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@@ -0,0 +1,997 @@
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+//
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+// Copyright (c) 2008-2017 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "../../Precompiled.h"
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+
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+#include "../../Core/Context.h"
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+#include "../../Core/Profiler.h"
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+#include "../../Core/CoreEvents.h"
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+#include "../Texture2D.h"
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+#include "../../IO/Log.h"
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+#include "../../Resource/ResourceCache.h"
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+#include "../../Resource/Localization.h"
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+#include "../../Resource/ResourceEvents.h"
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+
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+#include "Text3DFont.h"
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+#include "Text3DFontFace.h"
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+#include "Text3DText.h"
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+
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+#include "../../DebugNew.h"
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+
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+namespace Atomic
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+{
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+
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+const char* textEffects[] =
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+{
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+ "None",
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+ "Shadow",
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+ "Stroke",
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+ 0
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+};
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+
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+const char* horizontalAlignments[] =
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+{
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+ "Left",
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+ "Center",
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+ "Right",
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+ 0
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+};
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+
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+const char* verticalAlignments[] =
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+{
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+ "Top",
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+ "Center",
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+ "Bottom",
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+ 0
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+};
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+
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+static const float MIN_ROW_SPACING = 0.5f;
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+
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+extern const char* horizontalAlignments[];
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+extern const char* GEOMETRY_CATEGORY;
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+
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+Text3DText::Text3DText(Context* context) :
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+ Animatable(context),
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+ fontSize_(TEXT3D_DEFAULT_FONT_SIZE),
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+ textAlignment_(HA_LEFT),
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+ rowSpacing_(1.0f),
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+ wordWrap_(false),
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+ autoLocalizable_(false),
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+ charLocationsDirty_(true),
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+ selectionStart_(0),
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+ selectionLength_(0),
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+ selectionColor_(Color::TRANSPARENT),
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+ hoverColor_(Color::TRANSPARENT),
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+ textEffect_(TE_NONE),
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+ shadowOffset_(IntVector2(1, 1)),
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+ strokeThickness_(1),
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+ roundStroke_(false),
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+ effectColor_(Color::BLACK),
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+ effectDepthBias_(0.0f),
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+ rowHeight_(0),
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+ indent_(0),
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+ indentSpacing_(16),
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+ colorGradient_(false),
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+ opacity_(1.0f),
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+ hovering_(false),
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+ selected_(false)
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+{
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+}
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+
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+Text3DText::~Text3DText()
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+{
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+}
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+
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+void Text3DText::RegisterObject(Context* context)
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+{
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+ context->RegisterFactory<Text3DText>(GEOMETRY_CATEGORY);
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+
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+ ATOMIC_COPY_BASE_ATTRIBUTES(Animatable);
