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use the global fontcache; this has the nice side-effect that the font is

now settable via /sim/gui/style/fonts/splash/{name,size,slant}
This commit is contained in:
mfranz 2006-06-05 20:49:35 +00:00
parent 067e6d56c2
commit 55903e9a07

View file

@ -54,14 +54,8 @@
#include "fg_os.hxx" #include "fg_os.hxx"
#include "renderer.hxx" #include "renderer.hxx"
static const int fontsize = 19;
static const char fontname[] = "default.txf";
static const char *progress_text = 0; static const char *progress_text = 0;
static SGTexture splash; static SGTexture splash;
static fntTexFont font;
static fntRenderer info;
// Initialize the splash screen // Initialize the splash screen
@ -70,26 +64,6 @@ void fgSplashInit ( const char *splash_texture ) {
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" ); SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
SGPath fontpath;
char* envp = ::getenv("FG_FONTS");
if (envp != NULL) {
fontpath.set(envp);
} else {
fontpath.set(globals->get_fg_root());
fontpath.append("Fonts");
}
SGPath path(fontpath);
path.append(fontname);
if (!font.load((char *)path.c_str())) {
SG_LOG( SG_GENERAL, SG_ALERT, "Error loading font " << path.str() );
return;
}
info.setFont(&font);
info.setPointSize(fontsize);
if (!fgGetBool("/sim/startup/splash-screen")) if (!fgGetBool("/sim/startup/splash-screen"))
return; return;
@ -137,6 +111,8 @@ void fgSplashProgress ( const char *s )
// Update the splash screen with alpha specified from 0.0 to 1.0 // Update the splash screen with alpha specified from 0.0 to 1.0
void fgSplashUpdate ( float alpha ) { void fgSplashUpdate ( float alpha ) {
const int EMPTYSPACE = 80;
int screen_width = fgGetInt("/sim/startup/xsize", 0); int screen_width = fgGetInt("/sim/startup/xsize", 0);
int screen_height = fgGetInt("/sim/startup/ysize", 0); int screen_height = fgGetInt("/sim/startup/ysize", 0);
@ -144,8 +120,8 @@ void fgSplashUpdate ( float alpha ) {
return; return;
globals->get_renderer()->resize(screen_width, screen_height); globals->get_renderer()->resize(screen_width, screen_height);
int size = screen_width < (screen_height - 5 * fontsize) int size = screen_width < (screen_height - EMPTYSPACE)
? screen_width : screen_height - 5 * fontsize; ? screen_width : screen_height - EMPTYSPACE;
if (size > 512) if (size > 512)
size = 512; size = 512;
@ -193,29 +169,28 @@ void fgSplashUpdate ( float alpha ) {
glEnd(); glEnd();
} }
if (info.getFont() && progress_text && fgGetBool("/sim/startup/splash-progress", true)) { if (progress_text && fgGetBool("/sim/startup/splash-progress", true)) {
glEnable(GL_ALPHA_TEST); glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glAlphaFunc(GL_GREATER, 0.1f); glAlphaFunc(GL_GREATER, 0.1f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
float left, right, bot, top; puFont *fnt = globals->get_fontcache()->get(fgGetNode("/sim/gui/style/fonts/splash"));
info.begin(); glDisable(GL_TEXTURE_2D);
FGColor c(1.0, 0.9, 0.0); FGColor c(1.0, 0.9, 0.0);
c.merge(fgGetNode("/sim/gui/style/colors/splash-font")); c.merge(fgGetNode("/sim/gui/style/colors/splash-font"));
glColor4f(c.red(), c.green(), c.blue(), alpha); glColor4f(c.red(), c.green(), c.blue(), alpha);
font.getBBox(progress_text, fontsize, 0, &left, &right, &bot, &top); float height = fnt->getStringHeight("/M");
info.start2f((screen_width - right) / 2.0, 10.0 - bot); float descender = fnt->getStringDescender();
info.puts(progress_text); float width = fnt->getFloatStringWidth(progress_text);
fnt->drawString(progress_text, int((screen_width - width) / 2.0), int(10 + descender));
const char *s = fgGetString("/sim/startup/splash-title", ""); const char *title = fgGetString("/sim/startup/splash-title", "");
font.getBBox(s, fontsize, 0, &left, &right, &bot, &top); width = fnt->getFloatStringWidth(title);
info.start2f((screen_width - right) / 2.0, screen_height - top - bot - 10.0); fnt->drawString(title, int((screen_width - width) / 2), int(screen_height - 10 - height));
info.puts(s);
info.end();
} }
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);