Exemple #1
0
// ----------------------------------------------------------------------------
void BoldFace::reset()
{
    FontWithFace::reset();

    core::stringw preload_chars;
    for (int i = 32; i < 128; i++)
    {
        // Include basic Latin
        preload_chars.append((wchar_t)i);
    }

    insertCharacters(preload_chars.c_str());
    updateCharactersList();
}   // reset
Exemple #2
0
// ----------------------------------------------------------------------------
void DigitFace::reset()
{
    FontWithFace::reset();

    core::stringw preload_chars;
    for (int i = 32; i < 64; i++)
    {
        // No lazy loading for digit font, include the least characters
        preload_chars.append((wchar_t)i);
    }
    // Used when displaying multiple items, e.g. 6x
    preload_chars.append((wchar_t)120);

    insertCharacters(preload_chars.c_str(), true/*first_load*/);
    updateCharactersList();
}   // reset
Exemple #3
0
// ----------------------------------------------------------------------------
core::dimension2d<u32> FontWithFace::getDimension(const wchar_t* text,
                                            FontSettings* font_settings)
{
    const float scale = font_settings ? font_settings->getScale() : 1.0f;
    // Test if lazy load char is needed
    insertCharacters(text);
    updateCharactersList();

    assert(m_character_area_map.size() > 0);
    core::dimension2d<float> dim(0.0f, 0.0f);
    core::dimension2d<float> this_line(0.0f, m_font_max_height * scale);

    for (const wchar_t* p = text; *p; ++p)
    {
        if (*p == L'\r'  ||      // Windows breaks
            *p == L'\n'      )   // Unix breaks
        {
            if (*p==L'\r' && p[1] == L'\n') // Windows breaks
                ++p;
            dim.Height += this_line.Height;
            if (dim.Width < this_line.Width)
                dim.Width = this_line.Width;
            this_line.Width = 0;
            continue;
        }

        bool fallback = false;
        const FontArea &area = getAreaFromCharacter(*p, &fallback);

        this_line.Width += getCharWidth(area, fallback, scale);
    }

    dim.Height += this_line.Height;
    if (dim.Width < this_line.Width)
        dim.Width = this_line.Width;

    core::dimension2d<u32> ret_dim(0, 0);
    ret_dim.Width  = (u32)(dim.Width + 0.9f); // round up
    ret_dim.Height = (u32)(dim.Height + 0.9f);

    return ret_dim;
}   // getDimension
Exemple #4
0
// ----------------------------------------------------------------------------
void FontWithFace::render(const core::stringw& text,
                          const core::rect<s32>& position,
                          const video::SColor& color, bool hcenter,
                          bool vcenter, const core::rect<s32>* clip,
                          FontSettings* font_settings,
                          FontCharCollector* char_collector)
{
    const bool is_bold_face = dynamic_cast<BoldFace*>(this);
    const bool black_border = font_settings ?
        font_settings->useBlackBorder() : false;
    const bool rtl = font_settings ? font_settings->isRTL() : false;
    const float scale = font_settings ? font_settings->getScale() : 1.0f;
    const float shadow = font_settings ? font_settings->useShadow() : false;

    if (shadow)
    {
        assert(font_settings);
        // Avoid infinite recursion
        font_settings->setShadow(false);

        core::rect<s32> shadowpos = position;
        shadowpos.LowerRightCorner.X += 2;
        shadowpos.LowerRightCorner.Y += 2;
        render(text, shadowpos, font_settings->getShadowColor(), hcenter,
            vcenter, clip, font_settings);

        // Set back
        font_settings->setShadow(true);
    }

    core::position2d<float> offset(float(position.UpperLeftCorner.X),
        float(position.UpperLeftCorner.Y));
    core::dimension2d<s32> text_dimension;

    if (rtl || hcenter || vcenter || clip)
    {
        text_dimension = getDimension(text.c_str(), font_settings);

        if (hcenter)
            offset.X += (position.getWidth() - text_dimension.Width) / 2;
        else if (rtl)
            offset.X += (position.getWidth() - text_dimension.Width);

        if (vcenter)
            offset.Y += (position.getHeight() - text_dimension.Height) / 2;
        if (clip)
        {
            core::rect<s32> clippedRect(core::position2d<s32>
                (s32(offset.X), s32(offset.Y)), text_dimension);
            clippedRect.clipAgainst(*clip);
            if (!clippedRect.isValid()) return;
        }
    }

    // Collect character locations
    const unsigned int text_size = text.size();
    core::array<s32> indices(text_size);
    core::array<core::position2d<float>> offsets(text_size);
    std::vector<bool> fallback(text_size);

    // Test again if lazy load char is needed,
    // as some text isn't drawn with getDimension
    insertCharacters(text.c_str());
    updateCharactersList();

    for (u32 i = 0; i < text_size; i++)
    {
        wchar_t c = text[i];

        if (c == L'\r' ||          // Windows breaks
            c == L'\n'    )        // Unix breaks
        {
            if (c==L'\r' && text[i+1]==L'\n')
                c = text[++i];
            offset.Y += m_font_max_height * scale;
            offset.X  = position.UpperLeftCorner.X;
            if (hcenter)
                offset.X += (position.getWidth() - text_dimension.Width) >> 1;
            continue;
        }   // if lineBreak

        bool use_fallback_font = false;
        const FontArea &area   = getAreaFromCharacter(c, &use_fallback_font);
        fallback[i]            = use_fallback_font;
        if (char_collector == NULL)
        {
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }
        else
        {
            // Prevent overwriting texture used by billboard text when
            // using lazy loading characters
            if (supportLazyLoadChar() && fallback[i])
            {
                const int cur_texno = m_fallback_font->getSpriteBank()
                    ->getSprites()[area.spriteno].Frames[0].textureNumber;
                if (cur_texno == int(m_fallback_font->getSpriteBank()
                    ->getTextureCount() - 1))
                {
                    m_fallback_font->createNewGlyphPage();
                }
            }
            else if (supportLazyLoadChar())
            {
                const int cur_texno = m_spritebank
                    ->getSprites()[area.spriteno].Frames[0].textureNumber;
                if (cur_texno == int(m_spritebank->getTextureCount() - 1))
                {
                    createNewGlyphPage();
                }
            }