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+ ATOMIC_UPDATE_ATTRIBUTE_DEFAULT_VALUE("Use Derived Opacity", false);
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+ ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Font", GetFontAttr, SetFontAttr, ResourceRef, ResourceRef(Text3DFont::GetTypeStatic()), AM_FILE);
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+ ATOMIC_ATTRIBUTE("Font Size", int, fontSize_, TEXT3D_DEFAULT_FONT_SIZE, AM_FILE);
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+ ATOMIC_MIXED_ACCESSOR_ATTRIBUTE("Text", GetTextAttr, SetTextAttr, String, String::EMPTY, AM_FILE);
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+ ATOMIC_ENUM_ATTRIBUTE("Text Alignment", textAlignment_, horizontalAlignments, HA_LEFT, AM_FILE);
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+ ATOMIC_ATTRIBUTE("Row Spacing", float, rowSpacing_, 1.0f, AM_FILE);
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+ ATOMIC_ATTRIBUTE("Word Wrap", bool, wordWrap_, false, AM_FILE);
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+ ATOMIC_ACCESSOR_ATTRIBUTE("Auto Localizable", GetAutoLocalizable, SetAutoLocalizable, bool, false, AM_FILE);
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+ ATOMIC_ACCESSOR_ATTRIBUTE("Selection Color", GetSelectionColor, SetSelectionColor, Color, Color::TRANSPARENT, AM_FILE);
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+ ATOMIC_ACCESSOR_ATTRIBUTE("Hover Color", GetHoverColor, SetHoverColor, Color, Color::TRANSPARENT, AM_FILE);
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+ ATOMIC_ENUM_ATTRIBUTE("Text Effect", textEffect_, textEffects, TE_NONE, AM_FILE);
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+ ATOMIC_ATTRIBUTE("Shadow Offset", IntVector2, shadowOffset_, IntVector2(1, 1), AM_FILE);
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+ ATOMIC_ATTRIBUTE("Stroke Thickness", int, strokeThickness_, 1, AM_FILE);
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+ ATOMIC_ATTRIBUTE("Round Stroke", bool, roundStroke_, false, AM_FILE);
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+ ATOMIC_ACCESSOR_ATTRIBUTE("Effect Color", GetEffectColor, SetEffectColor, Color, Color::BLACK, AM_FILE);
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+}
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+
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+void Text3DText::ApplyAttributes()
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+{
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+ Animatable::ApplyAttributes();
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+
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+ colorGradient_ = false;
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+
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+ for (unsigned i = 1; i < MAX_TEXT_CORNERS; ++i)
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+ {
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+ if (color_[i] != color_[0])
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+ colorGradient_ = true;
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+ }
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+
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+ // Localize now if attributes were loaded out-of-order
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+ if (autoLocalizable_ && stringId_.Length())
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+ {
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+ Localization* l10n = GetSubsystem<Localization>();
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+ text_ = l10n->Get(stringId_);
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+ }
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+
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+ DecodeToUnicode();
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+
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+ fontSize_ = Max(fontSize_, 1);
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+ strokeThickness_ = Abs(strokeThickness_);
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+ ValidateSelection();
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+ UpdateText();
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+}
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+
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+void Text3DText::OnAttributeAnimationAdded()
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+{
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+ if (attributeAnimationInfos_.Size() == 1)
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+ SubscribeToEvent(E_POSTUPDATE, ATOMIC_HANDLER(Text3DText, HandlePostUpdate));
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+}
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+
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+void Text3DText::OnAttributeAnimationRemoved()
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+{
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+ if (attributeAnimationInfos_.Empty())
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+ UnsubscribeFromEvent(E_POSTUPDATE);
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+}
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+
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+
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+void Text3DText::SetColor(const Color& color)
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+{
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+ for (unsigned i = 0; i < MAX_TEXT_CORNERS; ++i)
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+ color_[i] = color;
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+
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+ colorGradient_ = false;
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+}
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+
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+void Text3DText::SetColor(Text3DCorner corner, const Color& color)
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+{
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+ color_[corner] = color;
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+ colorGradient_ = false;
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+
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+ for (unsigned i = 0; i < MAX_TEXT_CORNERS; ++i)
