www.pudn.com > sxdl.zip > d3dfont.h


//-----------------------------------------------------------------------------
// File: D3DFont.h
//
// Desc: Texture-based font class
//-----------------------------------------------------------------------------
#ifndef D3DFONT_H
#define D3DFONT_H
#include <tchar.h>
#include <D3D9.h>


// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
#define D3DFONT_ZENABLE 0x0004
#define D3DFONT_FULLSET 0x0008

// Font rendering flags
#define D3DFONT_CENTERED_X 0x0001
#define D3DFONT_CENTERED_Y 0x0002
#define D3DFONT_TWOSIDED 0x0004
#define D3DFONT_FILTERED 0x0008


//-----------------------------------------------------------------------------
// Name: class CD3DFont
// Desc: Texture-based font class for doing text in a 3D scene.
//-----------------------------------------------------------------------------
class CD3DFont
{
private :
TCHAR m_strFontName[80]; // Font properties
DWORD m_dwFontHeight;
DWORD m_dwFontFlags;

DWORD m_dwTexWidth; // Texture dimensions
DWORD m_dwTexHeight;
FLOAT m_fTextScale;
FLOAT m_fTexCoords[256][4];
DWORD m_dwSpacing; // Character pixel spacing per side

protected :
// Stateblocks for setting and restoring render states
static LPDIRECT3DSTATEBLOCK9 m_pStateBlockSaved;
static LPDIRECT3DSTATEBLOCK9 m_pStateBlockDrawText;
LPDIRECT3DDEVICE9 m_pd3dDevice; // A D3DDevice used for rendering
LPDIRECT3DTEXTURE9 m_pTexture; // The d3d texture for this font
LPDIRECT3DVERTEXBUFFER9 m_pVB; // VertexBuffer for rendering text

// Custom vertex types for rendering text
enum { MAX_NUM_VERTICES = 60*6 } ;

struct FONT2DVERTEX { D3DXVECTOR4 p; DWORD color; FLOAT tu, tv; };
struct FONT3DVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu, tv; };

enum { D3DFVF_FONT2DVERTEX = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 } ;
enum { D3DFVF_FONT3DVERTEX = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 } ;

private :
inline FONT2DVERTEX InitFont2DVertex( const D3DXVECTOR4&amt; p, D3DCOLOR color, FLOAT tu, FLOAT tv )
{
FONT2DVERTEX v; v.p = p; v.color = color; v.tu = tu; v.tv = tv;
return v;
} ;

inline FONT3DVERTEX InitFont3DVertex( const D3DXVECTOR3&amt; p, const D3DXVECTOR3&amt; n, FLOAT tu, FLOAT tv )
{
FONT3DVERTEX v; v.p = p; v.n = n; v.tu = tu; v.tv = tv;
return v;
} ;

void Render3DText( const TCHAR* strText , DWORD dwFlags = 0L );

public:
// 2D and 3D text drawing functions
void DrawText( float x, float y, DWORD dwColor, const TCHAR* strText , DWORD dwFlags = 0L );
void DrawTextScaled( float x, float y, /* FLOAT z, */
float fXScale, float fYScale, DWORD dwColor,
const TCHAR* strText , DWORD dwFlags = 0L );
// Function to get extent of text
HRESULT GetTextExtent( const TCHAR* strText, SIZE* pSize );

// Initializing and destroying device-dependent objects
HRESULT InitDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice );
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();

// Constructor / destructor
CD3DFont( const TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags=0L );
virtual ~CD3DFont();
};




#endif