mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-26 17:16:20 +00:00
Changed: Support custom font
--HG-- branch : develop
This commit is contained in:
parent
afc08d2efd
commit
58bf225891
2 changed files with 71 additions and 40 deletions
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@ -80,6 +80,7 @@ namespace NLGUI
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/// Set
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void setText (const ucstring &text);
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void setFontName (const std::string &name);
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void setFontSize (sint nFontSize);
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void setEmbolden (bool nEmbolden);
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void setOblique (bool nOblique);
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@ -104,6 +105,7 @@ namespace NLGUI
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ucstring getText() const { return _Text; }
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sint getFontSize() const;
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std::string getFontName() const { return _FontName; }
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bool getEmbolden() { return _Embolden; }
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bool getOblique() { return _Oblique; }
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NLMISC::CRGBA getColor() { return _Color; }
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@ -227,6 +229,8 @@ namespace NLGUI
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uint _Index;
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/// info on the computed String associated to this text control
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NL3D::UTextContext::CStringInfo _Info;
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/// Font name to get TextContext
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std::string _FontName;
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/// the font size
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sint _FontSize;
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bool _Embolden;
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@ -320,7 +324,7 @@ namespace NLGUI
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CFormatInfo Format;
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public:
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// build from a string, using the current text context
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void build(const ucstring &text, uint numSpaces= 0);
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void build(const ucstring &text, NL3D::UTextContext &textContext, uint numSpaces= 0);
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};
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typedef std::vector<CWord> TWordVect;
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@ -331,9 +335,9 @@ namespace NLGUI
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// ctor
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CLine();
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// Clear the line & remove text contexts
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void clear();
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void clear(NL3D::UTextContext &textContext);
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// Add a new word (and its context) in the line + a number of spaces to append at the end of the line
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void addWord(const ucstring &word, uint numSpaces, const CFormatInfo &wordFormat, uint fontWidth);
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void addWord(const ucstring &word, uint numSpaces, const CFormatInfo &wordFormat, uint fontWidth, NL3D::UTextContext &textContext);
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void addWord(const CWord &word, uint fontWidth);
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uint getNumWords() const { return (uint)_Words.size(); }
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CWord &getWord(uint index) { return _Words[index]; }
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@ -61,6 +61,7 @@ namespace NLGUI
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_FontSize = 12 +
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CWidgetManager::getInstance()->getSystemOption( CWidgetManager::OptionAddCoefFont ).getValSInt32();
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_FontName.clear();
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_Embolden = false;
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_Oblique = false;
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_Color = CRGBA(255,255,255,255);
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@ -134,7 +135,7 @@ namespace NLGUI
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CViewText::~CViewText()
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{
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if (_Index != 0xFFFFFFFF)
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CViewRenderer::getTextContext()->erase (_Index);
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CViewRenderer::getTextContext(_FontName)->erase (_Index);
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clearLines();
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if (!_Setuped)
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@ -148,7 +149,7 @@ namespace NLGUI
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CViewText &CViewText::operator=(const CViewText &vt)
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{
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if (_Index != 0xFFFFFFFF)
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CViewRenderer::getTextContext()->erase (_Index);
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CViewRenderer::getTextContext(_FontName)->erase (_Index);
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// Create database entries
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_Active = vt._Active;
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@ -958,7 +959,7 @@ namespace NLGUI
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return;
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rVR.getScreenOOSize (oow, ooh);
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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// *** get current color
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@ -983,8 +984,6 @@ namespace NLGUI
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{
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if (_Lines.size() == 0) return;
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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TextContext->setHotSpot (UTextContext::BottomLeft);
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TextContext->setShaded (_Shadow);
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TextContext->setShadeOutline (_ShadowOutline);
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@ -1260,6 +1259,24 @@ namespace NLGUI
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_FormatTags.clear();
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}
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// ***************************************************************************
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void CViewText::setFontName(const std::string &name)
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{
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if (_FontName == name)
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return;
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if (_FontName.length() > 0)
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{
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if (_Index != 0xFFFFFFFF)
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CViewRenderer::getTextContext(_FontName)->erase (_Index);
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clearLines();
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}
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_FontName = name;
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computeFontSize ();
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invalidateContent();
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}
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// ***************************************************************************
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void CViewText::setFontSize (sint nFontSize)
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{
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@ -1403,6 +1420,7 @@ namespace NLGUI
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// ***************************************************************************
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void CViewText::flushWordInLine(ucstring &ucCurrentWord, bool &linePushed, const CFormatInfo &wordFormat)
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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// create a new line?
