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Add text GUI

This commit is contained in:
Fiesta87 2017-01-20 20:17:49 +01:00
parent 1c5d6addf6
commit af14bf15a5
3 changed files with 449 additions and 0 deletions

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.gitignore vendored
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# virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml
hs_err_pid*
/.idea/
/bin/

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package globalgamejam.gui;
public class Image {
protected float x, y;
protected float width, height;
protected int angle;
protected int textureID;
public Image(float x, float y, float width, float height, int textureID) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.textureID = textureID;
}
public float getX() {
return x;
}
public void setX(float x) {
this.x = x;
}
public float getY() {
return y;
}
public void setY(float y) {
this.y = y;
}
public float getWidth() {
return width;
}
/**
* @param width the width to set
*/
public void setWidth(float width) {
this.width = width;
}
public float getHeight() {
return height;
}
/**
* @param height the height to set
*/
public void setHeight(float height) {
this.height = height;
}
public int getTextureID() {
return textureID;
}
/**
* IT DOESN'T WORKS
* Rotate the image in the counter-clock wise of the specified angle in degrees
* @param rotationAngle (int) : the angle to rotate in degrees
*/
public void rotate(int rotationAngle){
this.angle += rotationAngle;
this.angle = this.angle % 360;
}
/**
* IT DOESN'T WORKS
* Set the angle of the Image
* @param angle (int) : the angle, between -360 and +360 degrees
*/
public void rotateTo(int angle){
this.angle = angle;
this.angle = this.angle % 360;
}
/**
* IT DOESN'T WORKS
* Return the actuel angle
* @return angle (int) : the actual angle
*/
public int getAngle() {
return angle;
}
public void setPosition(float x, float y){
this.setX(x);
this.setY(y);
}
}

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package globalgamejam.gui;
import static org.lwjgl.opengl.GL11.*;
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL12;
/**
* usefull to print 2D text in openGL LWJGL application
* @author Jean-Baptiste Pommeret (Fiesta)
* @version 1.0
*/
public class Label {
private static final int BYTES_PER_PIXEL = 4;//3 for RGB, 4 for RGBA
private Image label;
private float x, y;
private String text;
private Color color;
private int size;
private int witdh, height;
private String font;
/**
* Full constructor of a Label
* @param text (String) : the text to print
* @param xC (float) : the x coordonnate of the frame where start printing the Label (upper left corner)
* @param yC (float) : the y coordonnate of the frame where start printing the Label (upper left corner)
* @param color (java.awt.Color) : the Color you wish for the text
* @param font (String) : the font (i.e. "Arial" or "Times new roman")
* @param size (int) : the font size
*/
public Label(String text, float xC, float yC, Color color, String font, int size){
this.text = text;
this.x = xC;
this.y = yC;
this.color = color;
this.size = size;
this.font = font;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
this.witdh = fm.stringWidth(this.text);
this.height = fm.getHeight();
final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(xC, yC, image.getWidth(), image.getHeight(), textureID);
}
/**
* Default constructor of a Label. Call the full constructor -> Label("", 100, 100, Color.white, "Arial", 30)
*/
public Label(){
this("");
}
/**
* Construct a Label from the text param and default statement.
* Call the full constructor -> Label(text, 100, 100, Color.white, "Arial", 30)
* @param text (String) : the text to print
*/
public Label(String text){
this(text, 100, 100, Color.white, "Arial", 30);
}
/**
* Return the actual Color of the Label
* @return color (java.awt.Color) : the Color of the Label
*/
public Color getColor() {
return color;
}
/**
* Set the Color of the Label. Automaticaly update the Label to use the new Color
* @param color (java.awt.Color) : the new Color of the Label
*/
public void setColor(Color color) {
this.color = color;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
this.witdh = fm.stringWidth(this.text);
this.height = fm.getHeight();
final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
}
/**
* Return the text of the Label
* @return text (String) : the text of the Label
*/
public String getText() {
return text;
}
/**
* Set the text of the Label. Automaticaly update the Label to use the new text
* @param text (String) : the new text to display
*/
public void setText(String text) {
this.text = text;
Font f_font = new Font(font, Font.PLAIN, size);
// to get the width of the text
BufferedImage img = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
FontMetrics fm = img.getGraphics().getFontMetrics(f_font);
this.witdh = fm.stringWidth(this.text);
this.height = fm.getHeight();
final BufferedImage image = new BufferedImage(this.witdh, this.height, BufferedImage.TYPE_INT_ARGB);
// makeTransparent(image);
Graphics g = image.getGraphics();
g.setFont(f_font);
g.setColor(this.color);
g.drawString(this.text, 0, size);
g.dispose();
int[] pixels = new int[image.getWidth() * image.getHeight()];
image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());
ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB
for(int y = 0; y < image.getHeight(); y++){
for(int x = 0; x < image.getWidth(); x++){
int pixel = pixels[y * image.getWidth() + x];
buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
buffer.put((byte) (pixel & 0xFF)); // Blue component
buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component. Only for RGBA
}
}
buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS
// You now have a ByteBuffer filled with the color data of each pixel.
// Now just create a texture ID and bind it. Then you can load it using
// whatever OpenGL method you want, for example:
int textureID = glGenTextures(); //Generate texture ID
glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID
//Setup wrap mode
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
//Setup texture scaling filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Send texel data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
this.label = new Image(this.x, this.y, image.getWidth(), image.getHeight(), textureID);
}
/**
* Return the x coordonnate of the Label (upper left corner)
* @return x (float) : the x coordonnate of the Label
*/
public float getX() {
return x;
}
/**
* Set the x coordonnate of the Label (upper left corner)
* @param x (float) : the new x coordonnate of the Label
*/
public void setX(float x) {
this.x = x;
label.setX(x);
}
/**
* Return the y coordonnate of the Label (upper left corner)
* @return y (float) : the y coordonnate of the Label
*/
public float getY() {
return y;
}
/**
* Set the y coordonnate of the Label (upper left corner)
* @param y (float) : the new y coordonnate of the Label
*/
public void setY(float y) {
this.y = y;
label.setY(y);
}
/**
* Set both x and y coordonnate of the Label
* @param x (float) : the new x coordonnate of the Label
* @param y (float) : the new y coordonnate of the Label
*/
public void setPosition(float x, float y){
this.setX(x);
this.setY(y);
}
/**
* Return the Image of the Label
* @return label (Image) : the Image of the Label
*/
public Image getLabel(){
return this.label;
}
/**
* Return the witdh of the Label
* @return witdh (int) : the width
*/
public int getWitdh() {
return witdh;
}
/**
* Return the height of the Label
* @return height (int) : the height
*/
public int getHeight() {
return height;
}
/**
* make the image transparent
* @param obj_img (BufferedImage) : the BufferedImage to make transparent
*/
/* private void makeTransparent(BufferedImage obj_img){
byte alpha = (byte)255;
alpha %= 0xff;
for (int cx=0;cx<obj_img.getWidth();cx++) {
for (int cy=0;cy<obj_img.getHeight();cy++) {
int color = obj_img.getRGB(cx, cy);
int mc = (alpha << 24) | 0x00ffffff;
int newcolor = color & mc;
obj_img.setRGB(cx, cy, newcolor);
}
}
}*/
}