Пример #1
0
void Text::Draw(Bitmap& dest, int x, int y, Color color, std::string const& text) {
	if (text.length() == 0) return;

	FontRef font = dest.GetFont();

	int next_glyph_pos = 0;

	for (boost::u8_to_u32_iterator<std::string::const_iterator>
			 c(text.begin(), text.begin(), text.end()),
			 end(text.end(), text.begin(), text.end()); c != end; ++c) {
		boost::u8_to_u32_iterator<std::string::const_iterator> next_c_it = boost::next(c);

		std::string const glyph(c.base(), next_c_it.base());
		if (*c == '\n') {
			y += font->GetSize(glyph).height;
			next_glyph_pos = 0;
			continue;
		}
		Rect next_glyph_rect(x + next_glyph_pos, y, 0, 0);

		font->Render(dest, next_glyph_rect.x, next_glyph_rect.y, color, *c);
		
		next_glyph_pos += font->GetSize(glyph).width;
	}
}
Пример #2
0
void Text::Draw(Bitmap& dest, int x, int y, int color, std::string const& text, Text::Alignment align) {
	if (text.length() == 0) return;

	FontRef font = dest.GetFont();
	Rect dst_rect = font->GetSize(text);

	switch (align) {
	case Text::AlignCenter:
		dst_rect.x = x - dst_rect.width / 2; break;
	case Text::AlignRight:
		dst_rect.x = x - dst_rect.width; break;
	case Text::AlignLeft:
		dst_rect.x = x; break;
	default: assert(false);
	}

	dst_rect.y = y;
	dst_rect.width += 1; dst_rect.height += 1; // Need place for shadow
	if (dst_rect.IsOutOfBounds(dest.GetWidth(), dest.GetHeight())) return;

	BitmapRef text_surface; // Complete text will be on this surface
	text_surface = Bitmap::Create(dst_rect.width, dst_rect.height, true);
	text_surface->SetTransparentColor(dest.GetTransparentColor());
	text_surface->Clear();

	// Load the system file for the shadow and text color
	BitmapRef system = Cache::System(Data::system.system_name);
	// Load the exfont-file
	BitmapRef exfont = Cache::Exfont();

	// Get the Shadow color
	Color shadow_color(Cache::system_info.sh_color);
	// If shadow is pure black, increase blue channel
	// so it doesn't become transparent
	if ((shadow_color.red == 0) &&
		(shadow_color.green == 0) &&
		(shadow_color.blue == 0) ) {

		if (text_surface->bytes() >= 3) {
			shadow_color.blue++;
		} else {
			shadow_color.blue += 8;
		}
	}

	// Where to draw the next glyph (x pos)
	int next_glyph_pos = 0;

	// The current char is an exfont
	bool is_exfont = false;

	// This loops always renders a single char, color blends it and then puts
	// it onto the text_surface (including the drop shadow)
	for (boost::u8_to_u32_iterator<std::string::const_iterator>
			 c(text.begin(), text.begin(), text.end()),
			 end(text.end(), text.begin(), text.end()); c != end; ++c) {
		Rect next_glyph_rect(next_glyph_pos, 0, 0, 0);

		boost::u8_to_u32_iterator<std::string::const_iterator> next_c_it = boost::next(c);
		uint32_t const next_c = std::distance(c, end) > 1? *next_c_it : 0;

		// ExFont-Detection: Check for A-Z or a-z behind the $
		if (*c == '$' && std::isalpha(next_c)) {
			int exfont_value = -1;
			// Calculate which exfont shall be rendered
			if (islower(next_c)) {
				exfont_value = 26 + next_c - 'a';
			} else if (isupper(next_c)) {
				exfont_value = next_c - 'A';
			} else { assert(false); }
			is_exfont = true;

			BitmapRef mask = Bitmap::Create(12, 12, true);

			// Get exfont from graphic
			Rect const rect_exfont((exfont_value % 13) * 12, (exfont_value / 13) * 12, 12, 12);

			// Create a mask
			mask->Clear();
			mask->Blit(0, 0, *exfont, rect_exfont, 255);

			// Get color region from system graphic
			Rect clip_system(8+16*(color%10), 4+48+16*(color/10), 6, 12);

			BitmapRef char_surface = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
			char_surface->SetTransparentColor(dest.GetTransparentColor());
			char_surface->Clear();

			// Blit gradient color background (twice because of full glyph)
			char_surface->Blit(0, 0, *system, clip_system, 255);
			char_surface->Blit(6, 0, *system, clip_system, 255);

			// Blit mask onto background
			char_surface->MaskBlit(0, 0, *mask, mask->GetRect());

			BitmapRef char_shadow = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
			char_shadow->SetTransparentColor(dest.GetTransparentColor());
			char_shadow->Clear();

			// Blit solid color background
			char_shadow->Fill(shadow_color);
			// Blit mask onto background
			char_shadow->MaskBlit(0, 0, *mask, mask->GetRect());

			// Blit first shadow and then text
			text_surface->Blit(next_glyph_rect.x + 1, next_glyph_rect.y + 1, *char_shadow, char_shadow->GetRect(), 255);
			text_surface->Blit(next_glyph_rect.x, next_glyph_rect.y, *char_surface, char_surface->GetRect(), 255);
		} else { // Not ExFont, draw normal text
			font->Render(*text_surface, next_glyph_rect.x, next_glyph_rect.y, *system, color, *c);
		}

		// If it's a full size glyph, add the size of a half-size glyph twice
		if (is_exfont) {
			is_exfont = false;
			next_glyph_pos += 12;
			// Skip the next character
			++c;
		} else {
			std::string const glyph(c.base(), next_c_it.base());
			next_glyph_pos += font->GetSize(glyph).width;
		}
	}

	BitmapRef text_bmp = Bitmap::Create(*text_surface, text_surface->GetRect());

	Rect src_rect(0, 0, dst_rect.width, dst_rect.height);
	int iy = dst_rect.y;
	if (dst_rect.height > text_bmp->GetHeight()) {
		iy += ((dst_rect.height - text_bmp->GetHeight()) / 2);
	}
	int ix = dst_rect.x;

	dest.Blit(ix, iy, *text_bmp, src_rect, 255);
}