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+ {
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+ if (i != corner && color_[i] != color_[corner])
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+ colorGradient_ = true;
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+ }
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+}
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+
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+void Text3DText::SetOpacity(float opacity)
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+{
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+ opacity_ = Clamp(opacity, 0.0f, 1.0f);
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+ MarkDirty();
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+}
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+
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+void Text3DText::MarkDirty()
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+{
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+
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+}
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+
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+void Text3DText::GetBatches(PODVector<Text3DBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor)
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+{
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+ Text3DFontFace* face = font_ ? font_->GetFace(fontSize_) : (Text3DFontFace*)0;
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+ if (!face)
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+ {
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+ hovering_ = false;
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+ return;
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+ }
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+
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+ // If face has changed or char locations are not valid anymore, update before rendering
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+ if (charLocationsDirty_ || !fontFace_ || face != fontFace_)
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+ UpdateCharLocations();
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+ // If face uses mutable glyphs mechanism, reacquire glyphs before rendering to make sure they are in the texture
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+ else if (face->HasMutableGlyphs())
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+ {
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+ for (unsigned i = 0; i < printText_.Size(); ++i)
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+ face->GetGlyph(printText_[i]);
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+ }
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+
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+ // Hovering and/or whole selection batch
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+ if ((hovering_ && hoverColor_.a_ > 0.0) || (selected_ && selectionColor_.a_ > 0.0f))
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+ {
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+ bool both = hovering_ && selected_ && hoverColor_.a_ > 0.0 && selectionColor_.a_ > 0.0f;
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+ Text3DBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData);
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+ batch.SetColor(both ? selectionColor_.Lerp(hoverColor_, 0.5f) :
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+ (selected_ && selectionColor_.a_ > 0.0f ? selectionColor_ : hoverColor_));
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+ batch.AddQuad(0, 0, GetWidth(), GetHeight(), 0, 0);
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+ Text3DBatch::AddOrMerge(batch, batches);
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+ }
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+
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+ // Partial selection batch
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+ if (!selected_ && selectionLength_ && charLocations_.Size() >= selectionStart_ + selectionLength_ && selectionColor_.a_ > 0.0f)
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+ {
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+ Text3DBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData);
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+ batch.SetColor(selectionColor_);
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+
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+ IntVector2 currentStart = charLocations_[selectionStart_].position_;
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+ IntVector2 currentEnd = currentStart;
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+ for (unsigned i = selectionStart_; i < selectionStart_ + selectionLength_; ++i)
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+ {
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+ // Check if row changes, and start a new quad in that case
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+ if (charLocations_[i].size_ != IntVector2::ZERO)
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+ {
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+ if (charLocations_[i].position_.y_ != currentStart.y_)
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+ {
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+ batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_,
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+ currentEnd.y_ - currentStart.y_, 0, 0);
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+ currentStart = charLocations_[i].position_;
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+ currentEnd = currentStart + charLocations_[i].size_;
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+ }
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+ else
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+ {
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+ currentEnd.x_ += charLocations_[i].size_.x_;
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+ currentEnd.y_ = Max(currentStart.y_ + charLocations_[i].size_.y_, currentEnd.y_);
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+ }
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+ }
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+ }
