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//
//////////////////////////////////////////////////////////
//
//
SFML - Simple and Fast Multimedia Library
//
Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
//
This software is provided 'as-is', without any express or implied warranty.
//
In no event will the authors be held liable for any damages arising from the use of this software.
//
//
Permission is granted to anyone to use this software for any purpose,
//
including commercial applications, and to alter it and redistribute it freely,
//
subject to the following restrictions:
//
//
1. The origin of this software must not be misrepresented;
//
you must not claim that you wrote the original software.
//
If you use this software in a product, an acknowledgment
//
in the product documentation would be appreciated but is not required.
//
//
2. Altered source versions must be plainly marked as such,
//
and must not be misrepresented as being the original software.
//
//
3. This notice may not be removed or altered from any source distribution.
//
//
//////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////
//
Headers
//
//////////////////////////////////////////////////////////
#
include
<
SFML/Graphics/Text.hpp
>
#
include
<
SFML/Graphics/Texture.hpp
>
#
include
<
SFML/Graphics/RenderTarget.hpp
>
#
include
<
cmath
>
namespace
{
//
Add an underline or strikethrough line to the vertex array
void
addLine
(sf::VertexArray& vertices,
float
lineLength,
float
lineTop,
const
sf::Color& color,
float
offset,
float
thickness,
float
outlineThickness =
0
)
{
float
top =
std::floor
(lineTop + offset - (thickness /
2
) +
0
.
5f
);
float
bottom = top +
std::floor
(thickness +
0
.
5f
);
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(-outlineThickness, top - outlineThickness), color,
sf::Vector2f
(
1
,
1
)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(lineLength + outlineThickness, top - outlineThickness), color,
sf::Vector2f
(
1
,
1
)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(-outlineThickness, bottom + outlineThickness), color,
sf::Vector2f
(
1
,
1
)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(-outlineThickness, bottom + outlineThickness), color,
sf::Vector2f
(
1
,
1
)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(lineLength + outlineThickness, top - outlineThickness), color,
sf::Vector2f
(
1
,
1
)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(lineLength + outlineThickness, bottom + outlineThickness), color,
sf::Vector2f
(
1
,
1
)));
}
//
Add a glyph quad to the vertex array
void
addGlyphQuad
(sf::VertexArray& vertices, sf::Vector2f position,
const
sf::Color& color,
const
sf::Glyph& glyph,
float
italicShear,
float
outlineThickness =
0
)
{
float
left = glyph.
bounds
.
left
;
float
top = glyph.
bounds
.
top
;
float
right = glyph.
bounds
.
left
+ glyph.
bounds
.
width
;
float
bottom = glyph.
bounds
.
top
+ glyph.
bounds
.
height
;
float
u1 =
static_cast
<
float
>(glyph.
textureRect
.
left
);
float
v1 =
static_cast
<
float
>(glyph.
textureRect
.
top
);
float
u2 =
static_cast
<
float
>(glyph.
textureRect
.
left
+ glyph.
textureRect
.
width
);
float
v2 =
static_cast
<
float
>(glyph.
textureRect
.
top
+ glyph.
textureRect
.
height
);
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(position.
x
+ left - italicShear * top - outlineThickness, position.
y
+ top - outlineThickness), color,
sf::Vector2f
(u1, v1)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(position.
x
+ right - italicShear * top - outlineThickness, position.
y
+ top - outlineThickness), color,
sf::Vector2f
(u2, v1)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(position.
x
+ left - italicShear * bottom - outlineThickness, position.
y
+ bottom - outlineThickness), color,
sf::Vector2f
(u1, v2)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(position.
x
+ left - italicShear * bottom - outlineThickness, position.
y
+ bottom - outlineThickness), color,
sf::Vector2f
(u1, v2)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(position.
x
+ right - italicShear * top - outlineThickness, position.
y
+ top - outlineThickness), color,
sf::Vector2f
(u2, v1)));
vertices.
append
(
sf::Vertex
(
sf::Vector2f
(position.
x
+ right - italicShear * bottom - outlineThickness, position.
