void CGUITextLayout::AppendToUTF32(const CStdStringW &utf16, character_t colStyle, vecText &utf32) { // NOTE: Assumes a single line of text utf32.reserve(utf32.size() + utf16.size()); for (unsigned int i = 0; i < utf16.size(); i++) utf32.push_back(utf16[i] | colStyle); }
void CGUIFont::DrawScrollingText(float x, float y, const vecColors &colors, color_t shadowColor, const vecText &text, uint32_t alignment, float maxWidth, const CScrollInfo &scrollInfo) { if (!m_font) return; if (!shadowColor) shadowColor = m_shadowColor; if (!text.size() || ClippedRegionIsEmpty(x, y, maxWidth, alignment)) return; // nothing to render if (!scrollInfo.m_widthValid) { /* Calculate the pixel width of the complete string */ scrollInfo.m_textWidth = GetTextWidth(text); scrollInfo.m_totalWidth = scrollInfo.m_textWidth + GetTextWidth(scrollInfo.suffix); scrollInfo.m_widthValid = true; } assert(scrollInfo.m_totalWidth != 0); float textPixelWidth = ROUND(scrollInfo.m_textWidth / g_graphicsContext.GetGUIScaleX()); float suffixPixelWidth = ROUND((scrollInfo.m_totalWidth - scrollInfo.m_textWidth) / g_graphicsContext.GetGUIScaleX()); float offset; if(scrollInfo.pixelSpeed >= 0) offset = scrollInfo.pixelPos; else offset = scrollInfo.m_totalWidth - scrollInfo.pixelPos; vecColors renderColors; for (unsigned int i = 0; i < colors.size(); i++) renderColors.push_back(g_graphicsContext.MergeAlpha(colors[i] ? colors[i] : m_textColor)); bool scroll = !scrollInfo.waitTime && scrollInfo.pixelSpeed; if (shadowColor) { shadowColor = g_graphicsContext.MergeAlpha(shadowColor); vecColors shadowColors; for (unsigned int i = 0; i < renderColors.size(); i++) shadowColors.push_back((renderColors[i] & 0xff000000) != 0 ? shadowColor : 0); for (float dx = -offset; dx < maxWidth; dx += scrollInfo.m_totalWidth) { m_font->DrawTextInternal(x + dx + 1, y + 1, shadowColors, text, alignment, textPixelWidth, scroll); m_font->DrawTextInternal(x + dx + scrollInfo.m_textWidth + 1, y + 1, shadowColors, scrollInfo.suffix, alignment, suffixPixelWidth, scroll); } } for (float dx = -offset; dx < maxWidth; dx += scrollInfo.m_totalWidth) { m_font->DrawTextInternal(x + dx, y, renderColors, text, alignment, textPixelWidth, scroll); m_font->DrawTextInternal(x + dx + scrollInfo.m_textWidth, y, renderColors, scrollInfo.suffix, alignment, suffixPixelWidth, scroll); } g_graphicsContext.RestoreClipRegion(); }
void CGUIFont::DrawScrollingText(float x, float y, const vecColors &colors, color_t shadowColor, const vecText &text, uint32_t alignment, float maxWidth, CScrollInfo &scrollInfo) { if (!m_font) return; if (!shadowColor) shadowColor = m_shadowColor; float spaceWidth = GetCharWidth(L' '); // max chars on screen + extra margin chars vecText::size_type maxChars = std::min<vecText::size_type>( (text.size() + (vecText::size_type)scrollInfo.suffix.size()), (vecText::size_type)((maxWidth * 1.05f) / spaceWidth)); if (!text.size() || ClippedRegionIsEmpty(x, y, maxWidth, alignment)) return; // nothing to render maxWidth = ROUND(maxWidth / g_graphicsContext.GetGUIScaleX()); // draw at our scroll position // we handle the scrolling as follows: // We scroll on a per-pixel basis up until we have scrolled the first character outside // of our viewport, whereby we cycle the string around, and reset the scroll position. // // pixelPos is the amount in pixels to move the string by. // characterPos is the amount in characters to rotate the string by. // float offset = scrollInfo.pixelPos; if (!scrollInfo.waitTime) { // move along by the appropriate scroll amount float scrollAmount = fabs(scrollInfo.GetPixelsPerFrame() * g_graphicsContext.GetGUIScaleX()); if (scrollInfo.pixelSpeed > 0) { // we want to