0ad/source/gui/CGUIText.cpp

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/* 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 "graphics/FontMetrics.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextRenderer.h"
#include "gui/CGUI.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIString.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"))
align = pObject->GetSetting<EAlign>("text_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;
textRenderer.Color(tc.m_UseCustomColor ? tc.m_Color : DefaultColor);
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();
}