コード例 #1
0
ファイル: MOText.cpp プロジェクト: garydai/Maratis_3d_engine
void MOText::draw(void)
{
	MFont * font = getFont();
	const char * text = m_text.getData();

	if(! (strlen(text) > 0 && font))
		return;

	if(m_linesOffset.size() == 0)
		return;

	MRenderingContext * render = MEngine().getInstance()->getRenderingContext();


	render->enableBlending();
	render->enableTexture();
	render->disableLighting();

	render->setColor4(m_color);
	render->setBlendingMode(M_BLENDING_ALPHA);

	MVector2 vertices[4];
	MVector2 texCoords[4];

	render->disableNormalArray();
	render->disableColorArray();
	render->enableVertexArray();
	render->enableTexCoordArray();

	render->setVertexPointer(M_FLOAT, 2, vertices);
	render->setTexCoordPointer(M_FLOAT, 2, texCoords);

	render->bindTexture(font->getTextureId());

	unsigned int lineId = 0;
	float lineOffset = m_linesOffset[0];

	float tabSize = m_size*2;
	float fontSize = (float)font->getFontSize();
	float widthFactor = font->getTextureWith() / fontSize;
	float heightFactor = font->getTextureHeight() / fontSize;
	float xc = 0, yc = 0;

	unsigned int i;
	unsigned int size = strlen(text);
	for(i=0; i<size; i++)
	{
		if(text[i] == '\n') // return
		{
			if(((i+1) < size))
			{
				lineId++;
				lineOffset = m_linesOffset[lineId];

				yc += m_size;
				xc = 0;
			}
			continue;
		}

		if(text[i] == '\t') // tab
		{
			int tab = (int)(xc / tabSize) + 1;
			xc = tab*tabSize;
			continue;
		}

		// get character
		unsigned int charCode = (unsigned int)((unsigned char)text[i]);
		MCharacter * character = font->getCharacter(charCode);
		if(! character)
			continue;

		MVector2 pos = character->getPos();
		MVector2 scale = character->getScale();
		MVector2 offset = character->getOffset() * m_size + MVector2(lineOffset, 0);

		float width = scale.x * widthFactor * m_size;
		float height = scale.y * heightFactor * m_size;

		// construct quad
		texCoords[0] = MVector2(pos.x, (pos.y + scale.y));
		vertices[0] = MVector2(xc, (yc + height)) + offset;						
		
		texCoords[1] = MVector2((pos.x + scale.x), (pos.y + scale.y));	
		vertices[1] = MVector2((xc + width), (yc + height)) + offset;							
		
		texCoords[3] = MVector2((pos.x + scale.x), pos.y);	
		vertices[3] = MVector2((xc + width), yc) + offset;							
		
		texCoords[2] = MVector2(pos.x, pos.y);				
		vertices[2] = MVector2(xc, yc) + offset;

		// draw quad
		render->drawArray(M_PRIMITIVE_TRIANGLE_STRIP, 0, 4);

		//move to next character
		xc += character->getXAdvance() * m_size;
	}
}
コード例 #2
0
ファイル: MGuiEditText.cpp プロジェクト: Sponk/maratis
void MGuiEditText::draw(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	if(! isVisible())
		return;

	if(! isPressed())
		updateFromVariable();

	// draw selection
	if(isPressed())
	{
		render->disableTexture();
		render->setColor4(MVector4(1, 0.1f, 0.1f, 0.3f));
		getFont()->drawSelection(getText(), getPosition(), getTextSize(), m_startSelectionId, m_endSelectionId);
	}

	// set text color
	if(isPressed()){
		render->setColor4(getPressedColor());
	}
	else if(isHighLight()){
		render->setColor4(getHighLightColor());
	}
	else{
		render->setColor4(getNormalColor());
	}

	// draw text
	render->enableTexture();
	getFont()->draw(getText(), getPosition(), getTextSize());

	if(isPressed() && (m_startSelectionId == m_endSelectionId)) // cursor
	{
		render->disableTexture();

		render->setColor4(MVector4(1, 0, 0, 0.5f));

		// position
		MVector2 position = getFont()->getCharacterPosition(
			getText(),
			getPosition(),
			getTextSize(),
			getCharId()
		);

		// scale
		MVector2 scale = MVector2(getTextSize() * 0.1f, getTextSize());

		float offset = (getTextSize() - (getTextSize()*getFont()->getSpace()))*0.5f;
		float px = (float)((int)(position.x + offset));
		float py = (float)((int)position.y);

		// draw
		render->disableNormalArray();
		render->disableTexCoordArray();
		render->disableColorArray();
		render->enableVertexArray();

		MVector2 vertices[4] = {
			MVector2(px, py),
			MVector2(px, py + scale.y),
			MVector2(px + scale.x, py),
			MVector2(px + scale.x, py + scale.y)
		};

		render->setVertexPointer(M_FLOAT, 2, vertices);
		render->drawArray(M_PRIMITIVE_TRIANGLE_STRIP, 0, 4);
	}

	MGuiEvent guiEvent;
	guiEvent.type = MGUI_EVENT_DRAW;
	if(m_pointerEvent)
		m_pointerEvent(this, &guiEvent);
}