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if(!linePushed)
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{
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@ -1410,7 +1428,7 @@ namespace NLGUI
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linePushed= true;
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}
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// Append to the last line
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_Lines.back()->addWord(ucCurrentWord, 0, wordFormat, _FontWidth);
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_Lines.back()->addWord(ucCurrentWord, 0, wordFormat, _FontWidth, *TextContext);
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// reset the word
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ucCurrentWord = ucstring("");
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}
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@ -1446,7 +1464,7 @@ namespace NLGUI
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rWidthCurrentLine= max(rWidthCurrentLine, (float)wordFormat.TabX*_FontWidth);
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}
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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// Parse the letter
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{
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@ -1492,6 +1510,7 @@ namespace NLGUI
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// ***************************************************************************
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void CViewText::addDontClipWordLine(std::vector<CWord> &currLine)
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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// create a new line
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_Lines.push_back(TLineSPtr(new CLine));
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@ -1506,7 +1525,7 @@ namespace NLGUI
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if(currLine[i].Format!=lineWordFormat)
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{
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// add the current lineWord to the line.
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_Lines.back()->addWord(lineWord, 0, lineWordFormat, _FontWidth);
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_Lines.back()->addWord(lineWord, 0, lineWordFormat, _FontWidth, *TextContext);
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// get new lineWordFormat
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lineWordFormat= currLine[i].Format;
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// and clear
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@ -1521,7 +1540,7 @@ namespace NLGUI
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}
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if(!lineWord.empty())
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_Lines.back()->addWord(lineWord, 0, lineWordFormat, _FontWidth);
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_Lines.back()->addWord(lineWord, 0, lineWordFormat, _FontWidth, *TextContext);
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// clear
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currLine.clear();
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@ -1531,6 +1550,7 @@ namespace NLGUI
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// ***************************************************************************
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void CViewText::updateTextContextMultiLineJustified(uint nMaxWidth, bool expandSpaces)
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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UTextContext::CStringInfo si;
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//
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TCharPos currPos = 0;
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@ -1624,7 +1644,7 @@ namespace NLGUI
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// Get the word value.
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wordValue = _Text.substr(spaceEnd, wordEnd - spaceEnd);
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// compute width of word
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si = CViewRenderer::getTextContext()->getStringInfo(wordValue);
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si = TextContext->getStringInfo(wordValue);
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// compute size of spaces/Tab + word
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newLineWidth = lineWidth + numSpaces * _SpaceWidth;
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@ -1681,7 +1701,7 @@ namespace NLGUI
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{
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uint maxNumSpaces = std::max(1U, (uint) (nMaxWidth / _SpaceWidth));
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CWord spaceWord; // a word with only spaces in it
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spaceWord.build (ucstring (""), maxNumSpaces);
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spaceWord.build (ucstring (""), *TextContext, maxNumSpaces);
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spaceWord.Format= wordFormat;
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_Lines.push_back(TLineSPtr(new CLine));
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_Lines.back()->addWord(spaceWord, _FontWidth);
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@ -1703,14 +1723,14 @@ namespace NLGUI
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for(currChar = 0; currChar < wordValue.length(); ++currChar)
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{
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oneChar = wordValue[currChar];
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si = CViewRenderer::getTextContext()->getStringInfo(oneChar);
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si = TextContext->getStringInfo(oneChar);
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if ((uint) (px + si.StringWidth) > nMaxWidth) break;
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px += si.StringWidth;
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}
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currChar = std::max((uint) 1, currChar); // must fit at least one character otherwise there's an infinite loop
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wordValue = _Text.substr(spaceEnd, currChar);
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CWord word;
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word.build(wordValue, numSpaces);
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word.build(wordValue, *TextContext, numSpaces);
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word.Format= wordFormat;
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_Lines.push_back(TLineSPtr(new CLine));
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float roomForSpaces = (float) nMaxWidth - word.Info.StringWidth;
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@ -1745,7 +1765,7 @@ namespace NLGUI
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if (!wordValue.empty() || numSpaces != 0)
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{
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CWord word;
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word.build(wordValue, numSpaces);
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word.build(wordValue, *TextContext, numSpaces);
