Played with a shadow feature to the fonts; not used now, but leaving the code in just in case we ever want that (and it's sorta likely to happen); the code also doesn't hurt to stay there if unused
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@4244 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -28,6 +28,7 @@ ScalableFont::ScalableFont(IGUIEnvironment *env, const io::path& filename)
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#endif
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#endif
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m_scale = 1.0f;
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m_scale = 1.0f;
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m_shadow = false;
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if (Environment)
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if (Environment)
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{
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{
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@ -57,7 +58,11 @@ ScalableFont::~ScalableFont()
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if (SpriteBank)
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if (SpriteBank)
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SpriteBank->drop();
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SpriteBank->drop();
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}
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}
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void ScalableFont::setShadow(irr::video::SColor col)
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{
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m_shadow = true;
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m_shadow_color = col;
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}
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//! loads a font file from xml
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//! loads a font file from xml
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bool ScalableFont::load(io::IXMLReader* xml)
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bool ScalableFont::load(io::IXMLReader* xml)
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@ -487,6 +492,19 @@ void ScalableFont::draw(const core::stringw& text, const core::rect<s32>& positi
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if (!Driver)
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if (!Driver)
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return;
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return;
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if (m_shadow)
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{
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m_shadow = false; // avoid infinite recursion
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core::rect<s32> shadowpos = position;
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shadowpos.LowerRightCorner.X += 2;
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shadowpos.LowerRightCorner.Y += 2;
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draw(text, shadowpos, m_shadow_color, hcenter, vcenter, clip);
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m_shadow = true; // set back
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}
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//color = video::SColor(255,255,255,255);
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//color = video::SColor(255,255,255,255);
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core::dimension2d<s32> textDimension;
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core::dimension2d<s32> textDimension;
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@ -31,6 +31,8 @@ namespace gui
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class ScalableFont : public IGUIFontBitmap
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class ScalableFont : public IGUIFontBitmap
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{
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{
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float m_scale;
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float m_scale;
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bool m_shadow;
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irr::video::SColor m_shadow_color;
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public:
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public:
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//! constructor
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//! constructor
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@ -70,6 +72,8 @@ public:
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virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const;
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virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const;
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virtual s32 getKerningHeight() const;
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virtual s32 getKerningHeight() const;
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void setShadow(irr::video::SColor col);
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//! gets the sprite bank
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//! gets the sprite bank
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virtual IGUISpriteBank* getSpriteBank() const;
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virtual IGUISpriteBank* getSpriteBank() const;
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