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+ if (currentEnd != currentStart)
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+ {
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+ batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_, currentEnd.y_ - currentStart.y_, 0, 0);
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+ }
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+
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+ Text3DBatch::AddOrMerge(batch, batches);
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+ }
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+
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+ // Text batch
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+ Text3DTextEffect textEffect = font_->IsSDFFont() ? TE_NONE : textEffect_;
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+ const Vector<SharedPtr<Texture2D> >& textures = face->GetTextures();
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+ for (unsigned n = 0; n < textures.Size() && n < pageGlyphLocations_.Size(); ++n)
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+ {
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+ // One batch per texture/page
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+ Text3DBatch pageBatch(this, BLEND_ALPHA, currentScissor, textures[n], &vertexData);
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+
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+ const PODVector<Text3DGlyphLocation>& pageGlyphLocation = pageGlyphLocations_[n];
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+
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+ switch (textEffect)
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+ {
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+ case TE_NONE:
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+ ConstructBatch(pageBatch, pageGlyphLocation, 0, 0);
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+ break;
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+
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+ case TE_SHADOW:
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+ ConstructBatch(pageBatch, pageGlyphLocation, shadowOffset_.x_, shadowOffset_.y_, &effectColor_, effectDepthBias_);
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+ ConstructBatch(pageBatch, pageGlyphLocation, 0, 0);
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+ break;
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+
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+ case TE_STROKE:
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+ if (roundStroke_)
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+ {
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+ // Samples should be even or glyph may be redrawn in wrong x y pos making stroke corners rough
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+ // Adding to thickness helps with thickness of 1 not having enought samples for this formula
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+ // or certain fonts with reflex corners requiring more glyph samples for a smooth stroke when large
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+ int thickness = Min(strokeThickness_, fontSize_);
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+ int samples = thickness * thickness + (thickness % 2 == 0 ? 4 : 3);
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+ float angle = 360.f / samples;
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+ float floatThickness = (float)thickness;
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+ for (int i = 0; i < samples; ++i)
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+ {
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+ float x = Cos(angle * i) * floatThickness;
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+ float y = Sin(angle * i) * floatThickness;
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+ ConstructBatch(pageBatch, pageGlyphLocation, (int)x, (int)y, &effectColor_, effectDepthBias_);
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+ }
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+ }
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+ else
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+ {
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+ int thickness = Min(strokeThickness_, fontSize_);
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+ int x, y;
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+ for (x = -thickness; x <= thickness; ++x)
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+ {
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+ for (y = -thickness; y <= thickness; ++y)
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+ {
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+ // Don't draw glyphs that aren't on the edges
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+ if (x > -thickness && x < thickness &&
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+ y > -thickness && y < thickness)
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+ continue;
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+
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+ ConstructBatch(pageBatch, pageGlyphLocation, x, y, &effectColor_, effectDepthBias_);
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+ }
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+ }
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+ }
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+ ConstructBatch(pageBatch, pageGlyphLocation, 0, 0);
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+ break;
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+ }
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+
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+ Text3DBatch::AddOrMerge(pageBatch, batches);
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+ }
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+
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+ // Reset hovering for next frame
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+ hovering_ = false;
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+}
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+
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+void Text3DText::OnResize(const IntVector2& newSize, const IntVector2& delta)
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+{
