//----------------------------------------------------------------// void MOAIAnim::Apply ( float t0, float t1 ) { if ( t0 == t1 ) { this->Apply ( t0 ); return; } MOAIAttrOp adder; u32 total = this->mLinks.Size (); for ( u32 i = 0; i < total; ++i ) { MOAIAnimLink& link = this->mLinks [ i ]; MOAIAnimCurve* curve = link.mCurve; MOAINode* target = link.mTarget; if ( curve && target ) { if ( link.mRelative ) { float value = curve->GetFloatDelta ( t0, t1 ); adder.SetValue ( value ); target->ApplyAttrOp ( link.mAttrID, adder, MOAIAttrOp::ADD ); } else { float value = curve->GetFloatValue ( t1 ); target->SetAttributeValue < float >( link.mAttrID, value ); } target->ScheduleUpdate (); } } }
//----------------------------------------------------------------// void MOAIAnim::Apply ( float t ) { u32 total = this->mLinks.Size (); for ( u32 i = 0; i < total; ++i ) { MOAIAnimLink& link = this->mLinks [ i ]; MOAIAnimCurve* curve = link.mCurve; MOAINode* target = link.mTarget; if ( curve && target ) { if ( !link.mRelative ) { float value = curve->GetFloatValue ( t ); target->SetAttributeValue < float >( link.mAttrID, value ); } target->ScheduleUpdate (); } } }
//----------------------------------------------------------------// void MOAITextDesigner::BuildLayout ( MOAITextBox& textBox ) { if ( !textBox.mStyleMap.GetTop ()) return; this->mStr = textBox.mText; this->mIdx = textBox.mCurrentPageIdx; this->mStyleSpan = 0; this->mStyle = 0; int tokenIdx = this->mIdx; int lineIdx = this->mIdx; float width = textBox.mFrame.Width (); float height = textBox.mFrame.Height (); u32 lineStart = 0; u32 lineSize = 0; u32 tokenStart = 0; u32 tokenSize = 0; USRect lineRect; lineRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f ); USRect tokenRect; tokenRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f ); float tokenAscent = 0.0f; float lineAscent = 0.0f; USVec2D pen; pen.Init ( 0.0f, 0.0f ); MOAIGlyph* glyph = 0; MOAIGlyph* prevGlyph = 0; textBox.mMore = true; bool more = true; while ( more ) { u32 c = this->NextChar ( textBox ); float scale = textBox.mGlyphScale * ( this->mStyle ? this->mStyle->mScale : 1.0f ); bool acceptToken = false; bool acceptLine = false; if ( MOAIFont::IsControl ( c )) { if ( c == '\n' ) { tokenIdx = this->mIdx - 1; tokenStart = textBox.mSprites.GetTop (); acceptToken = true; acceptLine = true; if ( !tokenRect.Height ()) { tokenRect.mYMax += this->mDeck->mHeight * scale; } } else if ( c == 0 ) { textBox.mMore = false; tokenIdx = this->mIdx - 1; tokenStart = textBox.mSprites.GetTop (); acceptToken = true; acceptLine = true; more = false; } } else { glyph = this->mDeck->GetGlyph ( c ); if ( !glyph ) continue; if ( glyph->mAdvanceX == 0.0f ) continue; // apply kerning if ( prevGlyph ) { MOAIKernVec kernVec = prevGlyph->GetKerning ( glyph->mCode ); pen.mX += kernVec.mX * scale; } prevGlyph = glyph; if ( MOAIFont::IsWhitespace ( c )) { if ( tokenSize ) { acceptToken = true; } } else { float glyphBottom = pen.mY + ( this->mDeck->mHeight * scale ); // handle new token if ( !tokenSize ) { tokenIdx = this->mIdx - 1; tokenStart = textBox.mSprites.GetTop (); tokenRect.Init ( pen.mX, pen.mY, pen.mX, glyphBottom ); tokenAscent = this->mDeck->mAscent * scale; } // check for overrun float glyphRight = pen.mX + (( glyph->mBearingX + glyph->mWidth ) * scale ); bool overrun = glyphRight > width; acceptLine = ( lineSize && overrun ); if ( acceptLine || !overrun ) { textBox.PushSprite ( this->mIdx - 1, *glyph, *this->mStyle, pen.mX, pen.mY, scale ); tokenRect.mXMax = glyphRight; tokenSize++; } } pen.mX += glyph->mAdvanceX * scale; } if ( acceptToken ) { lineRect.Grow ( tokenRect ); lineSize += tokenSize; lineAscent = tokenAscent > lineAscent ? tokenAscent : lineAscent; tokenSize = 0; } if ( acceptLine ) { textBox.PushLine ( lineStart, lineSize, lineRect, lineAscent ); // end line pen.mY += lineRect.Height () + textBox.mLineSpacing; lineRect.Init ( 0.0f, pen.mY, 0.0f, pen.mY ); // next line lineIdx = tokenIdx; lineStart = tokenStart; lineSize = 0; lineAscent = 0.0f; prevGlyph = 0; if ( tokenSize ){ // slide the current token (if any) back to the origin for ( u32 i = 0; i < tokenSize; ++i ) { MOAITextSprite& sprite = textBox.mSprites [ tokenStart + i ]; sprite.mX -= tokenRect.mXMin; sprite.mY = pen.mY; } pen.mX -= tokenRect.mXMin; tokenRect.Init ( 0.0f, pen.mY, tokenRect.Width (), pen.mY + tokenRect.Height ()); } else { pen.mX = 0.0f; tokenRect.Init ( 0.0f, pen.mY, 0.0f, pen.mY + this->mDeck->mHeight ); } } // if we overrun height, then back up to the start of the current line if ( tokenRect.mYMax > height ) { textBox.mSprites.SetTop ( lineStart ); textBox.mNextPageIdx = lineIdx; more = false; } } if ( textBox.mSprites.GetTop () == 0 ) { textBox.mMore = false; return; } float yOff = textBox.mFrame.mYMin; float layoutHeight = lineRect.mYMax; switch ( textBox.mVAlign ) { case MOAITextBox::CENTER_JUSTIFY: yOff = ( yOff + ( height * 0.5f )) - ( layoutHeight * 0.5f ); case MOAITextBox::LEFT_JUSTIFY: break; case MOAITextBox::RIGHT_JUSTIFY: yOff = textBox.mFrame.mYMax - layoutHeight; } u32 totalLines = textBox.mLines.GetTop (); for ( u32 i = 0; i < totalLines; ++i ) { MOAITextLine& line = textBox.mLines [ i ]; float xOff = textBox.mFrame.mXMin; float lineWidth = line.mRect.Width (); switch ( textBox.mHAlign ) { case MOAITextBox::CENTER_JUSTIFY: xOff = ( xOff + ( width * 0.5f )) - ( lineWidth * 0.5f ); case MOAITextBox::LEFT_JUSTIFY: break; case MOAITextBox::RIGHT_JUSTIFY: xOff = textBox.mFrame.mXMax - lineWidth; } line.mRect.Offset ( xOff, yOff ); float spriteYOff = yOff + line.mAscent; MOAIAnimCurve* curve = 0; if ( textBox.mCurves ) { curve = textBox.mCurves [ i % textBox.mCurves.Size ()]; } for ( u32 j = 0; j < line.mSize; ++j ) { MOAITextSprite& sprite = textBox.mSprites [ line.mStart + j ]; sprite.mX += xOff; if ( curve ) { sprite.mY += spriteYOff + curve->GetFloatValue (( sprite.mX - textBox.mFrame.mXMin ) / width ); } else { sprite.mY += spriteYOff; } } } }
//----------------------------------------------------------------// void MOAITextFrame::FlushLine () { if ( this->mLineCount >= this->mTotalLines ) return; float x = this->mFrame.mXMin; float width = this->mFrame.Width (); float lineWidth = this->mRightToLeft ? -this->mLineXMax : this->mLineXMax; float lineHeight = this->mFont->GetLineSpacing () * this->mPoints * this->mLineSpacing; switch ( this->mJustify ) { case CENTER_JUSTIFY: x = ( x + ( width * 0.5f )) - ( lineWidth * 0.5f ); case LEFT_JUSTIFY: break; case RIGHT_JUSTIFY: x = this->mFrame.mXMax - lineWidth; } MOAIAnimCurve* curve = 0; if ( this->mCurves ) { curve = this->mCurves [ this->mLineCount % this->mTotalCurves ]; } if ( this->mRightToLeft ) { x -= this->mLineXMax; } for ( u32 i = this->mLineBottom; i < this->mLineTop; ++i ) { MOAITextSprite& sprite = ( *this->mLayout )[ i ]; float yOff = 0.0f; if ( curve ) { yOff = curve->GetFloatValue ( sprite.mX / width ); } sprite.mX += x; sprite.mY = this->mPen.mY + yOff; } this->mLineBottom = this->mLineTop; this->mLineXMax = 0.0f; this->mPen.mY += lineHeight; this->mLineCount++; this->mGlyph = 0; // move token to origin u32 tokenTop = this->mLayout->GetTop (); for ( u32 i = this->mLineTop; i < tokenTop; ++i ) { MOAITextSprite& sprite = ( *this->mLayout )[ i ]; sprite.mX -= this->mTokenXMin; } this->mPen.mX -= this->mTokenXMin; this->mTokenXMax -= this->mTokenXMin; this->mTokenXMin = 0.0f; }