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word.Format= wordFormat;
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// update line width
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_Lines.back()->addWord(word, _FontWidth);
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@ -1822,7 +1842,7 @@ namespace NLGUI
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// ***************************************************************************
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void CViewText::updateTextContext ()
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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TextContext->setHotSpot (UTextContext::BottomLeft);
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TextContext->setShaded (_Shadow);
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@ -1856,13 +1876,13 @@ namespace NLGUI
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{
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while (_Lines.size() > _MultiMaxLine)
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{
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_Lines.back()->clear();
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_Lines.back()->clear(*TextContext);
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_Lines.pop_back();
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}
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_Lines.pop_back();
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CViewText::CLine *endLine = new CViewText::CLine;
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CViewText::CWord w;
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w.build(string("..."));
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w.build(string("..."), *TextContext);
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endLine->addWord(w, _FontWidth);
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_Lines.push_back(TLineSPtr(endLine));
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}
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@ -2150,7 +2170,7 @@ namespace NLGUI
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void CViewText::getCharacterPositionFromIndex(sint index, bool cursorAtPreviousLineEnd, sint &x, sint &y, sint &height) const
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{
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NLMISC::clamp(index, 0, (sint) _Text.length());
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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TextContext->setHotSpot (UTextContext::BottomLeft);
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TextContext->setShaded (_Shadow);
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TextContext->setShadeOutline (_ShadowOutline);
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@ -2257,7 +2277,7 @@ namespace NLGUI
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// ***************************************************************************
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// Tool fct : From a word and a x coordinate, give the matching character index
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static uint getCharacterIndex(const ucstring &textValue, float x)
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static uint getCharacterIndex(const ucstring &textValue, float x, NL3D::UTextContext &textContext)
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{
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float px = 0.f;
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UTextContext::CStringInfo si;
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@ -2267,7 +2287,7 @@ namespace NLGUI
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{
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// get character width
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singleChar[0] = textValue[i];
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si = CViewRenderer::getTextContext()->getStringInfo(singleChar);
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si = textContext.getStringInfo(singleChar);
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px += si.StringWidth;
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// the character is at the i - 1 position
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if (px > x)
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@ -2284,7 +2304,7 @@ namespace NLGUI
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// ***************************************************************************
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void CViewText::getCharacterIndexFromPosition(sint x, sint y, uint &index, bool &cursorAtPreviousLineEnd) const
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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// setup the text context
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TextContext->setHotSpot (UTextContext::BottomLeft);
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@ -2365,7 +2385,7 @@ namespace NLGUI
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else
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{
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// the coord is in the word itself
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index = charPos + currWord.NumSpaces + getCharacterIndex(currWord.Text, (float) x - (px + spacesWidth));
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index = charPos + currWord.NumSpaces + getCharacterIndex(currWord.Text, (float) x - (px + spacesWidth), *TextContext);
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cursorAtPreviousLineEnd = false;
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return;
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}
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@ -2390,7 +2410,7 @@ namespace NLGUI
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index = 0;
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return;
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}
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index = getCharacterIndex(_Text, (float) x);
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index = getCharacterIndex(_Text, (float) x, *TextContext);
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return;
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}
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}
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@ -2428,15 +2448,16 @@ namespace NLGUI
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quadSize--;
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}
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// select what quad to skip
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CViewRenderer::getTextContext()->setStringSelection(stringId, quadStart, quadSize);
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CViewRenderer::getTextContext(_FontName)->setStringSelection(stringId, quadStart, quadSize);
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}
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// ***************************************************************************
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void CViewText::clearLines()
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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for(uint k = 0; k < _Lines.size(); ++k)
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{
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_Lines[k]->clear();
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_Lines[k]->clear(*TextContext);
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}
