// // Copyright (c) 2008-2020 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // /// \file #pragma once #include "../UI/UISelectable.h" namespace Urho3D { static const float DEFAULT_FONT_SIZE = 12; class Font; class FontFace; struct FontGlyph; /// Text effect. enum TextEffect { TE_NONE = 0, TE_SHADOW, TE_STROKE }; /// Cached character location and size within text. Used for queries related to text editing. struct CharLocation { /// Position. Vector2 position_; /// Size. Vector2 size_; }; /// Glyph and its location within the text. Used when preparing text rendering. /// @nobind struct GlyphLocation { /// Construct. GlyphLocation(float x, float y, const FontGlyph* glyph) : x_(x), y_(y), glyph_(glyph) { } /// X coordinate. float x_; /// Y coordinate. float y_; /// Glyph. const FontGlyph* glyph_; }; /// %Text %UI element. class URHO3D_API Text : public UISelectable { URHO3D_OBJECT(Text, UISelectable); friend class Text3D; public: /// Construct. explicit Text(Context* context); /// Destruct. ~Text() override; /// Register object factory. static void RegisterObject(Context* context); /// Apply attribute changes that can not be applied immediately. void ApplyAttributes() override; /// Return UI rendering batches. void GetBatches(PODVector& batches, PODVector& vertexData, const IntRect& currentScissor) override; /// React to resize. void OnResize(const IntVector2& newSize, const IntVector2& delta) override; /// React to indent change. void OnIndentSet() override; /// Set font by looking from resource cache by name and font size. Return true if successful. bool SetFont(const String& fontName, float size = DEFAULT_FONT_SIZE); /// Set font and font size. Return true if successful. bool SetFont(Font* font, float size = DEFAULT_FONT_SIZE); /// Set font size only while retaining the existing font. Return true if successful. /// @property bool SetFontSize(float size); /// Set text. Text is assumed to be either ASCII or UTF8-encoded. /// @property void SetText(const String& text); /// Set row alignment. /// @property void SetTextAlignment(HorizontalAlignment align); /// Set row spacing, 1.0 for original font spacing. /// @property void SetRowSpacing(float spacing); /// Set wordwrap. In wordwrap mode the text element will respect its current width. Otherwise it resizes itself freely. /// @property void SetWordwrap(bool enable); /// The text will be automatically translated. The text value used as string identifier. /// @property void SetAutoLocalizable(bool enable); /// Set selection. When length is not provided, select until the text ends. void SetSelection(unsigned start, unsigned length = M_MAX_UNSIGNED); /// Clear selection. void ClearSelection(); /// Set text effect. /// @property void SetTextEffect(TextEffect textEffect); /// Set shadow offset. /// @property void SetEffectShadowOffset(const IntVector2& offset); /// Set stroke thickness. /// @property void SetEffectStrokeThickness(int thickness); /// Set stroke rounding. Corners of the font will be rounded off in the stroke so the stroke won't have corners. /// @property void SetEffectRoundStroke(bool roundStroke); /// Set effect color. /// @property void SetEffectColor(const Color& effectColor); /// Return font. /// @property Font* GetFont() const { return font_; } /// Return font size. /// @property float GetFontSize() const { return fontSize_; } /// Return text. /// @property const String& GetText() const { return text_; } /// Return row alignment. /// @property HorizontalAlignment GetTextAlignment() const { return textAlignment_; } /// Return row spacing. /// @property float GetRowSpacing() const { return rowSpacing_; } /// Return wordwrap mode. /// @property bool GetWordwrap() const { return wordWrap_; } /// Return auto localizable mode. /// @property bool GetAutoLocalizable() const { return autoLocalizable_; } /// Return selection start. /// @property unsigned GetSelectionStart() const { return selectionStart_; } /// Return selection length. /// @property unsigned GetSelectionLength() const { return selectionLength_; } /// Return text effect. /// @property TextEffect GetTextEffect() const { return textEffect_; } /// Return effect shadow offset. /// @property const IntVector2& GetEffectShadowOffset() const { return shadowOffset_; } /// Return effect stroke thickness. /// @property int GetEffectStrokeThickness() const { return strokeThickness_; } /// Return effect round stroke. /// @property bool GetEffectRoundStroke() const { return roundStroke_; } /// Return effect color. /// @property const Color& GetEffectColor() const { return effectColor_; } /// Return row height. /// @property float GetRowHeight() const { return rowHeight_; } /// Return number of rows. /// @property unsigned GetNumRows() const { return rowWidths_.Size(); } /// Return number of characters. /// @property unsigned GetNumChars() const { return unicodeText_.Size(); } /// Return width of row by index. /// @property{get_rowWidths} float GetRowWidth(unsigned index) const; /// Return position of character by index relative to the text element origin. /// @property{get_charPositions} Vector2 GetCharPosition(unsigned index); /// Return size of character by index. /// @property{get_charSizes} Vector2 GetCharSize(unsigned index); /// Set text effect Z bias. Zero by default, adjusted only in 3D mode. void SetEffectDepthBias(float bias); /// Return effect Z bias. float GetEffectDepthBias() const { return effectDepthBias_; } /// Set font attribute. void SetFontAttr(const ResourceRef& value); /// Return font attribute. ResourceRef GetFontAttr() const; /// Set text attribute. void SetTextAttr(const String& value); /// Return text attribute. String GetTextAttr() const; protected: /// Filter implicit attributes in serialization process. bool FilterImplicitAttributes(XMLElement& dest) const override; /// Update text when text, font or spacing changed. void UpdateText(bool onResize = false); /// Update cached character locations after text update, or when text alignment or indent has changed. void UpdateCharLocations(); /// Validate text selection to be within the text. void ValidateSelection(); /// Return row start X position. int GetRowStartPosition(unsigned rowIndex) const; /// Construct batch. void ConstructBatch (UIBatch& pageBatch, const PODVector& pageGlyphLocation, float dx = 0, float dy = 0, Color* color = nullptr, float depthBias = 0.0f); /// Font. SharedPtr font_; /// Current face. WeakPtr fontFace_; /// Font size. float fontSize_; /// UTF-8 encoded text. String text_; /// Row alignment. HorizontalAlignment textAlignment_; /// Row spacing. float rowSpacing_; /// Wordwrap mode. bool wordWrap_; /// Char positions dirty flag. bool charLocationsDirty_; /// Selection start. unsigned selectionStart_; /// Selection length. unsigned selectionLength_; /// Text effect. TextEffect textEffect_; /// Text effect shadow offset. IntVector2 shadowOffset_; /// Text effect stroke thickness. int strokeThickness_; /// Text effect stroke rounding flag. bool roundStroke_; /// Effect color. Color effectColor_; /// Text effect Z bias. float effectDepthBias_; /// Row height. float rowHeight_; /// Text as Unicode characters. PODVector unicodeText_; /// Text modified into printed form. PODVector printText_; /// Mapping of printed form back to original char indices. PODVector printToText_; /// Row widths. PODVector rowWidths_; /// Glyph locations per each texture in the font. Vector > pageGlyphLocations_; /// Cached locations of each character in the text. PODVector charLocations_; /// The text will be automatically translated. bool autoLocalizable_; /// Localization string id storage. Used when autoLocalizable flag is set. String stringId_; /// Handle change Language. void HandleChangeLanguage(StringHash eventType, VariantMap& eventData); /// UTF8 to Unicode. void DecodeToUnicode(); }; }