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+ if (wordWrap_)
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+ UpdateText(true);
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+ else
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+ charLocationsDirty_ = true;
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+}
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+
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+void Text3DText::OnIndentSet()
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+{
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+ charLocationsDirty_ = true;
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+}
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+
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+bool Text3DText::SetFont(const String& fontName, int size)
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ return SetFont(cache->GetResource<Text3DFont>(fontName), size);
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+}
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+
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+bool Text3DText::SetFont(Text3DFont* font, int size)
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+{
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+ if (!font)
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+ {
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+ ATOMIC_LOGERROR("Null font for Text");
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+ return false;
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+ }
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+
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+ if (font != font_ || size != fontSize_)
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+ {
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+ font_ = font;
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+ fontSize_ = Max(size, 1);
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+ UpdateText();
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+ }
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+
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+ return true;
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+}
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+
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+bool Text3DText::SetFontSize(int size)
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+{
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+ // Initial font must be set
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+ if (!font_)
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+ return false;
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+ else
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+ return SetFont(font_, size);
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+}
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+
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+void Text3DText::DecodeToUnicode()
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+{
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+ unicodeText_.Clear();
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+ for (unsigned i = 0; i < text_.Length();)
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+ unicodeText_.Push(text_.NextUTF8Char(i));
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+}
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+
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+void Text3DText::SetText(const String& text)
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+{
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+ if (autoLocalizable_)
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+ {
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+ stringId_ = text;
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+ Localization* l10n = GetSubsystem<Localization>();
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+ text_ = l10n->Get(stringId_);
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+ }
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+ else
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+ {
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+ text_ = text;
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+ }
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+
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+ DecodeToUnicode();
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+ ValidateSelection();
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+ UpdateText();
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+}
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+
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+void Text3DText::SetTextAlignment(Text3DHorizontalAlignment align)
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+{
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+ if (align != textAlignment_)
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+ {
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+ textAlignment_ = align;
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+ charLocationsDirty_ = true;
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+ }
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+}
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+
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|
+void Text3DText::SetRowSpacing(float spacing)
|
|
|
+{
|
|
|
+ if (spacing != rowSpacing_)
|
|
|
+ {
|
|
|
+ rowSpacing_ = Max(spacing, MIN_ROW_SPACING);
|
|
|
+ UpdateText();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetWordwrap(bool enable)
|
|
|
+{
|
|
|
+ if (enable != wordWrap_)
|
|
|
+ {
|
|
|
+ wordWrap_ = enable;
|
|
|
+ UpdateText();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetAutoLocalizable(bool enable)
|
|
|
+{
|
|
|
+ if (enable != autoLocalizable_)
|
|
|
+ {
|
|
|
+ autoLocalizable_ = enable;
|
|
|
+ if (enable)
|
|
|
+ {
|
|
|
+ stringId_ = text_;
|
|
|
+ Localization* l10n = GetSubsystem<Localization>();
|
|
|
+ text_ = l10n->Get(stringId_);
|
|
|
+ SubscribeToEvent(E_CHANGELANGUAGE, ATOMIC_HANDLER(Text3DText, HandleChangeLanguage));
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ text_ = stringId_;
|
|
|
+ stringId_ = "";
|
|
|
+ UnsubscribeFromEvent(E_CHANGELANGUAGE);
|
|
|
+ }
|
|
|
+ DecodeToUnicode();
|
|
|
+ ValidateSelection();
|
|
|
