#include "EXTERN.h" #include "perl.h" #include "XSUB.h" #include #include #include #include #include #include #include #include #include #include static PangoContext *context; static PangoFontMap *fontmap; MODULE = Crossfire::Client PACKAGE = Crossfire::Client PROTOTYPES: ENABLE BOOT: { fontmap = pango_ft2_font_map_new (); context = pango_ft2_font_map_create_context ((PangoFT2FontMap *)fontmap); } void lowdelay (int fd, int val = 1) CODE: setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); char * gl_version () CODE: RETVAL = (char *)glGetString (GL_VERSION); OUTPUT: RETVAL char * gl_extensions () CODE: RETVAL = (char *)glGetString (GL_EXTENSIONS); OUTPUT: RETVAL void add_font (char *file) CODE: FcConfigAppFontAddFile (0, (const FcChar8 *)file); /* no idea wether this is required */ void set_font (char *file) CODE: { int count; FcPattern *pattern = FcFreeTypeQuery ((const FcChar8 *)file, 0, 0, &count); PangoFontDescription *font = pango_fc_font_description_from_pattern (pattern, 0); FcPatternDestroy (pattern); pango_context_set_font_description (context, font); } MODULE = Crossfire::Client PACKAGE = Crossfire::Client void font_render (SV *text_, int height = 10) PPCODE: { STRLEN textlen; char *text = SvPVutf8 (text_, textlen); SV *retval; int w, h; FT_Bitmap bitmap; PangoLayout *layout; PangoFontDescription *font = pango_context_get_font_description (context); pango_font_description_set_absolute_size (font, height * PANGO_SCALE); layout = pango_layout_new (context); pango_layout_set_markup (layout, text, textlen); pango_layout_get_pixel_size (layout, &w, &h); w = (w + 3) & ~3; if (!w) w = 1; if (!h) h = 1; retval = newSV (w * h); SvPOK_only (retval); SvCUR_set (retval, w * h); bitmap.rows = h; bitmap.width = w; bitmap.pitch = w; bitmap.buffer = (unsigned char*)SvPVX (retval); bitmap.num_grays = 256; bitmap.pixel_mode = FT_PIXEL_MODE_GRAY; memset (bitmap.buffer, 0, w * h); pango_ft2_render_layout (&bitmap, layout, 0 * PANGO_SCALE, 0 * PANGO_SCALE); g_object_unref (layout); EXTEND (SP, 3); PUSHs (sv_2mortal (newSViv (w))); PUSHs (sv_2mortal (newSViv (h))); PUSHs (sv_2mortal (retval)); } MODULE = Crossfire::Client PACKAGE = Crossfire::Client::Texture void draw_quad (SV *self, double x, double y, double w = 0, double h = 0) PROTOTYPE: $$$;$$ CODE: { HV *hv = (HV *)SvRV (self); double s = SvNV (*hv_fetch (hv, "s", 1, 1)); double t = SvNV (*hv_fetch (hv, "t", 1, 1)); int name = SvIV (*hv_fetch (hv, "name", 4, 1)); if (items < 5) { w = SvNV (*hv_fetch (hv, "width", 5, 1)); h = SvNV (*hv_fetch (hv, "height", 6, 1)); } glBindTexture (GL_TEXTURE_2D, name); glBegin (GL_QUADS); glTexCoord2d (0, 0); glVertex2d (x , y ); glTexCoord2d (0, t); glVertex2d (x , y + h); glTexCoord2d (s, t); glVertex2d (x + w, y + h); glTexCoord2d (s, 0); glVertex2d (x + w, y ); glEnd (); }