# Khaotic Engine Reborn: enginecustom/src/src/system/text_class.cpp Source File

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text_class.cpp
#include "text_class.h"
text_class::text_class()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
}
text_class::text_class(const text_class& other)
{
}
text_class::~text_class()
{
}
bool text_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, int maxLength, font_class* Font, char* text,
int positionX, int positionY, float red, float green, float blue)
{
bool result;
// Store the screen width and height.
m_screenWidth = screenWidth;
m_screenHeight = screenHeight;
// Store the maximum length of the sentence.
m_maxLength = maxLength;
// Initalize the sentence.
result = InitializeBuffers(device, deviceContext, Font, text, positionX, positionY, red, green, blue);
if (!result)
{
return false;
}
return true;
}
void text_class::Shutdown()
{
// Release the vertex and index buffers.
ShutdownBuffers();
return;
}
void text_class::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int text_class::GetIndexCount()
{
return m_indexCount;
}
bool text_class::InitializeBuffers(ID3D11Device* device, ID3D11DeviceContext* deviceContext, font_class* Font, char* text, int positionX, int positionY, float red, float green, float blue)
{
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Set the vertex and index count.
m_vertexCount = 6 * m_maxLength;
m_indexCount = m_vertexCount;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[m_indexCount];
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Initialize the index array.
for (i = 0; i < m_indexCount; i++)
{
indices[i] = i;
}
// Set up the description of the dynamic vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
return false;
}
// Set up the description of the static index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
return false;
}
// Release the vertex array as it is no longer needed.
delete[] vertices;
vertices = 0;
// Release the index array as it is no longer needed.
delete[] indices;
indices = 0;
// Now add the text data to the sentence buffers.
result = UpdateText(deviceContext, Font, text, positionX, positionY, red, green, blue);
if (!result)
{
return false;
}
return true;
}
void text_class::ShutdownBuffers()
{
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
return;
}
bool text_class::UpdateText(ID3D11DeviceContext* deviceContext, font_class* Font, char* text, int positionX, int positionY, float red, float green, float blue)
{
int numLetters;
VertexType* vertices;
float drawX, drawY;
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
VertexType* verticesPtr;
// Store the color of the sentence.
m_pixelColor = XMFLOAT4(red, green, blue, 1.0f);
// Get the number of letters in the sentence.
numLetters = (int)strlen(text);
// Check for possible buffer overflow.
if (numLetters > m_maxLength)
{
return false;
}
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Initialize vertex array to zeros at first.
memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
// Calculate the X and Y pixel position on the screen to start drawing to.
drawX = (float)(((m_screenWidth / 2) * -1) + positionX);
drawY = (float)((m_screenHeight / 2) - positionY);
// Use the font class to build the vertex array from the sentence text and sentence draw location.
Font->BuildVertexArray((void*)vertices, text, drawX, drawY);
// Lock the vertex buffer so it can be written to.
result = deviceContext->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the vertex buffer.
verticesPtr = (VertexType*)mappedResource.pData;
// Copy the data into the vertex buffer.
memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
// Unlock the vertex buffer.
deviceContext->Unmap(m_vertexBuffer, 0);
// Release the vertex array as it is no longer needed.
delete[] vertices;
vertices = 0;
return true;
}
void text_class::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride, offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
XMFLOAT4 text_class::GetPixelColor()
{
return m_pixelColor;
}
font_class
Definition font_class.h:23
text_class
Definition text_class.h:13