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/***************************************************************************
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* Copyright (C) 2004 by E.Ros *
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* rosenric@dei.unipd.it *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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***************************************************************************/
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#ifndef FIRESAVER_WRITER_H
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#define FIRESAVER_WRITER_H
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#include <tqgl.h>
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#include <tqptrlist.h>
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#include <tqmap.h>
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#include <tqstring.h>
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class Symbol
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{
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public:
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Symbol( unsigned int textureNumber, float l, float t, float r, float b )
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: scale((r - l) / (b - t)), texNum(textureNumber), L(l), T(1-t), R(r), B(1-b)
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{
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v1[0] = -scale; v1[1] = 1;
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v2[0] = -scale; v2[1] = -1;
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v3[0] = scale; v3[1] = 1;
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v4[0] = scale; v4[1] = -1;
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}
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float scale;
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inline void renderSymbol()
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{
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//draw the symbol and update "cursor"'s position
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glBindTexture( GL_TEXTURE_2D, texNum );
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glTranslatef( scale, 0, 0 );
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2f( L, T );
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glVertex2fv( v1 );
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glTexCoord2f( L, B );
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glVertex2fv( v2 );
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glTexCoord2f( R, T );
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glVertex2fv( v3 );
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glTexCoord2f( R, B );
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glVertex2fv( v4 );
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glEnd();
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glTranslatef( scale, 0, 0 );
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}
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private:
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float v1[2], v2[2], v3[2], v4[2];
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unsigned int texNum; //number of texture to activate
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float L, T, R, B; //coordinates for mapping
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};
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class Word
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{
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friend class Writer;
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public:
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Word( const char * text, TQMap<char, Symbol *> * map, float scale = 1.0 );
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inline void renderWord( double dT );
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inline bool isDead();
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private:
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float width, scale, cX, cY;
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float vScale, vX, vY;
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float activateTime, lifeTime, currentTime;
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float color[4];
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TQPtrList<Symbol> symbolList;
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};
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/*
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*
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**/
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class Writer
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{
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public:
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Writer( TQString descFileName );
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~Writer();
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//types of effects implemented
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enum effectType { NoEffect = 0, Sequence, Fun1, Fun2 };
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//call this function to add a sentence to the renderer
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void spawnWords( TQString phrase, effectType fx = NoEffect );
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//called to get the words on screen using OpenGL
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//Note: the context must be set up. Words are drawn on XY plane
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//inside a rectangle with 10 units's side.
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void render( double dT );
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private:
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//misc utility functions
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bool loadMap( TQString );
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//texture 'references' used by GL to delete allocated textures
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int numTextures;
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unsigned int texArray[16];
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//list of words and map of symbols
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TQPtrList<Word> wordList;
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TQMap<char, Symbol *> symbolMap;
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//disables standard constructor
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Writer();
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};
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#endif
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