+ UpdateText();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::HandleChangeLanguage(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ Localization* l10n = GetSubsystem<Localization>();
|
|
|
+ text_ = l10n->Get(stringId_);
|
|
|
+ DecodeToUnicode();
|
|
|
+ ValidateSelection();
|
|
|
+ UpdateText();
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetSelection(unsigned start, unsigned length)
|
|
|
+{
|
|
|
+ selectionStart_ = start;
|
|
|
+ selectionLength_ = length;
|
|
|
+ ValidateSelection();
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::ClearSelection()
|
|
|
+{
|
|
|
+ selectionStart_ = 0;
|
|
|
+ selectionLength_ = 0;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetSelectionColor(const Color& color)
|
|
|
+{
|
|
|
+ selectionColor_ = color;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetHoverColor(const Color& color)
|
|
|
+{
|
|
|
+ hoverColor_ = color;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetTextEffect(Text3DTextEffect textEffect)
|
|
|
+{
|
|
|
+ textEffect_ = textEffect;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetEffectShadowOffset(const IntVector2& offset)
|
|
|
+{
|
|
|
+ shadowOffset_ = offset;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetEffectStrokeThickness(int thickness)
|
|
|
+{
|
|
|
+ strokeThickness_ = Abs(thickness);
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetEffectRoundStroke(bool roundStroke)
|
|
|
+{
|
|
|
+ roundStroke_ = roundStroke;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetEffectColor(const Color& effectColor)
|
|
|
+{
|
|
|
+ effectColor_ = effectColor;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetEffectDepthBias(float bias)
|
|
|
+{
|
|
|
+ effectDepthBias_ = bias;
|
|
|
+}
|
|
|
+
|
|
|
+int Text3DText::GetRowWidth(unsigned index) const
|
|
|
+{
|
|
|
+ return index < rowWidths_.Size() ? rowWidths_[index] : 0;
|
|
|
+}
|
|
|
+
|
|
|
+IntVector2 Text3DText::GetCharPosition(unsigned index)
|
|
|
+{
|
|
|
+ if (charLocationsDirty_)
|
|
|
+ UpdateCharLocations();
|
|
|
+ if (charLocations_.Empty())
|
|
|
+ return IntVector2::ZERO;
|
|
|
+ // For convenience, return the position of the text ending if index exceeded
|
|
|
+ if (index > charLocations_.Size() - 1)
|
|
|
+ index = charLocations_.Size() - 1;
|
|
|
+ return charLocations_[index].position_;
|
|
|
+}
|
|
|
+
|
|
|
+IntVector2 Text3DText::GetCharSize(unsigned index)
|
|
|
+{
|
|
|
+ if (charLocationsDirty_)
|
|
|
+ UpdateCharLocations();
|
|
|
+ if (charLocations_.Size() < 2)
|
|
|
+ return IntVector2::ZERO;
|
|
|
+ // For convenience, return the size of the last char if index exceeded (last size entry is zero)
|
|
|
+ if (index > charLocations_.Size() - 2)
|
|
|
+ index = charLocations_.Size() - 2;
|
|
|
+ return charLocations_[index].size_;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetFontAttr(const ResourceRef& value)
|
|
|
+{
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
+ font_ = cache->GetResource<Text3DFont>(value.name_);
|
|
|
+}
|
|
|
+
|
|
|
+ResourceRef Text3DText::GetFontAttr() const
|
|
|
+{
|
|
|
+ return GetResourceRef(font_, Text3DFont::GetTypeStatic());
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetTextAttr(const String& value)
|
|
|
+{
|
|
|
+ text_ = value;
|
|
|
+ if (autoLocalizable_)
|
|
|
+ stringId_ = value;
|
|
|
+}
|
|
|
+
|
|
|
+String Text3DText::GetTextAttr() const
|
|
|
+{
|
|
|
+ if (autoLocalizable_ && stringId_.Length())
|
|
|
+ return stringId_;
|
|
|
+ else
|
|
|
+ return text_;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::UpdateText(bool onResize)
|
|
|
+{
|
|
|
+ rowWidths_.Clear();
|
|
|
+ printText_.Clear();
|
|
|
+
|
|
|
+ if (font_)
|
|
|
+ {
|
|
|
+ Text3DFontFace* face = font_->GetFace(fontSize_);
|
|
|
+ if (!face)
|
|
|
+ return;
|
|
|
+
|
|
|
+ rowHeight_ = face->GetRowHeight();
|
|
|
+
|
|
|
+ int width = 0;
|
|
|
+ int height = 0;
|
|
|
+ int rowWidth = 0;
|
|
|
+ int rowHeight = (int)(rowSpacing_ * rowHeight_);
|
|
|
+
|
|
|
+ // First see if the text must be split up
|
|
|
+ if (!wordWrap_)
|
|
|
+ {
|
|
|
+ printText_ = unicodeText_;
|
|
|
+ printToText_.Resize(printText_.Size());
|
|
|
+ for (unsigned i = 0; i < printText_.Size(); ++i)
|
|
|
+ printToText_[i] = i;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ int maxWidth = GetWidth();
|
|
|
+ unsigned nextBreak = 0;
|
|
|
+ unsigned lineStart = 0;
|
|
|
+ printToText_.Clear();
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < unicodeText_.Size(); ++i)
|
|
|
+ {
|
|
|
+ unsigned j;
|
|
|
+ unsigned c = unicodeText_[i];
|
|
|
+
|
|
|
+ if (c != '\n')
|
|
|
+ {
|
|
|
+ bool ok = true;
|
|
|
+
|
|
|
+ if (nextBreak <= i)
|
|
|
+ {
|
|
|
+ int futureRowWidth = rowWidth;
|
|
|
+ for (j = i; j < unicodeText_.Size(); ++j)
|
|
|
+ {
|
|
|
+ unsigned d = unicodeText_[j];
|
|
|
+ if (d == ' ' || d == '\n')
|
|
|
+ {
|
|
|
+ nextBreak = j;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ const Text3DFontGlyph* glyph = face->GetGlyph(d);
|
|
|
+ if (glyph)
|
|
|
+ {
|
|
|
+ futureRowWidth += glyph->advanceX_;
|
|
|
+ if (j < unicodeText_.Size() - 1)
|
|
|
+ futureRowWidth += face->GetKerning(d, unicodeText_[j + 1]);
|
|
|
+ }
|
|
|
+ if (d == '-' && futureRowWidth <= maxWidth)
|
|
|
+ {
|
|
|
+ nextBreak = j + 1;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ if (futureRowWidth > maxWidth)
|
|
|
+ {
|
|
|
+ ok = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!ok)
|
|
|
+ {
|
|
|
+ // If did not find any breaks on the line, copy until j, or at least 1 char, to prevent infinite loop
|
|
|
+ if (nextBreak == lineStart)
|
|
|
+ {
|
|
|
+ while (i < j)
|
|
|
+ {
|
|
|
+ printText_.Push(unicodeText_[i]);
|
|
|
+ printToText_.Push(i);
|
|
|
+ ++i;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // Eliminate spaces that have been copied before the forced break
|
|
|
+ while (printText_.Size() && printText_.Back() == ' ')
|
|
|
+ {
|
|
|
+ printText_.Pop();
|
|
|
+ printToText_.Pop();
|
|
|
+ }
|
|
|
+ printText_.Push('\n');
|
|
|
+ printToText_.Push(Min(i, unicodeText_.Size() - 1));
|
|
|
+ rowWidth = 0;
|
|
|
+ nextBreak = lineStart = i;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (i < unicodeText_.Size())
|
|
|
+ {
|
|
|
+ // When copying a space, position is allowed to be over row width
|
|
|
+ c = unicodeText_[i];
|
|
|
+ const Text3DFontGlyph* glyph = face->GetGlyph(c);
|
|
|
+ if (glyph)
|
|
|
+ {
|
|
|
+ rowWidth += glyph->advanceX_;
|
|
|
