 1.3 and OS X
« on: June 23, 2008, 03:59:20 pm »
Same here, waiting for the OSX release, and willing to help ;) Do not hesitate if you need any help or build/runtime feedbacks (mac intel on 10.5.3)
Good luck!

7
Graphics / PNG loader might be broken in 1.2
« on: June 21, 2008, 05:42:31 am »
Quote from: "quasius"
automatically grouping images together on one texture to reduce wasted white space
And binds! these are so time expensive!

8
Graphics / RenderWindow not showing OpenGL elements
« on: May 24, 2008, 11:19:23 pm »
I suppose the raised exception is a std::bad_alloc.

It seems you defined _DEBUG ( Project -> Properties -> C++ -> Preprocessor ) and linked release libs.

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