y
+ bottom - outlineThickness), color,
sf::Vector2f
(u2, v2)));
}
}
namespace
sf
{
//
//////////////////////////////////////////////////////////
Text::Text
() :
m_string
(),
m_font
(
NULL
),
m_characterSize
(
30
),
m_letterSpacingFactor
(
1
.f),
m_lineSpacingFactor
(
1
.f),
m_style
(Regular),
m_fillColor
(
255
,
255
,
255
),
m_outlineColor
(
0
,
0
,
0
),
m_outlineThickness
(
0
),
m_vertices
(Triangles),
m_outlineVertices
(Triangles),
m_bounds
(),
m_geometryNeedUpdate
(
false
),
m_fontTextureId
(
0
)
{
}
//
//////////////////////////////////////////////////////////
Text::Text
(
const
String& string,
const
Font& font,
unsigned
int
characterSize) :
m_string
(string),
m_font
(&font),
m_characterSize
(characterSize),
m_letterSpacingFactor
(
1
.f),
m_lineSpacingFactor
(
1
.f),
m_style
(Regular),
m_fillColor
(
255
,
255
,
255
),
m_outlineColor
(
0
,
0
,
0
),
m_outlineThickness
(
0
),
m_vertices
(Triangles),
m_outlineVertices
(Triangles),
m_bounds
(),
m_geometryNeedUpdate
(
true
),
m_fontTextureId
(
0
)
{
}
//
//////////////////////////////////////////////////////////
void
Text::setString
(
const
String& string)
{
if
(m_string != string)
{
m_string = string;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
void
Text::setFont
(
const
Font& font)
{
if
(m_font != &font)
{
m_font = &font;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
void
Text::setCharacterSize
(
unsigned
int
size)
{
if
(m_characterSize != size)
{
m_characterSize = size;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
void
Text::setLetterSpacing
(
float
spacingFactor)
{
if
(m_letterSpacingFactor != spacingFactor)
{
m_letterSpacingFactor = spacingFactor;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
void
Text::setLineSpacing
(
float
spacingFactor)
{
if
(m_lineSpacingFactor != spacingFactor)
{
m_lineSpacingFactor = spacingFactor;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
void
Text::setStyle
(Uint32 style)
{
if
(m_style != style)
{
m_style = style;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
void
Text::setColor
(
const
Color& color)
{
setFillColor
(color);
}
//
//////////////////////////////////////////////////////////
void
Text::setFillColor
(
const
Color& color)
{
if
(color != m_fillColor)
{
m_fillColor = color;
//
Change vertex colors directly, no need to update whole geometry
//
(if geometry is updated anyway, we can skip this step)
if
(!m_geometryNeedUpdate)
{
for
(std::
size_t
i =
0
; i < m_vertices.
getVertexCount
(); ++i)
m_vertices[i].
color
= m_fillColor;
}
}
}
//
//////////////////////////////////////////////////////////
void
Text::setOutlineColor
(
const
Color& color)
{
if
(color != m_outlineColor)
{
m_outlineColor = color;
//
Change vertex colors directly, no need to update whole geometry
//
(if geometry is updated anyway, we can skip this step)
if
(!m_geometryNeedUpdate)
{
for
(std::
size_t
i =
0
; i < m_outlineVertices.
getVertexCount
(); ++i)
m_outlineVertices[i].
color
= m_outlineColor;
}
}
}
//
//////////////////////////////////////////////////////////
void
Text::setOutlineThickness
(
float
thickness)
{
if
(thickness != m_outlineThickness)
{
m_outlineThickness = thickness;
m_geometryNeedUpdate =
true
;
}
}
//
//////////////////////////////////////////////////////////
const
String&
Text::getString
()
const
{
return
m_string;
}
//
//////////////////////////////////////////////////////////
const
Font*
Text::getFont
()
const
{
return
m_font;
}
//
//////////////////////////////////////////////////////////
unsigned
int
Text::getCharacterSize
()
const
{
return
m_characterSize;
}
//
//////////////////////////////////////////////////////////
float
Text::getLetterSpacing
()
const
{
return
m_letterSpacingFactor;
}
//
//////////////////////////////////////////////////////////
float
Text::getLineSpacing
()
const
{
return
m_lineSpacingFactor;
}
//
//////////////////////////////////////////////////////////
Uint32
Text::getStyle
()
const
{
return
m_style;
}
//
//////////////////////////////////////////////////////////
const
Color&
Text::getColor
()
const
{
return
getFillColor
();
}
//
//////////////////////////////////////////////////////////
const
Color&
Text::getFillColor
()
const
{
return
m_fillColor;
}
//
//////////////////////////////////////////////////////////
const
Color&
Text::getOutlineColor
()
const
{
return
m_outlineColor;
}
//
//////////////////////////////////////////////////////////
float
Text::getOutlineThickness
()
const
{
return
m_outlineThickness;
}
//
//////////////////////////////////////////////////////////
Vector2f
Text::findCharacterPos
(std::
size_t
index)
const
{
//
Make sure that we have a valid font
if
(!m_font)
return
Vector2f
();
//
Adjust the index if it's out of range
if
(index > m_string.
getSize
())
index = m_string.
getSize
();
//
Precompute the variables needed by the algorithm
bool
isBold = m_style & Bold;
float
whitespaceWidth = m_font->
getGlyph
(L
'
'
, m_characterSize, isBold).
