port from perforce
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64
evoke-64k/bp10/textinfo.cpp
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64
evoke-64k/bp10/textinfo.cpp
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#include "textinfo.h"
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#include "intrin.h"
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#include "globals.h"
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#ifdef EXTRACODE
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int m_iTextCount= 0;
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char m_pcTextData[65536];
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STextInfo m_TextInfos[ m_iMaxTextCount ];
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#else
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#include "textdata.h"
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#endif
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void CreateTextRenderJobs()
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{
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int iObj= OI_Text;
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int iTextPos= 0;
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for( int i= 0; i < m_iTextCount; ++i )
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{
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assert( iObj <= OI_TextLast );
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g_Objects[ iObj ].CreateTextMesh( m_pcTextData + iTextPos );
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g_Objects[ iObj ].m_iUsedPreShader= PreDepth;
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g_Objects[ iObj ].m_iUsedShader[ 0 ]= Text;
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iObj++;
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iTextPos+= 1 + strlen( m_pcTextData + iTextPos );
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}
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}
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void SetTextPos( int iTime )
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{
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int iObj= OI_Text;
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for( int i= 0; i < m_iTextCount; ++i )
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{
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STextInfo& ti= m_TextInfos[ i ];
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D3DXVECTOR3 v3Pos= ti.m_v3Pos;
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if( iTime >= ti.m_iTimeStart + ti.m_iTimeLength )
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{
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v3Pos+= ti.m_v3Move;
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}
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else if( iTime > ti.m_iTimeStart )
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{
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float fFac= (float)( ti.m_iTimeStart - iTime )/ (float)ti.m_iTimeLength;
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v3Pos+= ti.m_v3Move * ( 0.5f - 0.5f * cos( fFac * c_PI ) );
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}
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if( v3Pos.y > 300.0f || iTime > 304 * 1000 )
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{
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v3Pos.y= -300.0f;
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}
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D3DXMATRIX matResult;
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D3DXMATRIX mat;
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D3DXMatrixScaling( &matResult, ti.m_v3Scale.x, ti.m_v3Scale.y, ti.m_v3Scale.z );
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D3DXMatrixRotationYawPitchRoll( &mat, ti.m_v3Rot.x, ti.m_v3Rot.y, ti.m_v3Rot.z );
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D3DXMatrixMultiply( &matResult,&matResult,&mat);
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D3DXMatrixTranslation( &mat, v3Pos.x, v3Pos.y, v3Pos.z );
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D3DXMatrixMultiply( &matResult,&matResult,&mat);
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assert( iObj <= OI_TextLast );
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g_Objects[ iObj ].SetTransformation( matResult );
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iObj++;
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}
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}
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