            // Billboard text specific, use offset_y_bt instead
            float glyph_offset_x = area.bearing_x *
                (fallback[i] ? m_fallback_font_scale : scale);
            float glyph_offset_y = area.offset_y_bt *
                (fallback[i] ? m_fallback_font_scale : scale);
            offset.X += glyph_offset_x;
            offset.Y += glyph_offset_y;
            offsets.push_back(offset);
            offset.X -= glyph_offset_x;
            offset.Y -= glyph_offset_y;
        }

        indices.push_back(area.spriteno);
        offset.X += getCharWidth(area, fallback[i], scale);
    }   // for i < text_size

    // Do the actual rendering
    const int indice_amount                 = indices.size();
    core::array<gui::SGUISprite>& sprites   = m_spritebank->getSprites();
    core::array<core::rect<s32>>& positions = m_spritebank->getPositions();
    core::array<gui::SGUISprite>* fallback_sprites;
    core::array<core::rect<s32>>* fallback_positions;
    if (m_fallback_font != NULL)
    {
        fallback_sprites   = &m_fallback_font->m_spritebank->getSprites();
        fallback_positions = &m_fallback_font->m_spritebank->getPositions();
    }
    else
    {
        fallback_sprites   = NULL;
        fallback_positions = NULL;
    }

    const int sprite_amount = sprites.size();

    if ((black_border || is_bold_face) && char_collector == NULL)
    {
        // Draw black border first, to make it behind the real character
        // which make script language display better
        video::SColor black(color.getAlpha(),0,0,0);
        for (int n = 0; n < indice_amount; n++)
        {
            const int sprite_id = indices[n];
            if (!fallback[n] && (sprite_id < 0 || sprite_id >= sprite_amount))
                continue;
            if (indices[n] == -1) continue;

            const int tex_id = (fallback[n] ?
                (*fallback_sprites)[sprite_id].Frames[0].textureNumber :
                sprites[sprite_id].Frames[0].textureNumber);

            core::rect<s32> source = (fallback[n] ? (*fallback_positions)
                [(*fallback_sprites)[sprite_id].Frames[0].rectNumber] :
                positions[sprites[sprite_id].Frames[0].rectNumber]);

            core::dimension2d<float> size(0.0f, 0.0f);

            float cur_scale = (fallback[n] ? m_fallback_font_scale : scale);
            size.Width  = source.getSize().Width  * cur_scale;
            size.Height = source.getSize().Height * cur_scale;

            core::rect<float> dest(offsets[n], size);

            video::ITexture* texture = (fallback[n] ?
                m_fallback_font->m_spritebank->getTexture(tex_id) :
                m_spritebank->getTexture(tex_id));

            for (int x_delta = -2; x_delta <= 2; x_delta++)
            {
                for (int y_delta = -2; y_delta <= 2; y_delta++)
                {
                    if (x_delta == 0 || y_delta == 0) continue;
                    draw2DImage(texture, dest + core::position2d<float>
                        (float(x_delta), float(y_delta)), source, clip,
                        black, true);
                }
            }
        }
    }

    for (int n = 0; n < indice_amount; n++)
    {
        const int sprite_id = indices[n];
        if (!fallback[n] && (sprite_id < 0 || sprite_id >= sprite_amount))
            continue;
        if (indices[n] == -1) continue;

        const int tex_id = (fallback[n] ?
            (*fallback_sprites)[sprite_id].Frames[0].textureNumber :
            sprites[sprite_id].Frames[0].textureNumber);

        core::rect<s32> source = (fallback[n] ?
            (*fallback_positions)[(*fallback_sprites)[sprite_id].Frames[0]
            .rectNumber] : positions[sprites[sprite_id].Frames[0].rectNumber]);

        core::dimension2d<float> size(0.0f, 0.0f);

        float cur_scale = (fallback[n] ? m_fallback_font_scale : scale);
        size.Width  = source.getSize().Width  * cur_scale;
        size.Height = source.getSize().Height * cur_scale;

        core::rect<float> dest(offsets[n], size);

        video::ITexture* texture = (fallback[n] ?
            m_fallback_font->m_spritebank->getTexture(tex_id) :
            m_spritebank->getTexture(tex_id));

        if (fallback[n] || is_bold_face)
        {
            video::SColor top = GUIEngine::getSkin()->getColor("font::top");
            video::SColor bottom = GUIEngine::getSkin()
                ->getColor("font::bottom");
            top.setAlpha(color.getAlpha());
            bottom.setAlpha(color.getAlpha());

            video::SColor title_colors[] = {top, bottom, top, bottom};
            if (char_collector != NULL)
            {
                char_collector->collectChar(texture, dest, source,
                    title_colors);
            }
            else
            {
                draw2DImage(texture, dest, source, clip, title_colors, true);
            }
        }
        else
        {
            if (char_collector != NULL)
            {
                video::SColor colors[] = {color, color, color, color};
                char_collector->collectChar(texture, dest, source, colors);
            }
            else
            {
                draw2DImage(texture, dest, source, clip, color, true);
            }
        }
    }
}   // render