advance
;
float
letterSpacing = ( whitespaceWidth /
3
.
f
) * ( m_letterSpacingFactor -
1
.
f
);
whitespaceWidth += letterSpacing;
float
lineSpacing = m_font->
getLineSpacing
(m_characterSize) * m_lineSpacingFactor;
//
Compute the position
Vector2f position;
Uint32 prevChar =
0
;
for
(std::
size_t
i =
0
; i < index; ++i)
{
Uint32 curChar = m_string[i];
//
Apply the kerning offset
position.
x
+= m_font->
getKerning
(prevChar, curChar, m_characterSize);
prevChar = curChar;
//
Handle special characters
switch
(curChar)
{
case
'
'
: position.
x
+= whitespaceWidth;
continue
;
case
'
\t
'
: position.
x
+= whitespaceWidth *
4
;
continue
;
case
'
\n
'
: position.
y
+= lineSpacing; position.
x
=
0
;
continue
;
}
//
For regular characters, add the advance offset of the glyph
position.
x
+= m_font->
getGlyph
(curChar, m_characterSize, isBold).
advance
+ letterSpacing;
}
//
Transform the position to global coordinates
position =
getTransform
().
transformPoint
(position);
return
position;
}
//
//////////////////////////////////////////////////////////
FloatRect
Text::getLocalBounds
()
const
{
ensureGeometryUpdate
();
return
m_bounds;
}
//
//////////////////////////////////////////////////////////
FloatRect
Text::getGlobalBounds
()
const
{
return
getTransform
().
transformRect
(
getLocalBounds
());
}
//
//////////////////////////////////////////////////////////
void
Text::draw
(RenderTarget& target, RenderStates states)
const
{
if
(m_font)
{
ensureGeometryUpdate
();
states.
transform
*=
getTransform
();
states.
texture
= &m_font->
getTexture
(m_characterSize);
//
Only draw the outline if there is something to draw
if
(m_outlineThickness !=
0
)
target.
draw
(m_outlineVertices, states);
target.
draw
(m_vertices, states);
}
}
//
//////////////////////////////////////////////////////////
void
Text::ensureGeometryUpdate
()
const
{
if
(!m_font)
return
;
//
Do nothing, if geometry has not changed and the font texture has not changed
if
(!m_geometryNeedUpdate && m_font->
getTexture
(m_characterSize).
m_cacheId
== m_fontTextureId)
return
;
//
Save the current fonts texture id
m_fontTextureId = m_font->
getTexture
(m_characterSize).
m_cacheId
;
//
Mark geometry as updated
m_geometryNeedUpdate =
false
;
//
Clear the previous geometry
m_vertices.
clear
();
m_outlineVertices.
clear
();
m_bounds =
FloatRect
();
//
No text: nothing to draw
if
(m_string.
isEmpty
())
return
;
//
Compute values related to the text style
bool
isBold = m_style & Bold;
bool
isUnderlined = m_style & Underlined;
bool
isStrikeThrough = m_style & StrikeThrough;
float
italicShear = (m_style & Italic) ?
0
.
209f
:
0
.
f
;
//
12 degrees in radians
float
underlineOffset = m_font->
getUnderlinePosition
(m_characterSize);
float
underlineThickness = m_font->
getUnderlineThickness
(m_characterSize);
//
Compute the location of the strike through dynamically
//
We use the center point of the lowercase 'x' glyph as the reference
//
We reuse the underline thickness as the thickness of the strike through as well
FloatRect xBounds = m_font->
getGlyph
(L
'
x
'
, m_characterSize, isBold).
bounds
;
float
strikeThroughOffset = xBounds.
top
+ xBounds.
height
/
2
.
f
;
//
Precompute the variables needed by the algorithm
float
whitespaceWidth = m_font->
getGlyph
(L
'
'
, m_characterSize, isBold).
advance
;
float
letterSpacing = ( whitespaceWidth /
3
.
f
) * ( m_letterSpacingFactor -
1
.
f
);
whitespaceWidth += letterSpacing;
float
lineSpacing = m_font->
getLineSpacing
(m_characterSize) * m_lineSpacingFactor;
float
x =
0
.
f
;
float
y =
static_cast
<
float
>(m_characterSize);
//
Create one quad for each character
float
minX =
static_cast
<
float
>(m_characterSize);
float
minY =
static_cast
<
float
>(m_characterSize);
float
maxX =
0
.
f
;
float
maxY =
0
.
f
;
Uint32 prevChar =
0
;
for
(std::
size_t
i =
0
; i < m_string.
