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forked from 0ad/0ad
0ad/source/gui/CGUIText.cpp
elexis ba56191dc2 Move CGUI::GenerateText to CGUIText constructor, CGUI::DrawText to CGUIText::Draw, SGenerateTextImage from CGUI to CGUIText.
Makes GUI text construction 30x faster for empty strings, otherwise less
than 1% faster.
Split the constructor into smaller helper functions to reduce nesting
and improve readability.
Change m_GeneratedTexts from pointer to reference, so that one doesn't
have to keep track to delete it correctly in several places, without
having to resort to copy or move assignments but constructing in place.
Mark CGUIText as NONCOPYABLE and MOVABLE which is already implicitly the
case due to the CGUISpriteInstance members, refs 0a7d0ecdde/D2133,
D2163/3028551b91.

Differential Revision: https://code.wildfiregames.com/D2168
Prepared by the GUIText.h file split in 838889ab12 / D2167.
Comments By: Vladislav
Tested on: gcc 9, clang 8, VS2015, Jenkins
Inlining tested using: clang -Rpass=inline and gcc -Winline

This was SVN commit r22679.
2019-08-17 01:32:11 +00:00

472 lines
14 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CGUIText.h"
#include "gui/CGUIString.h"
#include "gui/IGUIObject.h"
#include "graphics/FontMetrics.h"
#include "graphics/ShaderManager.h"
#include "renderer/Renderer.h"
#include <math.h>
extern int g_xres, g_yres;
extern float g_GuiScale;
// TODO Gee: CRect => CPoint ?
void SGenerateTextImage::SetupSpriteCall(
const bool Left, CGUIText::SSpriteCall& SpriteCall, const float width, const float y,
const CSize& Size, const CStr& TextureName, const float BufferZone, const int CellID)
{
// TODO Gee: Temp hardcoded values
SpriteCall.m_Area.top = y + BufferZone;
SpriteCall.m_Area.bottom = y + BufferZone + Size.cy;
if (Left)
{
SpriteCall.m_Area.left = BufferZone;
SpriteCall.m_Area.right = Size.cx + BufferZone;
}
else
{
SpriteCall.m_Area.left = width-BufferZone - Size.cx;
SpriteCall.m_Area.right = width-BufferZone;
}
SpriteCall.m_CellID = CellID;
SpriteCall.m_Sprite = TextureName;
m_YFrom = SpriteCall.m_Area.top - BufferZone;
m_YTo = SpriteCall.m_Area.bottom + BufferZone;
m_Indentation = Size.cx + BufferZone * 2;
}
CGUIText::CGUIText(const CGUI* pGUI, const CGUIString& string, const CStrW& FontW, const float Width, const float BufferZone, const IGUIObject* pObject)
{
if (string.m_Words.empty())
return;
CStrIntern Font(FontW.ToUTF8());
float x = BufferZone, y = BufferZone; // drawing pointer
int from = 0;
bool FirstLine = true; // Necessary because text in the first line is shorter
// (it doesn't count the line spacing)
// Images on the left or the right side.
SGenerateTextImages Images;
int pos_last_img = -1; // Position in the string where last img (either left or right) were encountered.
// in order to avoid duplicate processing.
// get the alignment type for the control we are computing the text for since
// we are computing the horizontal alignment in this method in order to not have
// to run through the TextCalls a second time in the CalculateTextPosition method again
EAlign align = EAlign_Left;
if (pObject->SettingExists("text_align"))
GUI<EAlign>::GetSetting(pObject, "text_align", align);
// Go through string word by word
for (int i = 0; i < static_cast<int>(string.m_Words.size()) - 1; ++i)
{
// Pre-process each line one time, so we know which floating images
// will be added for that line.
// Generated stuff is stored in Feedback.
CGUIString::SFeedback Feedback;
// Preliminary line height, used for word-wrapping with floating images.
float prelim_line_height = 0.f;
// Width and height of all text calls generated.
string.GenerateTextCall(pGUI, Feedback, Font, string.m_Words[i], string.m_Words[i+1], FirstLine);
SetupSpriteCalls(pGUI, Feedback.m_Images, y, Width, BufferZone, i, pos_last_img, Images);
pos_last_img = std::max(pos_last_img, i);
x += Feedback.m_Size.cx;
prelim_line_height = std::max(prelim_line_height, Feedback.m_Size.cy);
// If Width is 0, then there's no word-wrapping, disable NewLine.
if (((Width != 0 && (x > Width - BufferZone || Feedback.m_NewLine)) || i == static_cast<int>(string.m_Words.size()) - 2) &&
ProcessLine(pGUI, string, Font, pObject, Images, align, prelim_line_height, Width, BufferZone, FirstLine, x, y, i, from))
return;
}
}
// Loop through our images queues, to see if images have been added.
void CGUIText::SetupSpriteCalls(
const CGUI* pGUI,
const std::array<std::vector<CStr>, 2>& FeedbackImages,
const float y,
const float Width,
const float BufferZone,
const int i,
const int pos_last_img,
SGenerateTextImages& Images)
{
// Check if this has already been processed.