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_Lines.clear();
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}
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@ -2490,10 +2511,10 @@ namespace NLGUI
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}
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// ***************************************************************************
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void CViewText::CLine::addWord(const ucstring &text, uint numSpaces, const CFormatInfo &wordFormat, uint fontWidth)
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void CViewText::CLine::addWord(const ucstring &text, uint numSpaces, const CFormatInfo &wordFormat, uint fontWidth, NL3D::UTextContext &textContext)
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{
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CWord word;
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word.build(text, numSpaces);
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word.build(text, textContext, numSpaces);
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word.Format= wordFormat;
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addWord(word, fontWidth);
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}
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@ -2515,12 +2536,12 @@ namespace NLGUI
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}
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// ***************************************************************************
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void CViewText::CLine::clear()
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void CViewText::CLine::clear(NL3D::UTextContext &textContext)
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{
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for(uint k = 0; k < _Words.size(); ++k)
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{
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if (_Words[k].Index != 0xffffffff)
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CViewRenderer::getTextContext()->erase(_Words[k].Index);
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textContext.erase(_Words[k].Index);
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}
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_Words.clear();
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_NumChars = 0;
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@ -2537,13 +2558,12 @@ namespace NLGUI
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}
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// ***************************************************************************
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void CViewText::CWord::build(const ucstring &text, uint numSpaces/*=0*/)
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void CViewText::CWord::build(const ucstring &text, NL3D::UTextContext &textContext, uint numSpaces)
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{
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Text = text;
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NumSpaces = numSpaces;
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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Index = TextContext->textPush(text);
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Info = TextContext->getStringInfo(Index);
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Index = textContext.textPush(text);
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Info = textContext.getStringInfo(Index);
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}
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// ***************************************************************************
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@ -2564,7 +2584,7 @@ namespace NLGUI
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static const ucstring lineFeedStr("\n");
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float maxWidth = 0;
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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TextContext->setHotSpot (UTextContext::BottomLeft);
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TextContext->setShaded (_Shadow);
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TextContext->setShadeOutline (_ShadowOutline);
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@ -2651,7 +2671,7 @@ namespace NLGUI
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// If we can't clip the words, return the size of the largest word
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else if ((_TextMode == DontClipWord) || (_TextMode == Justified))
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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TextContext->setHotSpot (UTextContext::BottomLeft);
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TextContext->setShaded (_Shadow);
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TextContext->setShadeOutline (_ShadowOutline);
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@ -2709,7 +2729,7 @@ namespace NLGUI
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// ***************************************************************************
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void CViewText::computeFontSize ()
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{
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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TextContext->setHotSpot (UTextContext::BottomLeft);
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TextContext->setShaded (_Shadow);
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TextContext->setShadeOutline (_ShadowOutline);
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@ -2727,6 +2747,13 @@ namespace NLGUI
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// for now we can't know that directly from UTextContext
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UTextContext::CStringInfo si = TextContext->getStringInfo(chars);
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// font generator changes unknown glyphs to dot '.'. use fallback if it looks odd
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if (_FontSize > (si.StringHeight + si.StringLine))
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{
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chars.fromUtf8("|");
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si = TextContext->getStringInfo(chars);
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}
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// add a padding of 1 pixel else the top will be truncated
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_FontHeight = (uint) si.StringHeight+1;
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_FontLegHeight = (uint) si.StringLine;
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@ -3081,7 +3108,7 @@ namespace NLGUI
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}
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// convert in ULetterColors
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext();
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NL3D::UTextContext *TextContext = CViewRenderer::getTextContext(_FontName);
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ULetterColors * letterColors = TextContext->createLetterColors();
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for(uint i=0; i<tempLetterColors.size(); i++)
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{
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