void CGUIFont::DrawText( float x, float y, const vecColors &colors, color_t shadowColor, const vecText &text, uint32_t alignment, float maxPixelWidth) { if (!m_font) return; bool clip = maxPixelWidth > 0; if (clip && ClippedRegionIsEmpty(x, y, maxPixelWidth, alignment)) return; maxPixelWidth = ROUND(maxPixelWidth / g_graphicsContext.GetGUIScaleX()); vecColors renderColors; for (unsigned int i = 0; i < colors.size(); i++) renderColors.push_back(g_graphicsContext.MergeAlpha(colors[i] ? colors[i] : m_textColor)); if (!shadowColor) shadowColor = m_shadowColor; 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 + 1, y + 1, shadowColors, text, alignment, maxPixelWidth, false); } m_font->DrawTextInternal( x, y, renderColors, text, alignment, maxPixelWidth, false); if (clip) g_graphicsContext.RestoreClipRegion(); }
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::DrawText( float x, float y, const std::vector<DWORD> &colors, DWORD shadowColor, const std::vector<DWORD> &text, DWORD alignment, float maxPixelWidth) { if (!m_font) return; bool clip = maxPixelWidth > 0; if (clip && ClippedRegionIsEmpty(x, y, maxPixelWidth, alignment)) return; maxPixelWidth = ROUND(maxPixelWidth / g_graphicsContext.GetGUIScaleX()); std::vector<DWORD> renderColors; for (unsigned int i = 0; i < colors.size(); i++) renderColors.push_back(g_graphicsContext.MergeAlpha(colors[i] ? colors[i] : m_textColor)); if (!shadowColor) shadowColor = m_shadowColor; if (shadowColor) m_font->DrawTextInternal(x + 1, y + 1, g_graphicsContext.MergeAlpha(shadowColor), text, alignment, maxPixelWidth, false); m_font->DrawTextInternal( x, y, renderColors, text, alignment, maxPixelWidth, false); if (clip) 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(); }