// Also, floating images are only applicable if Word-Wrapping is on
if (Width == 0 || i <= pos_last_img)
return;
// Loop left/right
for (int j = 0; j < 2; ++j)
for (const CStr& imgname : FeedbackImages[j])
{
SSpriteCall SpriteCall;
SGenerateTextImage Image;
// Y is if no other floating images is above, y. Else it is placed
// after the last image, like a stack downwards.
float _y;
if (!Images[j].empty())
_y = std::max(y, Images[j].back().m_YTo);
else
_y = y;
const SGUIIcon& icon = pGUI->GetIcon(imgname);
Image.SetupSpriteCall(j == CGUIString::SFeedback::Left, SpriteCall, Width, _y, icon.m_Size, icon.m_SpriteName, BufferZone, icon.m_CellID);
// Check if image is the lowest thing.
m_Size.cy = std::max(m_Size.cy, Image.m_YTo);
Images[j].emplace_back(Image);
m_SpriteCalls.emplace_back(std::move(SpriteCall));
}
}
// Now we'll do another loop to figure out the height and width of
// the line (the height of the largest character and the width is
// the sum of all of the individual widths). This
// couldn't be determined in the first loop (main loop)
// because it didn't regard images, so we don't know
// if all characters processed, will actually be involved
// in that line.
void CGUIText::ComputeLineSize(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const bool FirstLine,
const float Width,
const float width_range_to,
const int i,
const int temp_from,
float& x,
CSize& line_size) const
{
for (int j = temp_from; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use another one.
CGUIString::SFeedback Feedback2;
// Don't attach object, it'll suppress the errors
// we want them to be reported in the final GenerateTextCall()
// so that we don't get duplicates.
string.GenerateTextCall(pGUI, Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine);
// Append X value.
x += Feedback2.m_Size.cx;
if (Width != 0 && x > width_range_to && j != temp_from && !Feedback2.m_NewLine)
{
// The calculated width of each word includes the space between the current
// word and the next. When we're wrapping, we need subtract the width of the
// space after the last word on the line before the wrap.
CFontMetrics currentFont(Font);
line_size.cx -= currentFont.GetCharacterWidth(*L" ");
break;
}
// Let line_size.cy be the maximum m_Height we encounter.
line_size.cy = std::max(line_size.cy, Feedback2.m_Size.cy);
// If the current word is an explicit new line ("\n"),
// break now before adding the width of this character.
// ("\n" doesn't have a glyph, thus is given the same width as
// the "missing glyph" character by CFont::GetCharacterWidth().)
if (Width != 0 && Feedback2.m_NewLine)
break;
line_size.cx += Feedback2.m_Size.cx;
}
}
bool CGUIText::ProcessLine(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const IGUIObject* pObject,
const SGenerateTextImages& Images,
const EAlign align,
const float prelim_line_height,
const float Width,
const float BufferZone,
bool& FirstLine,
float& x,
float& y,
int& i,
int& from)
{
// Change 'from' to 'i', but first keep a copy of its value.
int temp_from = from;
from = i;
float width_range_from = BufferZone;
float width_range_to = Width - BufferZone;
ComputeLineRange(Images, y, Width, prelim_line_height, width_range_from, width_range_to);
// Reset X for the next loop
x = width_range_from;
CSize line_size;
ComputeLineSize(pGUI, string, Font, FirstLine, Width, width_range_to, i, temp_from, x, line_size);
// Reset x once more
x = width_range_from;
// Move down, because font drawing starts from the baseline
y += line_size.cy;
const float dx = GetLineOffset(align, width_range_from, width_range_to, line_size);
// Do the real processing now
const bool done = AssembleCalls(pGUI, string, Font, pObject, FirstLine, Width, width_range_to, dx, y, temp_from, i, x, from);
// Reset X
x = BufferZone;
// Update dimensions
m_Size.cx = std::max(m_Size.cx, line_size.cx + BufferZone * 2);
m_Size.cy = std::max(m_Size.cy, y + BufferZone);
FirstLine = false;
// Now if we entered as from = i, then we want
// i being one minus that, so that it will become
// the same i in the next loop. The difference is that
// we're on a new line now.
i = from - 1;
return done;
}
// Decide width of the line. We need to iterate our floating images.
// this won't be exact because we're assuming the line_size.cy
// will be as our preliminary calculation said. But that may change,
// although we'd have to add a couple of more loops to try straightening
// this problem out, and it is very unlikely to happen noticeably if one
// structures his text in a stylistically pure fashion. Even if not, it
// is still quite unlikely it will happen.
// Loop through left and right side, from and to.
void CGUIText::ComputeLineRange(
const SGenerateTextImages& Images,
const float y,
const float Width,
const float prelim_line_height,
float& width_range_from,
float& width_range_to) const
{
// Floating images are only applicable if word-wrapping is enabled.
if (Width == 0)
return;
for (int j = 0; j < 2; ++j)
for (const SGenerateTextImage& img : Images[j])
{
// We're working with two intervals here, the image's and the line height's.