move scrollAmount, grab the next character float charWidth = GetCharWidth(scrollInfo.GetCurrentChar(text)); if (scrollInfo.pixelPos + scrollAmount < charWidth) scrollInfo.pixelPos += scrollAmount; // within the current character else { // past the current character, decrement scrollAmount by the charWidth and move to the next character while (scrollInfo.pixelPos + scrollAmount >= charWidth) { scrollAmount -= (charWidth - scrollInfo.pixelPos); scrollInfo.pixelPos = 0; scrollInfo.characterPos++; if (scrollInfo.characterPos >= text.size() + scrollInfo.suffix.size()) { scrollInfo.Reset(); break; } charWidth = GetCharWidth(scrollInfo.GetCurrentChar(text)); } } offset = scrollInfo.pixelPos; } else if (scrollInfo.pixelSpeed < 0) { // scrolling backwards // we want to move scrollAmount, grab the next character float charWidth = GetCharWidth(scrollInfo.GetCurrentChar(text)); if (scrollInfo.pixelPos + scrollAmount < charWidth) scrollInfo.pixelPos += scrollAmount; // within the current character else { // past the current character, decrement scrollAmount by the charWidth and move to the next character while (scrollInfo.pixelPos + scrollAmount >= charWidth) { scrollAmount -= (charWidth - scrollInfo.pixelPos); scrollInfo.pixelPos = 0; if (scrollInfo.characterPos == 0) { scrollInfo.Reset(); scrollInfo.characterPos = text.size() + scrollInfo.suffix.size() - 1; break; } scrollInfo.characterPos--; charWidth = GetCharWidth(scrollInfo.GetCurrentChar(text)); } } offset = charWidth - scrollInfo.pixelPos; } } else scrollInfo.waitTime--; // Now rotate our string as needed, only take a slightly larger then visible part of the text. unsigned int pos = scrollInfo.characterPos; vecText renderText; renderText.reserve(maxChars); for (vecText::size_type i = 0; i < maxChars; i++) { if (pos >= text.size() + scrollInfo.suffix.size()) pos = 0; if (pos < text.size()) renderText.push_back(text[pos]); else renderText.push_back(scrollInfo.suffix[pos - text.size()]); pos++; } vecColors renderColors; for (unsigned int i = 0; i < colors.size(); i++) renderColors.push_back(g_graphicsContext.MergeAlpha(colors[i] ? colors[i] : m_textColor)); bool scroll = !scrollInfo.waitTime && scrollInfo.pixelSpeed; if (shadowColor) { shadowColor = g_graphicsContext.MergeAlpha(shadowColor); vecColors shadowColors; for (unsigned int i = 0; i < renderColors.size(); i++) shadowColors.push_back((renderColors[i] & 0xff000000) != 0 ? shadowColor : 0); m_font->DrawTextInternal(x - offset + 1, y + 1, shadowColors, renderText, alignment, maxWidth + scrollInfo.pixelPos + m_font->GetLineHeight(2.0f), scroll); } m_font->DrawTextInternal(x - offset, y, renderColors, renderText, alignment, maxWidth + scrollInfo.pixelPos + m_font->GetLineHeight(2.0f), scroll); g_graphicsContext.RestoreClipRegion(); }
void CGUIFontTTFBase::BuildTextCoordinates(float x, float y, const vecColors &colors, color_t shadowColor, const vecText &text, uint32_t alignment, float maxPixelWidth, bool scrolling, FontCoordsIndiced& pData) { // Check if we will really need to truncate or justify the text m_originX = x; m_originY = y; if ( alignment & XBFONT_TRUNCATED ) { if ( maxPixelWidth <= 0.0f || GetTextWidthInternal(text.begin(), text.end()) <= maxPixelWidth) alignment &= ~XBFONT_TRUNCATED; } else if ( alignment & XBFONT_JUSTIFIED ) { if ( maxPixelWidth <= 0.0f ) alignment &= ~XBFONT_JUSTIFIED; } // calculate sizing information float startX = 0; float startY = (alignment & XBFONT_CENTER_Y) ? -0.5f*(m_cellHeight-2) : 0; // vertical centering if ( alignment & (XBFONT_RIGHT | XBFONT_CENTER_X) ) { // Get the extent of this line float w = GetTextWidthInternal( text.begin(), text.end() ); if ( alignment & XBFONT_TRUNCATED && w > maxPixelWidth ) w = maxPixelWidth; if ( alignment & XBFONT_CENTER_X) w *= 0.5f; // Offset this line's starting position startX -= w; } float spacePerLetter = 0; // for justification effects #if 0 if ( alignment & XBFONT_JUSTIFIED ) { // first compute the size of the text to render in both characters and pixels unsigned int lineChars = 0; float linePixels = 0; for (vecText::const_iterator pos = text.begin(); pos != text.end(); pos++) { Character *ch = GetCharacter(*pos); if (ch) { // spaces have multiple times the justification spacing of normal letters lineChars += ((*pos & 0xffff) == L' ') ? justification_word_weight : 1; linePixels += ch->advance; } } if (lineChars > 1) spacePerLetter = (maxPixelWidth - linePixels) / (lineChars - 1); } #endif ReloadFace(); #ifdef HAS_HARFBUZZ_NG int i = 0; wchar_t strW[text.size()]; for (vecText::const_iterator pos = text.begin(); pos != text.end(); pos++) { wchar_t letter = (wchar_t)((*pos) & 0xffff); strW[i] = letter; i++; } hb_buffer_t *hb_buffer = hb_buffer_create(text.size()); hb_buffer_set_unicode_funcs(hb_buffer, hb_glib_get_unicode_funcs()); hb_buffer_add_utf32(hb_buffer, (const uint32_t*) strW, text.size(), 0, text.size()); hb_buffer_set_direction(hb_buffer, HB_DIRECTION_LTR); hb_shape (hb_font, hb_buffer, NULL, 0); unsigned int glyph_info_len; hb_glyph_info_t *hb_glyph = hb_buffer_get_glyph_infos (hb_buffer, &glyph_info_len); hb_glyph_position_t *hb_position = hb_buffer_get_glyph_positions (hb_buffer, &glyph_info_len); #else /* HAS_HARFBUZZ_NG */ FT_Vector delta; Character* previousCh = NULL; #endif float cursorX = 0; // current position along the line for (vecText::const_iterator pos = text.begin(); pos != text.end(); pos++) { // If starting text on a new line, determine justification effects // Get the current letter in the CStdString color_t color = (*pos & 0xff0000) >> 16; if (color >= colors.size()) color = 0; color = colors[color]; // grab the next character Character *ch = GetCharacter(*pos); if (!ch) continue; if ( alignment & XBFONT_TRUNCATED ) { // Check if we will be exceeded the max allowed width if ( cursorX + ch->advance + 3 * m_ellipsesWidth > maxPixelWidth ) { // Yup. Let's draw the ellipses, then bail // Perhaps we should really bail to the next line in this case?? Character *period = GetCharacter(L'.'); if (!period) break; for (int i = 0; i < 3; i++) { BuildCharacterCoordinates(startX + cursorX, startY, period, color, shadowColor, !scrolling, pData); cursorX += period->advance; } break; } } else if (maxPixelWidth > 0 && cursorX > maxPixelWidth) break; // exceeded max allowed width - stop rendering #ifdef HAS_HARFBUZZ_NG BuildCharacterCoordinates(startX + cursorX + (hb_position->x_offset * (1./64)), startY - (hb_position->y_offset * (1./64)), ch, color, shadowColor, !scrolling, pData); if ( alignment & XBFONT_JUSTIFIED ) { if ((*pos & 0xffff) == L' ') cursorX += (hb_position->x_advance * (1./64)) + spacePerLetter * justification_word_weight; else cursorX += (hb_position->x_advance * (1./64)) + spacePerLetter; } else cursorX += hb_position->x_advance * (1./64); hb_glyph++; hb_position++; #else if (previousCh) { FT_Get_Kerning(m_face, previousCh->glyphIndex, ch->glyphIndex, FT_KERNING_DEFAULT, &delta); cursorX += (float) (delta.x / 64); } BuildCharacterCoordinates(startX + cursorX, startY, ch, color, shadowColor, !scrolling, pData); if ( alignment & XBFONT_JUSTIFIED ) { if ((*pos & 0xffff) == L' ') cursorX += ch->advance + spacePerLetter * justification_word_weight; else cursorX += ch->advance + spacePerLetter; } else cursorX += ch->advance; previousCh = ch; #endif } #ifdef HAS_HARFBUZZ_NG hb_buffer_destroy(hb_buffer); #endif }