+ if (i < unicodeText_.Size() - 1)
|
|
|
+ rowWidth += face->GetKerning(c, unicodeText_[i + 1]);
|
|
|
+ }
|
|
|
+ if (rowWidth <= maxWidth)
|
|
|
+ {
|
|
|
+ printText_.Push(c);
|
|
|
+ printToText_.Push(i);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ printText_.Push('\n');
|
|
|
+ printToText_.Push(Min(i, unicodeText_.Size() - 1));
|
|
|
+ rowWidth = 0;
|
|
|
+ nextBreak = lineStart = i;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ rowWidth = 0;
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < printText_.Size(); ++i)
|
|
|
+ {
|
|
|
+ unsigned c = printText_[i];
|
|
|
+
|
|
|
+ if (c != '\n')
|
|
|
+ {
|
|
|
+ const Text3DFontGlyph* glyph = face->GetGlyph(c);
|
|
|
+ if (glyph)
|
|
|
+ {
|
|
|
+ rowWidth += glyph->advanceX_;
|
|
|
+ if (i < printText_.Size() - 1)
|
|
|
+ rowWidth += face->GetKerning(c, printText_[i + 1]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ width = Max(width, rowWidth);
|
|
|
+ height += rowHeight;
|
|
|
+ rowWidths_.Push(rowWidth);
|
|
|
+ rowWidth = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (rowWidth)
|
|
|
+ {
|
|
|
+ width = Max(width, rowWidth);
|
|
|
+ height += rowHeight;
|
|
|
+ rowWidths_.Push(rowWidth);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Set at least one row height even if text is empty
|
|
|
+ if (!height)
|
|
|
+ height = rowHeight;
|
|
|
+
|
|
|
+ // Set minimum and current size according to the text size, but respect fixed width if set
|
|
|
+ if (!IsFixedWidth())
|
|
|
+ {
|
|
|
+ SetMinWidth(wordWrap_ ? 0 : width);
|
|
|
+ SetWidth(width);
|
|
|
+ }
|
|
|
+
|
|
|
+ SetFixedHeight(height);
|
|
|
+
|
|
|
+ charLocationsDirty_ = true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // No font, nothing to render
|
|
|
+ pageGlyphLocations_.Clear();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::UpdateCharLocations()
|
|
|
+{
|
|
|
+ // Remember the font face to see if it's still valid when it's time to render
|
|
|
+ Text3DFontFace* face = font_ ? font_->GetFace(fontSize_) : (Text3DFontFace*)0;
|
|
|
+ if (!face)
|
|
|
+ return;
|
|
|
+ fontFace_ = face;
|
|
|
+
|
|
|
+ int rowHeight = (int)(rowSpacing_ * rowHeight_);
|
|
|
+
|
|
|
+ // Store position & size of each character, and locations per texture page
|
|
|
+ unsigned numChars = unicodeText_.Size();
|
|
|
+ charLocations_.Resize(numChars + 1);
|
|
|
+ pageGlyphLocations_.Resize(face->GetTextures().Size());
|
|
|
+ for (unsigned i = 0; i < pageGlyphLocations_.Size(); ++i)
|
|
|
+ pageGlyphLocations_[i].Clear();
|
|
|
+
|
|
|
+ IntVector2 offset = font_->GetTotalGlyphOffset(fontSize_);
|
|
|
+
|
|
|
+ unsigned rowIndex = 0;
|
|
|
+ unsigned lastFilled = 0;
|
|
|
+ int x = GetRowStartPosition(rowIndex) + offset.x_;
|
|
|
+ int y = offset.y_;
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < printText_.Size(); ++i)
|
|
|
+ {
|
|
|
+ Text3DCharLocation loc;
|
|
|
+ loc.position_ = IntVector2(x, y);
|
|
|
+
|
|
|
+ unsigned c = printText_[i];
|
|
|
+ if (c != '\n')
|
|
|
+ {
|
|
|
+ const Text3DFontGlyph* glyph = face->GetGlyph(c);
|
|
|
+ loc.size_ = IntVector2(glyph ? glyph->advanceX_ : 0, rowHeight_);
|
|
|
+ if (glyph)
|
|
|
+ {
|
|
|
+ // Store glyph's location for rendering. Verify that glyph page is valid
|
|
|
+ if (glyph->page_ < pageGlyphLocations_.Size())
|
|
|
+ pageGlyphLocations_[glyph->page_].Push(Text3DGlyphLocation(x, y, glyph));
|
|
|
+ x += glyph->advanceX_;
|
|
|
+ if (i < printText_.Size() - 1)
|
|
|
+ x += face->GetKerning(c, printText_[i + 1]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ loc.size_ = IntVector2::ZERO;
|
|
|
+ x = GetRowStartPosition(++rowIndex);
|
|
|
+ y += rowHeight;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (lastFilled > printToText_[i])
|
|
|
+ lastFilled = printToText_[i];
|
|
|
+
|
|
|
+ // Fill gaps in case characters were skipped from printing
|
|
|
+ for (unsigned j = lastFilled; j <= printToText_[i]; ++j)
|
|
|
+ charLocations_[j] = loc;
|
|
|
+ lastFilled = printToText_[i] + 1;
|
|
|
+ }
|
|
|
+ // Store the ending position
|
|
|
+ charLocations_[numChars].position_ = IntVector2(x, y);
|
|
|
+ charLocations_[numChars].size_ = IntVector2::ZERO;
|
|
|
+
|
|
|
+ charLocationsDirty_ = false;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::ValidateSelection()
|
|
|
+{
|
|
|
+ unsigned textLength = unicodeText_.Size();
|
|
|
+
|
|
|
+ if (textLength)
|
|
|
+ {
|
|
|
+ if (selectionStart_ >= textLength)
|
|
|
+ selectionStart_ = textLength - 1;
|
|
|
+ if (selectionStart_ + selectionLength_ > textLength)
|
|
|
+ selectionLength_ = textLength - selectionStart_;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ selectionStart_ = 0;
|
|
|
+ selectionLength_ = 0;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+int Text3DText::GetRowStartPosition(unsigned rowIndex) const
|
|
|
+{
|
|
|
+ int rowWidth = 0;
|
|
|
+
|
|
|
+ if (rowIndex < rowWidths_.Size())
|
|
|
+ rowWidth = rowWidths_[rowIndex];
|
|
|
+
|
|
|
+ int ret = GetIndentWidth();
|
|
|
+
|
|
|
+ switch (textAlignment_)
|
|
|
+ {
|
|
|
+ case HA_LEFT:
|
|
|
+ break;
|
|
|
+ case HA_CENTER:
|
|
|
+ ret += (GetSize().x_ - rowWidth) / 2;
|
|
|
+ break;
|
|
|
+ case HA_RIGHT:
|
|
|
+ ret += GetSize().x_ - rowWidth;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetIndent(int indent)
|
|
|
+{
|
|
|
+ indent_ = indent;
|
|
|
+ OnIndentSet();
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetIndentSpacing(int indentSpacing)
|
|
|
+{
|
|
|
+ indentSpacing_ = Max(indentSpacing, 0);
|
|
|
+ OnIndentSet();
|
|
|
+}
|
|
|
+
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+void Text3DText::ConstructBatch(Text3DBatch& pageBatch, const PODVector<Text3DGlyphLocation>& pageGlyphLocation, int dx, int dy, Color* color,
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+ float depthBias)
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+{
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+ unsigned startDataSize = pageBatch.vertexData_->Size();
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+
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+ if (!color)
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+ pageBatch.SetDefaultColor();
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+ else
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+ pageBatch.SetColor(*color);
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+