// let's find the union of these two.
float union_from, union_to;
union_from = std::max(y, img.m_YFrom);
union_to = std::min(y + prelim_line_height, img.m_YTo);
// The union is not empty
if (union_to > union_from)
{
if (j == 0)
width_range_from = std::max(width_range_from, img.m_Indentation);
else
width_range_to = std::min(width_range_to, Width - img.m_Indentation);
}
}
}
// compute offset based on what kind of alignment
float CGUIText::GetLineOffset(
const EAlign align,
const float width_range_from,
const float width_range_to,
const CSize& line_size) const
{
switch (align)
{
case EAlign_Left:
// don't add an offset
return 0.f;
case EAlign_Center:
return ((width_range_to - width_range_from) - line_size.cx) / 2;
case EAlign_Right:
return width_range_to - line_size.cx;
default:
debug_warn(L"Broken EAlign in CGUIText()");
return 0.f;
}
}
bool CGUIText::AssembleCalls(
const CGUI* pGUI,
const CGUIString& string,
const CStrIntern& Font,
const IGUIObject* pObject,
const bool FirstLine,
const float Width,
const float width_range_to,
const float dx,
const float y,
const int temp_from,
const int i,
float& x,
int& from)
{
bool done = false;
for (int j = temp_from; j <= i; ++j)
{
// We don't want to use Feedback now, so we'll have to use another one.
CGUIString::SFeedback Feedback2;
// Defaults
string.GenerateTextCall(pGUI, Feedback2, Font, string.m_Words[j], string.m_Words[j+1], FirstLine, pObject);
// Iterate all and set X/Y values
// Since X values are not set, we need to make an internal
// iteration with an increment that will append the internal
// x, that is what x_pointer is for.
float x_pointer = 0.f;
for (STextCall& tc : Feedback2.m_TextCalls)
{
tc.m_Pos = CPos(dx + x + x_pointer, y);
x_pointer += tc.m_Size.cx;
if (tc.m_pSpriteCall)
tc.m_pSpriteCall->m_Area += tc.m_Pos - CSize(0, tc.m_pSpriteCall->m_Area.GetHeight());
}
// Append X value.
x += Feedback2.m_Size.cx;
// The first word overrides the width limit, what we
// do, in those cases, are just drawing that word even
// though it'll extend the object.
if (Width != 0) // only if word-wrapping is applicable
{
if (Feedback2.m_NewLine)
{
from = j + 1;
// Sprite call can exist within only a newline segment,
// therefore we need this.
m_SpriteCalls.insert(
m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
break;
}
else if (x > width_range_to && j == temp_from)
{
from = j+1;
// do not break, since we want it to be added to m_TextCalls
}
else if (x > width_range_to)
{
from = j;
break;
}
}
// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
m_TextCalls.insert(
m_TextCalls.end(),
std::make_move_iterator(Feedback2.m_TextCalls.begin()),
std::make_move_iterator(Feedback2.m_TextCalls.end()));
m_SpriteCalls.insert(
m_SpriteCalls.end(),
std::make_move_iterator(Feedback2.m_SpriteCalls.begin()),
std::make_move_iterator(Feedback2.m_SpriteCalls.end()));
if (j == static_cast<int>(string.m_Words.size()) - 2)
done = true;
}
return done;
}
void CGUIText::Draw(CGUI* pGUI, const CGUIColor& DefaultColor, const CPos& pos, const float z, const CRect& clipping) const
{
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
tech->BeginPass();
bool isClipped = clipping != CRect();
if (isClipped)
{
glEnable(GL_SCISSOR_TEST);
glScissor(
clipping.left * g_GuiScale,
g_yres - clipping.bottom * g_GuiScale,
clipping.GetWidth() * g_GuiScale,
clipping.GetHeight() * g_GuiScale);
}
CTextRenderer textRenderer(tech->GetShader());
textRenderer.SetClippingRect(clipping);
textRenderer.Translate(0.0f, 0.0f, z);
for (const STextCall& tc : m_TextCalls)
{
// If this is just a placeholder for a sprite call, continue
if (tc.m_pSpriteCall)
continue;
CGUIColor color = tc.m_UseCustomColor ? tc.m_Color : DefaultColor;
textRenderer.Color(color);
textRenderer.Font(tc.m_Font);
textRenderer.Put(floorf(pos.x + tc.m_Pos.x), floorf(pos.y + tc.m_Pos.y), &tc.m_String);
}
textRenderer.Render();
for (const SSpriteCall& sc : m_SpriteCalls)
pGUI->DrawSprite(sc.m_Sprite, sc.m_CellID, z, sc.m_Area + pos);
if (isClipped)
glDisable(GL_SCISSOR_TEST);
tech->EndPass();
}