void Text::UpdateCharLocations() { // Remember the font face to see if it's still valid when it's time to render FontFace* face = font_ ? font_->GetFace(fontSize_) : nullptr; if (!face) return; fontFace_ = face; auto rowHeight = RoundToInt(rowSpacing_ * rowHeight_); // Store position & size of each character, and locations per texture page unsigned numChars = unicodeText_.size(); charLocations_.resize(numChars + 1); pageGlyphLocations_.resize(face->GetTextures().size()); for (unsigned i = 0; i < pageGlyphLocations_.size(); ++i) pageGlyphLocations_[i].clear(); IntVector2 offset = font_->GetTotalGlyphOffset(fontSize_); unsigned rowIndex = 0; unsigned lastFilled = 0; float x = Round(GetRowStartPosition(rowIndex) + offset.x_); float y = Round(offset.y_); for (unsigned i = 0; i < printText_.size(); ++i) { CharLocation loc; loc.position_ = Vector2(x, y); unsigned c = printText_[i]; if (c != '\n') { const FontGlyph* glyph = face->GetGlyph(c); loc.size_ = Vector2(glyph ? glyph->advanceX_ : 0, rowHeight_); if (glyph) { // Store glyph's location for rendering. Verify that glyph page is valid if (glyph->page_ < pageGlyphLocations_.size()) pageGlyphLocations_[glyph->page_].push_back(GlyphLocation(x, y, glyph)); x += glyph->advanceX_; if (i < printText_.size() - 1) x += face->GetKerning(c, printText_[i + 1]); } } else { loc.size_ = Vector2::ZERO; x = GetRowStartPosition(++rowIndex); y += rowHeight; } if (lastFilled > printToText_[i]) lastFilled = printToText_[i]; // Fill gaps in case characters were skipped from printing for (unsigned j = lastFilled; j <= printToText_[i]; ++j) charLocations_[j] = loc; lastFilled = printToText_[i] + 1; } // Store the ending position charLocations_[numChars].position_ = Vector2(x, y); charLocations_[numChars].size_ = Vector2::ZERO; charLocationsDirty_ = false; }
void Text::GetBatches(ea::vector<UIBatch>& batches, ea::vector<float>& vertexData, const IntRect& currentScissor) { FontFace* face = font_ ? font_->GetFace(fontSize_) : nullptr; if (!face) { hovering_ = false; return; } // If face has changed or char locations are not valid anymore, update before rendering if (charLocationsDirty_ || !fontFace_ || face != fontFace_) UpdateCharLocations(); // If face uses mutable glyphs mechanism, reacquire glyphs before rendering to make sure they are in the texture else if (face->HasMutableGlyphs()) { for (unsigned i = 0; i < printText_.size(); ++i) face->GetGlyph(printText_[i]); } // Hovering and/or whole selection batch UISelectable::GetBatches(batches, vertexData, currentScissor); // Partial selection batch if (!selected_ && selectionLength_ && charLocations_.size() >= selectionStart_ + selectionLength_ && selectionColor_.a_ > 0.0f) { UIBatch batch(this, BLEND_ALPHA, currentScissor, nullptr, &vertexData); batch.SetColor(selectionColor_); Vector2 currentStart = charLocations_[selectionStart_].position_; Vector2 currentEnd = currentStart; for (unsigned i = selectionStart_; i < selectionStart_ + selectionLength_; ++i) { // Check if row changes, and start a new quad in that case if (charLocations_[i].size_ != Vector2::ZERO) { if (charLocations_[i].position_.y_ != currentStart.y_) { batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_, currentEnd.y_ - currentStart.y_, 0, 0); currentStart = charLocations_[i].position_; currentEnd = currentStart + charLocations_[i].size_; } else { currentEnd.x_ += charLocations_[i].size_.x_; currentEnd.y_ = Max(currentStart.y_ + charLocations_[i].size_.y_, currentEnd.y_); } } } if (currentEnd != currentStart) { batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_, currentEnd.y_ - currentStart.y_, 0, 0); } UIBatch::AddOrMerge(batch, batches); } // Text batch TextEffect textEffect = font_->IsSDFFont() ? TE_NONE : textEffect_; const ea::vector<ea::shared_ptr<Texture2D> >& textures = face->GetTextures(); for (unsigned n = 0; n < textures.size() && n < pageGlyphLocations_.size(); ++n) { // One batch per texture/page UIBatch pageBatch(this, BLEND_ALPHA, currentScissor, textures[n], &vertexData); const ea::vector<GlyphLocation>& pageGlyphLocation = pageGlyphLocations_[n]; switch (textEffect) { case TE_NONE: ConstructBatch(pageBatch, pageGlyphLocation, 0, 0); break; case TE_SHADOW: ConstructBatch(pageBatch, pageGlyphLocation, shadowOffset_.x_, shadowOffset_.y_, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 0, 0); break; case TE_STROKE: if (roundStroke_) { // Samples should be even or glyph may be redrawn in wrong x y pos making stroke corners rough // Adding to thickness helps with thickness of 1 not having enought samples for this formula // or certain fonts with reflex corners requiring more glyph samples for a smooth stroke when large int thickness = Min(strokeThickness_, fontSize_); int samples = thickness * thickness + (thickness % 2 == 0 ? 