У меня есть небольшая 2D-игра OpenGL ES на основе плиток на iPhone, в которой на экране появится диалоговое окно при разговоре с персонажами в игре. Я хочу знать, как отображать текст (растровый шрифт) постепенно, не всю строку сразу, а как они это делают в играх Zelda, буква за буквой с маленькой командной строкой, подчеркивающей лидирующие строки текста ... Кто-нибудь знает, о чем я говорю?
P.S. - В настоящее время я использую метод -drawStringAtPoint (библиотека растровых шрифтов AngelCode), чтобы выводить строки на экран с помощью растровых шрифтов. Но я не могу понять, как сделать несколько строк или отобразить текст понемногу ...
//From AngelCodeFont.m
// Changed 07/05/09 to add kerning
- (void)drawStringAt:(CGPoint)point text:(NSString*)text {
// TODO: Add error if string is too long using NSASSERT
//NSAssert(1>0, @"WARNING: Text to be rendered is too long");
// Reset the number of quads which are going to be drawn
int currentQuad = 0;
// Enable those states necessary to draw with textures and allow blending
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
// Setup how the text is to be blended
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Bind to the texture which was generated for the spritesheet image used for this font. We only
// need to bind once before the drawing as all characters are on the same texture.
if([[image texture] name] != [_director currentlyBoundTexture]) {
[_director setCurrentlyBoundTexture:[[image texture] name]];
glBindTexture(GL_TEXTURE_2D, [[image texture] name]);
}
// Set up the previous character and kerning amount vars
unichar previousChar = -1;
int kerningAmount = 0;
// Loop through all the characters in the text
for(int i=0; i<[text length]; i++) {
// Grab the unicode value of the current character
unichar charID = [text characterAtIndex:i];
// Look up the kerning information for the previous char and this current char
kerningAmount = [self kerningAmountForFirst:previousChar second:charID];
// Move x based on the kerning info
point.x += kerningAmount * scale;
// Only render the current character if it is going to be visible otherwise move the variables such as currentQuad and point.x
// as normal but don't render the character which should save some cycles
if(point.x > 0 - ([charsArray[charID] width] * scale) || point.x < [[UIScreen mainScreen] bounds].size.width || point.y > 0 - ([charsArray[charID] height] * scale) || point.y < [[UIScreen mainScreen] bounds].size.height) {
// Using the current x and y, calculate the correct position of the character using the x and y offsets for each character.
// This will cause the characters to all sit on the line correctly with tails below the line etc.
CGPoint newPoint = CGPointMake(point.x,
point.y - ([charsArray[charID] yOffset] + [charsArray[charID] height]) * [charsArray[charID] scale]);
// Create a point into the bitmap font spritesheet using the coords read from the control file for this character
CGPoint pointOffset = CGPointMake([charsArray[charID] x], [charsArray[charID] y]);
// Calculate the texture coordinates and quad vertices for the current character
[[charsArray[charID] image] calculateTexCoordsAtOffset:pointOffset subImageWidth:[charsArray[charID] width] subImageHeight:[charsArray[charID] height]];
[[charsArray[charID] image] calculateVerticesAtPoint:newPoint subImageWidth:[charsArray[charID] width] subImageHeight:[charsArray[charID] height] centerOfImage:NO];
// Place the calculated texture coordinates and quad vertices into the arrays we will use when drawing our string
texCoords[currentQuad] = *[[charsArray[charID] image] textureCoordinates];
vertices[currentQuad] = *[[charsArray[charID] image] vertices];
// Increment the Quad count
currentQuad++;
}
// Move x based on the amount to advance for the current char
point.x += [charsArray[charID] xAdvance] * scale;
// Store the character just processed as the previous char for looking up any kerning info
previousChar = charID;
}
// Now that we have calculated all the quads and textures for the string we are drawing we can draw them all
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glColor4f(colourFilter.red, colourFilter.green, colourFilter.blue, colourFilter.alpha * [_director globalAlpha]);
glDrawElements(GL_TRIANGLES, currentQuad*6, GL_UNSIGNED_SHORT, indices);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}