/* * Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com> * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.terasology.rendering.gui.components; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.GL11; import org.newdawn.slick.AngelCodeFont; import org.newdawn.slick.Color; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureImpl; import org.terasology.logic.manager.FontManager; import org.terasology.logic.manager.ShaderManager; import org.terasology.performanceMonitor.PerformanceMonitor; import org.terasology.rendering.gui.framework.UIDisplayElement; import javax.vecmath.Vector2f; import static org.lwjgl.opengl.GL11.glDisable; /** * Simple text element supporting text shadowing. * * @author Benjamin Glatzel <benjamin.glatzel@me.com> */ public class UIText extends UIDisplayElement { protected String _text = ""; private Color _shadowColor = new Color(Color.black); private Color _color = new Color(Color.white); private AngelCodeFont _font = FontManager.getInstance().getFont("default"); private boolean _shadowed = true; // TODO HACK private Texture _workaroundTexture = new TextureImpl("abc", 0, 0); private final Vector2f _shadowOffset = new Vector2f(-1, 0); public UIText() { super(); } public UIText(String text) { super(); _text = text; } public UIText(Vector2f position) { super(position); } public void render() { PerformanceMonitor.startActivity("Render UIText"); ShaderManager.getInstance().enableDefaultTextured(); // TODO HACK: Workaround because the internal Slick texture mechanism is never used _workaroundTexture.bind(); if (_shadowed) _font.drawString(_shadowOffset.x, _shadowOffset.y, _text, _shadowColor); _font.drawString(0, 0, _text, _color); // TODO: Also ugly.. glDisable(GL11.GL_TEXTURE_2D); PerformanceMonitor.endActivity(); } @Override public void update() { // Nothing to do here } public String getText() { return _text; } public void setText(String text) { _text = text; } public Color getColor() { return _color; } public void setColor(Color color) { _color = color; } public Color getShadowColor() { return _shadowColor; } public void setShadowColor(Color shadowColor) { _shadowColor = shadowColor; } public void setShadowed(boolean shadowed) { _shadowed = shadowed; } public boolean isShadowed() { return _shadowed; } public AngelCodeFont getFont() { return _font; } public void setFont(AngelCodeFont font) { _font = font; } public int getTextHeight() { return _font.getHeight(_text); } public int getTextWidth() { return _font.getWidth(_text); } public Vector2f calcCenterPosition() { // This has to be calculated separately since the width of the text depends on the selected font return new Vector2f(Display.getWidth() / 2 - getTextWidth() / 2, Display.getHeight() / 2 - getTextHeight()); } }