Make autopackage work
[crack-attack.git] / src / obj_name.cxx
blobcddace4d729e854af00dbf47b66cb9e0574e3c3a
1 /*
2 * names.cxx
3 * Daniel Nelson - 11/9/0
5 * Copyright (C) 2000 Daniel Nelson
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 * Daniel Nelson - aluminumangel.org
22 * 174 W. 18th Ave.
23 * Columbus, OH 43210
25 * Build the name texture.
28 #include <GL/glut.h>
30 #ifndef _WIN32
31 #else
32 # include <glext.h>
33 #endif
35 using namespace std;
37 #include "Game.h"
38 #include "Displayer.h"
39 #include "String.h"
40 #include "MetaState.h"
41 #include "Communicator.h"
43 GLuint Displayer::name_texture;
45 void Displayer::generateNameTexture ( )
47 glGenTextures(1, &name_texture);
49 glBindTexture(GL_TEXTURE_2D, name_texture);
51 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
54 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
56 GLubyte texture[DC_NAME_TEX_LENGTH_T][DC_NAME_TEX_LENGTH_S][3];
57 for (int t = DC_NAME_TEX_LENGTH_T; t--; )
58 for (int s = DC_NAME_TEX_LENGTH_S; s--; )
59 texture[t][s][0] = texture[t][s][1] = texture[t][s][2] = 0;
61 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, DC_NAME_TEX_LENGTH_S,
62 DC_NAME_TEX_LENGTH_T, GL_FALSE, GL_RGB, GL_UNSIGNED_BYTE, texture);
64 if (MetaState::mode & CM_SOLO) {
66 int width = String::stringWidth(MetaState::player_name,
67 DC_NAME_TEX_LENGTH_S);
69 GLubyte *name_subtexture = new GLubyte[DC_LETTER_TEX_LENGTH * width * 4];
70 String::fillStringTexture(MetaState::player_name, name_subtexture, width);
72 glTexSubImage2D(GL_TEXTURE_2D, 0, (DC_NAME_TEX_LENGTH_S - width) / 2,
73 (DC_NAME_TEX_LENGTH_T - DC_LETTER_TEX_LENGTH) / 2, width,
74 DC_LETTER_TEX_LENGTH, GL_RGBA, GL_UNSIGNED_BYTE, name_subtexture);
76 if (name_subtexture != null) {
77 delete [] name_subtexture;
78 name_subtexture = null;
81 } else {
82 int x;
83 int width;
84 GLubyte *string_subtexture;
86 width = String::stringWidth(DC_VS_STRING, DC_NAME_TEX_LENGTH_S);
88 string_subtexture = new GLubyte[DC_LETTER_TEX_LENGTH * width * 4];
89 String::fillStringTexture(DC_VS_STRING, string_subtexture, width);
91 glTexSubImage2D(GL_TEXTURE_2D, 0, (DC_NAME_TEX_LENGTH_S - width) / 2,
92 (DC_NAME_TEX_LENGTH_T - DC_LETTER_TEX_LENGTH) / 2, width,
93 DC_LETTER_TEX_LENGTH, GL_RGBA, GL_UNSIGNED_BYTE, string_subtexture);
95 if (string_subtexture != null) {
96 delete [] string_subtexture;
97 string_subtexture = null;
100 width = String::stringWidth(MetaState::player_name, DC_NAME_TEX_LENGTH_S);
102 string_subtexture = new GLubyte[DC_LETTER_TEX_LENGTH * width * 4];
103 String::fillStringTexture(MetaState::player_name, string_subtexture, width);
105 if (width >= 2 * DC_NAME_TEX_LENGTH_S / 3)
106 x = 0;
107 else
108 x = ((2 * DC_NAME_TEX_LENGTH_S / 3) - width) / 2;
109 glTexSubImage2D(GL_TEXTURE_2D, 0, x, 0, width,
110 DC_LETTER_TEX_LENGTH, GL_RGBA, GL_UNSIGNED_BYTE, string_subtexture);
112 if (string_subtexture != null) {
113 delete [] string_subtexture;
114 string_subtexture = null;
117 width = String::stringWidth(Communicator::opponent_name,
118 DC_NAME_TEX_LENGTH_S);
120 string_subtexture = new GLubyte[DC_LETTER_TEX_LENGTH * width * 4];
121 String::fillStringTexture(Communicator::opponent_name, string_subtexture,
122 width);
124 if (width >= 2 * DC_NAME_TEX_LENGTH_S / 3)
125 x = DC_NAME_TEX_LENGTH_S - width;
126 else
127 x = DC_NAME_TEX_LENGTH_S - width
128 - ((2 * DC_NAME_TEX_LENGTH_S / 3) - width) / 2;
129 glTexSubImage2D(GL_TEXTURE_2D, 0, x,
130 DC_NAME_TEX_LENGTH_T - DC_LETTER_TEX_LENGTH, width,
131 DC_LETTER_TEX_LENGTH, GL_RGBA, GL_UNSIGNED_BYTE, string_subtexture);
133 if (string_subtexture != null) {
134 delete [] string_subtexture;
135 string_subtexture = null;