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+ for (unsigned i = 0; i < pageGlyphLocation.Size(); ++i)
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+ {
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+ const Text3DGlyphLocation& glyphLocation = pageGlyphLocation[i];
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+ const Text3DFontGlyph& glyph = *glyphLocation.glyph_;
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+ pageBatch.AddQuad(dx + glyphLocation.x_ + glyph.offsetX_, dy + glyphLocation.y_ + glyph.offsetY_, glyph.width_,
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+ glyph.height_, glyph.x_, glyph.y_);
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+ }
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+
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+ if (depthBias != 0.0f)
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+ {
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+ unsigned dataSize = pageBatch.vertexData_->Size();
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+ for (unsigned i = startDataSize; i < dataSize; i += TEXT3D_VERTEX_SIZE)
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+ pageBatch.vertexData_->At(i + 2) += depthBias;
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+ }
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+}
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+
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+void Text3DText::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace PostUpdate;
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+
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+ UpdateAttributeAnimations(eventData[P_TIMESTEP].GetFloat());
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+}
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+
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+void Text3DText::SetSelected(bool enable)
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+{
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+ selected_ = enable;
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+}
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+
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+void Text3DText::SetHovering(bool enable)
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|
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+{
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+ hovering_ = enable;
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+}
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+
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+void Text3DText::SetWidth(int width)
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|
|
+{
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+ SetSize(IntVector2(width, size_.y_));
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|
+}
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+
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+void Text3DText::SetHeight(int height)
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|
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+{
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+ SetSize(IntVector2(size_.x_, height));
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|
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+}
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+
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+void Text3DText::SetMinSize(const IntVector2& minSize)
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|
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+{
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+ minSize_.x_ = Max(minSize.x_, 0);
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+ minSize_.y_ = Max(minSize.y_, 0);
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|
|
+ SetSize(size_);
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+}
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|
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+
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|
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+void Text3DText::SetMinSize(int width, int height)
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|
|
+{
|
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|
+ SetMinSize(IntVector2(width, height));
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|
|
+}
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|
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+
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|
|
+void Text3DText::SetMinWidth(int width)
|
|
|
+{
|
|
|
+ SetMinSize(IntVector2(width, minSize_.y_));
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|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetMinHeight(int height)
|
|
|
+{
|
|
|
+ SetMinSize(IntVector2(minSize_.x_, height));
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetMaxSize(const IntVector2& maxSize)
|
|
|
+{
|
|
|
+ maxSize_.x_ = Max(maxSize.x_, 0);
|
|
|
+ maxSize_.y_ = Max(maxSize.y_, 0);
|
|
|
+ SetSize(size_);
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetMaxSize(int width, int height)
|
|
|
+{
|
|
|
+ SetMaxSize(IntVector2(width, height));
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetMaxWidth(int width)
|
|
|
+{
|
|
|
+ SetMaxSize(IntVector2(width, maxSize_.y_));
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetMaxHeight(int height)
|
|
|
+{
|
|
|
+ SetMaxSize(IntVector2(maxSize_.x_, height));
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetFixedSize(const IntVector2& size)
|
|
|
+{
|
|
|
+ minSize_ = maxSize_ = IntVector2(Max(size.x_, 0), Max(size.y_, 0));
|
|
|
+ SetSize(size);
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetFixedSize(int width, int height)
|
|
|
+{
|
|
|
+ SetFixedSize(IntVector2(width, height));
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetFixedWidth(int width)
|
|
|
+{
|
|
|
+ minSize_.x_ = maxSize_.x_ = Max(width, 0);
|
|
|
+ SetWidth(width);
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetFixedHeight(int height)
|
|
|
+{
|
|
|
+ minSize_.y_ = maxSize_.y_ = Max(height, 0);
|
|
|
+ SetHeight(height);
|
|
|
+}
|
|
|
+
|
|
|
+void Text3DText::SetSize(const IntVector2& size)
|
|
|
+{
|
|
|
+ IntVector2 oldSize = size_;
|
|
|
+ size_ = size;
|
|
|
+
|
|
|
+ IntVector2 delta = size_ - oldSize;
|
|
|
+ MarkDirty();
|
|
|
+ OnResize(size_, delta);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+}
|