/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_TEXTRENDERER #define INCLUDED_TEXTRENDERER #include "graphics/Color.h" #include "graphics/ShaderProgramPtr.h" #include "maths/Matrix3D.h" #include "ps/CStrIntern.h" #include "ps/Shapes.h" class CFont; class CTextRenderer { public: CTextRenderer(const CShaderProgramPtr& shader); /** * Reset the text transform to the default, with (0,0) in the top-left of the screen. */ void ResetTransform(); CMatrix3D GetTransform(); void SetTransform(const CMatrix3D& transform); void Translate(float x, float y, float z); /** * Set clipping rectangle, in pre-transform coordinates (i.e. text is clipped against * this rect based purely on the x,y values passed into Put()). Text fully outside the * clipping rectangle may not be rendered. Should be used in conjunction with glScissor * for precise clipping - this is just an optimisation. */ void SetClippingRect(const CRect& rect); /** * Set the color for subsequent print calls. */ void Color(const CColor& color); /** * Set the color for subsequent print calls. */ void Color(float r, float g, float b, float a = 1.0); /** * Set the font for subsequent print calls. */ void Font(CStrIntern font); /** * Print formatted text at (0,0) under the current transform, * and advance the transform by the width of the text. */ void PrintfAdvance(const wchar_t* fmt, ...); /** * Print formatted text at (x,y) under the current transform. * Does not alter the current transform. */ void PrintfAt(float x, float y, const wchar_t* fmt, ...); /** * Print text at (0,0) under the current transform, * and advance the transform by the width of the text. */ void PutAdvance(const wchar_t* buf); /** * Print text at (x,y) under the current transform. * Does not alter the current transform. */ void Put(float x, float y, const wchar_t* buf); /** * Print text at (x,y) under the current transform. * Does not alter the current transform. * @p buf must be a UTF-8 string. */ void Put(float x, float y, const char* buf); /** * Print text at (x,y) under the current transform. * Does not alter the current transform. * @p buf must remain valid until Render() is called. * (This should be used to minimise memory copies when possible.) */ void Put(float x, float y, const std::wstring* buf); /** * Render all of the previously printed text calls. */ void Render(); private: friend struct SBatchCompare; /** * A string (optionally owned by this object, or else pointing to an * externally-owned string) with a position. */ struct SBatchRun { private: SBatchRun& operator=(const SBatchRun&); public: SBatchRun() : text(NULL), owned(false) { } SBatchRun(const SBatchRun& str) : x(str.x), y(str.y), owned(str.owned) { if (owned) text = new std::wstring(*str.text); else text = str.text; } ~SBatchRun() { if (owned) delete text; } float x, y; const std::wstring* text; bool owned; }; /** * A list of SBatchRuns, with a single font/color/transform, * to be rendered in a single GL call. */ struct SBatch { size_t chars; // sum of runs[i].text->size() CMatrix3D transform; CColor color; shared_ptr font; std::list runs; }; void PutString(float x, float y, const std::wstring* buf, bool owned); CShaderProgramPtr m_Shader; CMatrix3D m_Transform; CRect m_Clipping; CColor m_Color; CStrIntern m_FontName; shared_ptr m_Font; bool m_Dirty; std::list m_Batches; }; #endif // INCLUDED_TEXTRENDERER