Changed: Support custom font

This commit is contained in:
Nimetu 2016-07-24 16:05:04 +03:00
parent 9f104a27ba
commit 976b5d5689
2 changed files with 71 additions and 40 deletions

View file

@ -80,6 +80,7 @@ namespace NLGUI
/// Set
void setText (const ucstring &text);
void setFontName (const std::string &name);
void setFontSize (sint nFontSize);
void setEmbolden (bool nEmbolden);
void setOblique (bool nOblique);
@ -104,6 +105,7 @@ namespace NLGUI
ucstring getText() const { return _Text; }
sint getFontSize() const;
std::string getFontName() const { return _FontName; }
bool getEmbolden() { return _Embolden; }
bool getOblique() { return _Oblique; }
NLMISC::CRGBA getColor() { return _Color; }
@ -227,6 +229,8 @@ namespace NLGUI
uint _Index;
/// info on the computed String associated to this text control
NL3D::UTextContext::CStringInfo _Info;
/// Font name to get TextContext
std::string _FontName;
/// the font size
sint _FontSize;
bool _Embolden;
@ -320,7 +324,7 @@ namespace NLGUI
CFormatInfo Format;
public:
// build from a string, using the current text context
void build(const ucstring &text, uint numSpaces= 0);
void build(const ucstring &text, NL3D::UTextContext &textContext, uint numSpaces= 0);
};
typedef std::vector<CWord> TWordVect;
@ -331,9 +335,9 @@ namespace NLGUI
// ctor
CLine();
// Clear the line & remove text contexts
void clear();
void clear(NL3D::UTextContext &textContext);
// Add a new word (and its context) in the line + a number of spaces to append at the end of the line
void addWord(const ucstring &word, uint numSpaces, const CFormatInfo &wordFormat, uint fontWidth);
void addWord(const ucstring &word, uint numSpaces, const CFormatInfo &wordFormat, uint fontWidth, NL3D::UTextContext &textContext);
void addWord(const CWord &word, uint fontWidth);
uint getNumWords() const { return (uint)_Words.size(); }
CWord &getWord(uint index) { return _Words[index]; }

View file

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