Cube  Diff

Differences From Artifact [d117eaf6b5]:

To Artifact [4a2a0ee6d3]:


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	{ 270, 448, 310, 512 }, //}
	{ 310, 448, 363, 512 }, //~
};

int
text_width(OFString *string)
{
	@autoreleasepool {
		const char *str = string.UTF8String;
		size_t len = string.UTF8StringLength;

		int x = 0;
		for (int i = 0; i < len; i++) {
			int c = str[i];
			if (c == '\t') {
				x = (x + PIXELTAB) / PIXELTAB * PIXELTAB;
				continue;
			}

			if (c == '\f')
				continue;

			if (c == ' ') {
				x += FONTH / 2;
				continue;
			}

			c -= 33;
			if (c < 0 || c >= 95)
				continue;

			int in_width = char_coords[c][2] - char_coords[c][0];
			x += in_width + 1;
		}

		return x;
	}
}

void
draw_textf(OFConstantString *format, int left, int top, int gl_num, ...)
{
	@autoreleasepool {
		va_list arguments;
		va_start(arguments, gl_num);
		OFString *str = [[OFString alloc] initWithFormat:format
		                                       arguments:arguments];
		va_end(arguments);
		draw_text(str, left, top, gl_num);
	}
}

void
draw_text(OFString *string, int left, int top, int gl_num)
{
	@autoreleasepool {
		glBlendFunc(GL_ONE, GL_ONE);
		glBindTexture(GL_TEXTURE_2D, gl_num);
		glColor3ub(255, 255, 255);

		int x = left;
		int y = top;

		int i;
		float in_left, in_top, in_right, in_bottom;
		int in_width, in_height;

		const char *str = string.UTF8String;
		size_t len = string.UTF8StringLength;
		for (i = 0; i < len; i++) {
			int c = str[i];

			if (c == '\t') {
				x = (x - left + PIXELTAB) / PIXELTAB *
				        PIXELTAB +
				    left;
				continue;
			}

			if (c == '\f') {
				glColor3ub(64, 255, 128);
				continue;
			}

			if (c == ' ') {
				x += FONTH / 2;
				continue;
			}

			c -= 33;
			if (c < 0 || c >= 95)
				continue;

			in_left = ((float)char_coords[c][0]) / 512.0f;
			in_top = ((float)char_coords[c][1] + 2) / 512.0f;
			in_right = ((float)char_coords[c][2]) / 512.0f;
			in_bottom = ((float)char_coords[c][3] - 2) / 512.0f;

			in_width = char_coords[c][2] - char_coords[c][0];
			in_height = char_coords[c][3] - char_coords[c][1];

			glBegin(GL_QUADS);
			glTexCoord2f(in_left, in_top);
			glVertex2i(x, y);
			glTexCoord2f(in_right, in_top);
			glVertex2i(x + in_width, y);
			glTexCoord2f(in_right, in_bottom);
			glVertex2i(x + in_width, y + in_height);
			glTexCoord2f(in_left, in_bottom);
			glVertex2i(x, y + in_height);
			glEnd();

			xtraverts += 4;
			x += in_width + 1;
		}
	}
}

// also Don's code, so goes in here too :)

void
draw_envbox_aux(float s0, float t0, int x0, int y0, int z0, float s1, float t1,







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	{ 270, 448, 310, 512 }, //}
	{ 310, 448, 363, 512 }, //~
};

int
text_width(OFString *string)
{

	const char *str = string.UTF8String;
	size_t len = string.UTF8StringLength;

	int x = 0;
	for (int i = 0; i < len; i++) {
		int c = str[i];
		if (c == '\t') {
			x = (x + PIXELTAB) / PIXELTAB * PIXELTAB;
			continue;
		}

		if (c == '\f')
			continue;

		if (c == ' ') {
			x += FONTH / 2;
			continue;
		}

		c -= 33;
		if (c < 0 || c >= 95)
			continue;

		int in_width = char_coords[c][2] - char_coords[c][0];
		x += in_width + 1;
	}

	return x;

}

void
draw_textf(OFConstantString *format, int left, int top, int gl_num, ...)
{

	va_list arguments;
	va_start(arguments, gl_num);
	OFString *str = [[OFString alloc] initWithFormat:format
	                                       arguments:arguments];
	va_end(arguments);
	draw_text(str, left, top, gl_num);

}

void
draw_text(OFString *string, int left, int top, int gl_num)
{

	glBlendFunc(GL_ONE, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, gl_num);
	glColor3ub(255, 255, 255);

	int x = left;
	int y = top;

	int i;
	float in_left, in_top, in_right, in_bottom;
	int in_width, in_height;

	const char *str = string.UTF8String;
	size_t len = string.UTF8StringLength;
	for (i = 0; i < len; i++) {
		int c = str[i];

		if (c == '\t') {
			x = (x - left + PIXELTAB) / PIXELTAB * PIXELTAB + left;


			continue;
		}

		if (c == '\f') {
			glColor3ub(64, 255, 128);
			continue;
		}

		if (c == ' ') {
			x += FONTH / 2;
			continue;
		}

		c -= 33;
		if (c < 0 || c >= 95)
			continue;

		in_left = ((float)char_coords[c][0]) / 512.0f;
		in_top = ((float)char_coords[c][1] + 2) / 512.0f;
		in_right = ((float)char_coords[c][2]) / 512.0f;
		in_bottom = ((float)char_coords[c][3] - 2) / 512.0f;

		in_width = char_coords[c][2] - char_coords[c][0];
		in_height = char_coords[c][3] - char_coords[c][1];

		glBegin(GL_QUADS);
		glTexCoord2f(in_left, in_top);
		glVertex2i(x, y);
		glTexCoord2f(in_right, in_top);
		glVertex2i(x + in_width, y);
		glTexCoord2f(in_right, in_bottom);
		glVertex2i(x + in_width, y + in_height);
		glTexCoord2f(in_left, in_bottom);
		glVertex2i(x, y + in_height);
		glEnd();

		xtraverts += 4;
		x += in_width + 1;

	}
}

// also Don's code, so goes in here too :)

void
draw_envbox_aux(float s0, float t0, int x0, int y0, int z0, float s1, float t1,