4 : 3); float angle = 360.f / samples; auto floatThickness = (float)thickness; for (int i = 0; i < samples; ++i) { float x = Cos(angle * i) * floatThickness; float y = Sin(angle * i) * floatThickness; ConstructBatch(pageBatch, pageGlyphLocation, x, y, &effectColor_, effectDepthBias_); } } else { int thickness = Min(strokeThickness_, fontSize_); int x, y; for (x = -thickness; x <= thickness; ++x) { for (y = -thickness; y <= thickness; ++y) { // Don't draw glyphs that aren't on the edges if (x > -thickness && x < thickness && y > -thickness && y < thickness) continue; ConstructBatch(pageBatch, pageGlyphLocation, x, y, &effectColor_, effectDepthBias_); } } } ConstructBatch(pageBatch, pageGlyphLocation, 0, 0); break; } UIBatch::AddOrMerge(pageBatch, batches); } }
void Text::UpdateText(bool onResize) { rowWidths_.clear(); printText_.clear(); if (font_) { FontFace* face = font_->GetFace(fontSize_); if (!face) return; rowHeight_ = face->GetRowHeight(); int width = 0; int height = 0; int rowWidth = 0; auto rowHeight = RoundToInt(rowSpacing_ * rowHeight_); // First see if the text must be split up if (!wordWrap_) { printText_ = unicodeText_; printToText_.resize(printText_.size()); for (unsigned i = 0; i < printText_.size(); ++i) printToText_[i] = i; } else { int maxWidth = GetWidth(); unsigned nextBreak = 0; unsigned lineStart = 0; printToText_.clear(); for (unsigned i = 0; i < unicodeText_.size(); ++i) { unsigned j; unsigned c = unicodeText_[i]; if (c != '\n') { bool ok = true; if (nextBreak <= i) { int futureRowWidth = rowWidth; for (j = i; j < unicodeText_.size(); ++j) { unsigned d = unicodeText_[j]; if (d == ' ' || d == '\n') { nextBreak = j; break; } const FontGlyph* glyph = face->GetGlyph(d); if (glyph) { futureRowWidth += glyph->advanceX_; if (j < unicodeText_.size() - 1) futureRowWidth += face->GetKerning(d, unicodeText_[j + 1]); } if (d == '-' && futureRowWidth <= maxWidth) { nextBreak = j + 1; break; } if (futureRowWidth > maxWidth) { ok = false; break; } } } if (!ok) { // If did not find any breaks on the line, copy until j, or at least 1 char, to prevent infinite loop if (nextBreak == lineStart) { while (i < j) { printText_.push_back(unicodeText_[i]); printToText_.push_back(i); ++i; } } // Eliminate spaces that have been copied before the forced break while (printText_.size() && printText_.back() == ' ') { printText_.pop_back(); printToText_.pop_back(); } printText_.push_back('\n'); printToText_.push_back(Min(i, unicodeText_.size() - 1)); rowWidth = 0; nextBreak = lineStart = i; } if (i < unicodeText_.size()) { // When copying a space, position is allowed to be over row width c = unicodeText_[i]; const FontGlyph* glyph = face->GetGlyph(c); if (glyph) { rowWidth += glyph->advanceX_; if (i < unicodeText_.size() - 1) rowWidth += face->GetKerning(c, unicodeText_[i + 1]); } if (rowWidth <= maxWidth) { printText_.push_back(c); printToText_.push_back(i); } } } else { printText_.push_back('\n'); printToText_.push_back(Min(i, unicodeText_.size() - 1)); rowWidth = 0; nextBreak = lineStart = i; } } } rowWidth = 0; for (unsigned i = 0; i < printText_.size(); ++i) { unsigned c = printText_[i]; if (c != '\n') { const FontGlyph* glyph = face->GetGlyph(c); if (glyph) { rowWidth += glyph->advanceX_; if (i < printText_.size() - 1) rowWidth += face->GetKerning(c, printText_[i + 1]); } } else { width = Max(width, rowWidth); height += rowHeight; rowWidths_.push_back(rowWidth); rowWidth = 0; } } if (rowWidth) { width = Max(width, rowWidth); height += rowHeight; rowWidths_.push_back(rowWidth); } // Set at least one row height even if text is empty if (!height) height = rowHeight; // Set minimum and current size according to the text size, but respect fixed width if set if (!IsFixedWidth()) { if (wordWrap_) SetMinWidth(0); else { SetMinWidth(width); SetWidth(width); } } SetFixedHeight(height); charLocationsDirty_ = true; } else { // No font, nothing to render pageGlyphLocations_.clear(); } // If wordwrap is on, parent may need layout update to correct for overshoot in size. However, do not do this when the // update is a response to resize, as that could cause infinite recursion if (wordWrap_ && !onResize) { UIElement* parent = GetParent(); if (parent && parent->GetLayoutMode() != LM_FREE) parent->UpdateLayout(); } }
