2024-03-19 17:45:12 +08:00

189 lines
8.8 KiB
C++

/**************************************************************************************/
/* */
/* Visualization Library */
/* http://visualizationlibrary.org */
/* */
/* Copyright (c) 2005-2020, Michele Bosi */
/* All rights reserved. */
/* */
/* Redistribution and use in source and binary forms, with or without modification, */
/* are permitted provided that the following conditions are met: */
/* */
/* - Redistributions of source code must retain the above copyright notice, this */
/* list of conditions and the following disclaimer. */
/* */
/* - Redistributions in binary form must reproduce the above copyright notice, this */
/* list of conditions and the following disclaimer in the documentation and/or */
/* other materials provided with the distribution. */
/* */
/* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */
/* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */
/* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */
/* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */
/* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */
/* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */
/* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */
/* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */
/* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */
/* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
/* */
/**************************************************************************************/
#ifndef CoreText_INCLUDE_ONCE
#define CoreText_INCLUDE_ONCE
#include <vlGraphics/Font.hpp>
#include <vlGraphics/Renderable.hpp>
#include <vlCore/vlnamespace.hpp>
#include <vlCore/String.hpp>
#include <vlCore/Rect.hpp>
#include <map>
namespace vl
{
/**
* Experimental. Not yet functional.
*/
class VLGRAPHICS_EXPORT CoreText: public Renderable
{
VL_INSTRUMENT_CLASS(vl::CoreText, Renderable)
public:
CoreText(): mColor(1,1,1,1), mBorderColor(0,0,0,1), mBackgroundColor(1,1,1,1), mOutlineColor(0,0,0,1), mShadowColor(0,0,0,0.5f), mShadowVector(2,-2),
mTextOrigin(AlignBottom|AlignLeft), mMargin(5), mLayout(LeftToRightText), mTextAlignment(TextAlignLeft),
mBorderEnabled(false), mBackgroundEnabled(false), mOutlineEnabled(false), mShadowEnabled(false), mKerningEnabled(true)
{
VL_DEBUG_SET_OBJECT_NAME()
}
//! The text to be rendered.
const String& text() const { return mText; }
//! The text to be rendered.
void setText(const String& text) { mText = text; }
//! The color of the text.
const fvec4& color() const { return mColor; }
//! The color of the text.
void setColor(const fvec4& color) { mColor = color; }
//! The margin to be left around the text.
int margin() const { return mMargin; }
//! The margin to be left around the text.
void setMargin(int margin) { mMargin = margin; }
//! The font to be used to render the text.
const Font* font() const { return mFont.get(); }
//! The font to be used to render the text.
Font* font() { return mFont.get(); }
//! The font to be used to render the text.
void setFont(Font* font) { mFont = font; }
//! Text layout: left to right, right to left.
ETextLayout layout() const { return mLayout; }
//! Text layout: left to right, right to left.
void setLayout(ETextLayout layout) { mLayout = layout; }
//! Text alignment: left, right, center, justify.
ETextAlign textAlignment() const { return mTextAlignment; }
//! Text alignment: left, right, center, justify.
void setTextAlignment(ETextAlign align) { mTextAlignment = align; }
//! The origin of the text (pivot point for offsetting and rotations).
int textOrigin() const { return mTextOrigin; }
//! The origin of the text (pivot point for offsetting and rotations).
void setTextOrigin(int align) { mTextOrigin = align; }
//! If enabled text rendering uses kerning information for better quality results (slower).
bool kerningEnabled() const { return mKerningEnabled; }
//! If enabled text rendering uses kerning information for better quality results (slower).
void setKerningEnabled(bool kerning) { mKerningEnabled = kerning; }
//! If true draws a rectangular border around the text.
bool borderEnabled() const { return mBorderEnabled; }
//! If true draws a rectangular border around the text.
void setBorderEnabled(bool border) { mBorderEnabled = border; }
//! The color of the rectangular border.
const fvec4& borderColor() const { return mBorderColor; }
//! The color of the rectangular border.
void setBorderColor(const fvec4& border_color) { mBorderColor = border_color; }
//! If true draws a rectangular background below the text.
bool backgroundEnabled() const { return mBackgroundEnabled; }
//! If true draws a rectangular background below the text.
void setBackgroundEnabled(bool background) { mBackgroundEnabled = background; }
//! The color of the rectangular background.
const fvec4& backgroundColor() const { return mBackgroundColor; }
//! The color of the rectangular background.
void setBackgroundColor(const fvec4& background_color) { mBackgroundColor = background_color; }
//! If true the characters are drawn with an outline.
bool outlineEnabled() const { return mOutlineEnabled; }
//! If true the characters are drawn with an outline.
void setOutlineEnabled(bool outline) { mOutlineEnabled = outline; }
//! The color of the character outline.
const fvec4& outlineColor() const { return mOutlineColor; }
//! The color of the character outline.
void setOutlineColor(const fvec4& outline_color) { mOutlineColor = outline_color; }
//! If true a sort of shadow is rendered below the text.
bool shadowEnabled() const { return mShadowEnabled; }
//! If true a sort of shadow is rendered below the text.
void setShadowEnabled(bool shadow) { mShadowEnabled = shadow; }
//! The color of the text shadow.
const fvec4& shadowColor() const { return mShadowColor; }
//! The color of the text shadow.
void setShadowColor(const fvec4& shadow_color) { mShadowColor = shadow_color; }
//! The offset vector of the shadow.
const fvec2& shadowVector() const { return mShadowVector; }
//! The offset vector of the shadow.
void setShadowVector(const fvec2& shadow_vector) { mShadowVector = shadow_vector; }
//! Returns the plain 2D bounding box of the text, in local coordinates.
AABB boundingRect() const;
//! Returns the plain 2D bounding box of the text, in local coordinates.
AABB boundingRect(const String& text) const;
// --- Renderable interface implementation ---
virtual void updateDirtyBufferObject(EBufferObjectUpdateMode) {}
virtual void deleteBufferObject() {}
protected:
virtual void render_Implementation(const Actor* actor, const Shader* shader, const Camera* camera, OpenGLContext* gl_context) const;
void computeBounds_Implementation() { setBoundingBox(AABB()); setBoundingSphere(Sphere()); }
void renderText(const Actor*, const Camera* camera, const fvec4& color, const fvec2& offset) const;
void renderBackground(const Actor* actor, const Camera* camera) const;
void renderBorder(const Actor* actor, const Camera* camera) const;
AABB rawboundingRect(const String& text) const;
protected:
mutable ref<Font> mFont;
String mText;
fvec4 mColor;
fvec4 mBorderColor;
fvec4 mBackgroundColor;
fvec4 mOutlineColor;
fvec4 mShadowColor;
fvec2 mShadowVector;
int mTextOrigin;
int mMargin;
ETextLayout mLayout;
ETextAlign mTextAlignment;
bool mBorderEnabled;
bool mBackgroundEnabled;
bool mOutlineEnabled;
bool mShadowEnabled;
bool mKerningEnabled;
};
}
#endif