getSize
(); ++i)
{
Uint32 curChar = m_string[i];
//
Apply the kerning offset
x += m_font->
getKerning
(prevChar, curChar, m_characterSize);
prevChar = curChar;
//
If we're using the underlined style and there's a new line, draw a line
if
(isUnderlined && (curChar == L
'
\n
'
))
{
addLine
(m_vertices, x, y, m_fillColor, underlineOffset, underlineThickness);
if
(m_outlineThickness !=
0
)
addLine
(m_outlineVertices, x, y, m_outlineColor, underlineOffset, underlineThickness, m_outlineThickness);
}
//
If we're using the strike through style and there's a new line, draw a line across all characters
if
(isStrikeThrough && (curChar == L
'
\n
'
))
{
addLine
(m_vertices, x, y, m_fillColor, strikeThroughOffset, underlineThickness);
if
(m_outlineThickness !=
0
)
addLine
(m_outlineVertices, x, y, m_outlineColor, strikeThroughOffset, underlineThickness, m_outlineThickness);
}
//
Handle special characters
if
((curChar == L
'
'
) || (curChar == L
'
\n
'
) || (curChar == L
'
\t
'
))
{
//
Update the current bounds (min coordinates)
minX =
std::min
(minX, x);
minY =
std::min
(minY, y);
switch
(curChar)
{
case
L
'
'
: x += whitespaceWidth;
break
;
case
L
'
\t
'
: x += whitespaceWidth *
4
;
break
;
case
L
'
\n
'
: y += lineSpacing; x =
0
;
break
;
}
//
Update the current bounds (max coordinates)
maxX =
std::max
(maxX, x);
maxY =
std::max
(maxY, y);
//
Next glyph, no need to create a quad for whitespace
continue
;
}
//
Apply the outline
if
(m_outlineThickness !=
0
)
{
const
Glyph& glyph = m_font->
getGlyph
(curChar, m_characterSize, isBold, m_outlineThickness);
float
left = glyph.
bounds
.
left
;
float
top = glyph.
bounds
.
top
;
float
right = glyph.
bounds
.
left
+ glyph.
bounds
.
width
;
float
bottom = glyph.
bounds
.
top
+ glyph.
bounds
.
height
;
//
Add the outline glyph to the vertices
addGlyphQuad
(m_outlineVertices,
Vector2f
(x, y), m_outlineColor, glyph, italicShear, m_outlineThickness);
//
Update the current bounds with the outlined glyph bounds
minX =
std::min
(minX, x + left - italicShear * bottom - m_outlineThickness);
maxX =
std::max
(maxX, x + right - italicShear * top - m_outlineThickness);
minY =
std::min
(minY, y + top - m_outlineThickness);
maxY =
std::max
(maxY, y + bottom - m_outlineThickness);
}
//
Extract the current glyph's description
const
Glyph& glyph = m_font->
getGlyph
(curChar, m_characterSize, isBold);
//
Add the glyph to the vertices
addGlyphQuad
(m_vertices,
Vector2f
(x, y), m_fillColor, glyph, italicShear);
//
Update the current bounds with the non outlined glyph bounds
if
(m_outlineThickness ==
0
)
{
float
left = glyph.
bounds
.
left
;
float
top = glyph.
bounds
.
top
;
float
right = glyph.
bounds
.
left
+ glyph.
bounds
.
width
;
float
bottom = glyph.
bounds
.
top
+ glyph.
bounds
.
height
;
minX =
std::min
(minX, x + left - italicShear * bottom);
maxX =
std::max
(maxX, x + right - italicShear * top);
minY =
std::min
(minY, y + top);
maxY =
std::max
(maxY, y + bottom);
}
//
Advance to the next character
x += glyph.
advance
+ letterSpacing;
}
//
If we're using the underlined style, add the last line
if
(isUnderlined && (x >
0
))
{
addLine
(m_vertices, x, y, m_fillColor, underlineOffset, underlineThickness);
if
(m_outlineThickness !=
0
)
addLine
(m_outlineVertices, x, y, m_outlineColor, underlineOffset, underlineThickness, m_outlineThickness);
}
//
If we're using the strike through style, add the last line across all characters
if
(isStrikeThrough && (x >
0
))
{
addLine
(m_vertices, x, y, m_fillColor, strikeThroughOffset, underlineThickness);
if
(m_outlineThickness !=
0
)
addLine
(m_outlineVertices, x, y, m_outlineColor, strikeThroughOffset, underlineThickness, m_outlineThickness);
}
//
Update the bounding rectangle
m_bounds.
left
= minX;
m_bounds.
top
= minY;
m_bounds.
width
= maxX - minX;
m_bounds.
height
= maxY - minY;
}
}
//
namespace sf
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