void Text::GetBatches(PODVector<UIBatch>& batches, PODVector<float>& vertexData, const IntRect& currentScissor) { FontFace* face = font_ ? font_->GetFace(fontSize_) : (FontFace*)0; if (!face) { hovering_ = false; return; } // If face has changed or char locations are not valid anymore, update before rendering if (charLocationsDirty_ || !fontFace_ || face != fontFace_) UpdateCharLocations(); // If face uses mutable glyphs mechanism, reacquire glyphs before rendering to make sure they are in the texture else if (face->HasMutableGlyphs()) { for (unsigned i = 0; i < printText_.Size(); ++i) face->GetGlyph(printText_[i]); } // Hovering and/or whole selection batch if ((hovering_ && hoverColor_.a_ > 0.0) || (selected_ && selectionColor_.a_ > 0.0f)) { bool both = hovering_ && selected_ && hoverColor_.a_ > 0.0 && selectionColor_.a_ > 0.0f; UIBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData); batch.SetColor(both ? selectionColor_.Lerp(hoverColor_, 0.5f) : (selected_ && selectionColor_.a_ > 0.0f ? selectionColor_ : hoverColor_)); batch.AddQuad(0, 0, GetWidth(), GetHeight(), 0, 0); UIBatch::AddOrMerge(batch, batches); } // Partial selection batch if (!selected_ && selectionLength_ && charLocations_.Size() >= selectionStart_ + selectionLength_ && selectionColor_.a_ > 0.0f) { UIBatch batch(this, BLEND_ALPHA, currentScissor, 0, &vertexData); batch.SetColor(selectionColor_); IntVector2 currentStart = charLocations_[selectionStart_].position_; IntVector2 currentEnd = currentStart; for (unsigned i = selectionStart_; i < selectionStart_ + selectionLength_; ++i) { // Check if row changes, and start a new quad in that case if (charLocations_[i].size_ != IntVector2::ZERO) { if (charLocations_[i].position_.y_ != currentStart.y_) { batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_, currentEnd.y_ - currentStart.y_, 0, 0); currentStart = charLocations_[i].position_; currentEnd = currentStart + charLocations_[i].size_; } else { currentEnd.x_ += charLocations_[i].size_.x_; currentEnd.y_ = Max(currentStart.y_ + charLocations_[i].size_.y_, currentEnd.y_); } } } if (currentEnd != currentStart) { batch.AddQuad(currentStart.x_, currentStart.y_, currentEnd.x_ - currentStart.x_, currentEnd.y_ - currentStart.y_, 0, 0); } UIBatch::AddOrMerge(batch, batches); } // Text batch TextEffect textEffect = font_->IsSDFFont() ? TE_NONE : textEffect_; const Vector<SharedPtr<Texture2D> >& textures = face->GetTextures(); for (unsigned n = 0; n < textures.Size() && n < pageGlyphLocations_.Size(); ++n) { // One batch per texture/page UIBatch pageBatch(this, BLEND_ALPHA, currentScissor, textures[n], &vertexData); const PODVector<GlyphLocation>& pageGlyphLocation = pageGlyphLocations_[n]; switch (textEffect) { case TE_NONE: ConstructBatch(pageBatch, pageGlyphLocation, 0, 0); break; case TE_SHADOW: ConstructBatch(pageBatch, pageGlyphLocation, 1, 1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 0, 0); break; case TE_STROKE: ConstructBatch(pageBatch, pageGlyphLocation, -1, -1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 0, -1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 1, -1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, -1, 0, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 1, 0, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, -1, 1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 0, 1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 1, 1, &effectColor_, effectDepthBias_); ConstructBatch(pageBatch, pageGlyphLocation, 0, 0); break; } UIBatch::AddOrMerge(pageBatch, batches); } // Reset hovering for next frame hovering_ = false; }