Пример #1
0
Gwen::Rect Text::GetCharacterPosition( int iChar )
{
	if ( !m_Lines.empty() )
	{
		TextLines::iterator it = m_Lines.begin();
		TextLines::iterator itEnd = m_Lines.end();
		int iChars = 0;

		while ( it != itEnd )
		{
			Text* pLine = *it;
			++it;
			iChars += pLine->Length();

			if ( iChars <= iChar ) { continue; }

			iChars -= pLine->Length();
			Gwen::Rect rect = pLine->GetCharacterPosition( iChar - iChars );
			rect.x += pLine->X();
			rect.y += pLine->Y();
			return rect;
		}
	}

	if ( Length() == 0 || iChar == 0 )
	{
		Gwen::Point p = GetSkin()->GetRender()->MeasureText( GetFont(), L" " );
		return Gwen::Rect( 1, 0, 0, p.y );
	}

	UnicodeString sub = m_String.GetUnicode().substr( 0, iChar );
	Gwen::Point p = GetSkin()->GetRender()->MeasureText( GetFont(), sub );
	return Rect( p.x, 0, 0, p.y );
}
Пример #2
0
Gwen::Rect Text::GetLineBox( int i )
{
	Text* line = GetLine(i);
	if(line != NULL)
	{
		Gwen::Point p = GetSkin()->GetRender()->MeasureText( GetFont(), line->m_String.GetUnicode());
		return Gwen::Rect(line->X(), line->Y(), Clamp(p.x, 1,p.x), Clamp(p.y, 1,p.y) );
	}
	else
	{
		Gwen::Point p = GetSkin()->GetRender()->MeasureText( GetFont(), m_String.GetUnicode());
		return Gwen::Rect(0, 0, Clamp(p.x, 1,p.x), Clamp(p.y, 1,p.y) );
	}
}
Пример #3
0
int Text::GetClosestCharacter( Gwen::Point p )
{
	if ( !m_Lines.empty() )
	{
		TextLines::iterator it = m_Lines.begin();
		TextLines::iterator itEnd = m_Lines.end();
		int iChars = 0;

		while ( it != itEnd )
		{
			Text* pLine = *it;
			++it;

			iChars += pLine->Length();

			if ( p.y < pLine->Y() ) continue;
			if ( p.y > pLine->Bottom() ) continue;

			iChars -= pLine->Length();

			int iLinePos = pLine->GetClosestCharacter( Gwen::Point( p.x - pLine->X(), p.y - pLine->Y() ) );
			//if ( iLinePos > 0 && iLinePos == pLine->Length() ) iLinePos--;
			iLinePos--;

			return iChars + iLinePos;
		}
	}


	int iDistance = 4096;
	int iChar = 0;

	for ( size_t i=0; i<m_String.GetUnicode().length()+1; i++ )
	{
		Gwen::Rect cp = GetCharacterPosition( i );
		int iDist = abs(cp.x - p.x) + abs(cp.y - p.y); // this isn't proper

		if ( iDist > iDistance ) continue;

		iDistance = iDist;
		iChar = i;
	}

	return iChar;
}