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text.cpp
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player 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 3 of the License, or
* (at your option) any later version.
*
* EasyRPG Player 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 EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
// Headers
#include <lcf/data.h>
#include "cache.h"
#include "output.h"
#include "utils.h"
#include "bitmap.h"
#include "font.h"
#include "text.h"
#include "compiler.h"
#include <cctype>
#include <iterator>
Rect Text::Draw(Bitmap& dest, int x, int y, Font& font, const Bitmap& system, int color, char32_t ch, bool is_exfont) {
if (is_exfont) {
return Font::exfont->Render(dest, x, y, system, color, ch);
} else {
return font.Render(dest, x, y, system, color, ch);
}
}
Rect Text::Draw(Bitmap& dest, int x, int y, Font& font, Color color, char32_t ch, bool is_exfont) {
if (is_exfont) {
return Font::exfont->Render(dest, x, y, color, ch);
} else {
return font.Render(dest, x, y, color, ch);
}
}
Rect Text::Draw(Bitmap& dest, const int x, const int y, Font& font, const Bitmap& system, const int color, StringView text, const Text::Alignment align) {
if (text.length() == 0) return { x, y, 0, 0 };
Rect dst_rect = font.GetSize(text);
const int ih = dst_rect.height;
switch (align) {
case Text::AlignCenter:
dst_rect.x = x - dst_rect.width / 2; break;
case Text::AlignRight:
dst_rect.x = x - dst_rect.width; break;
case Text::AlignLeft:
dst_rect.x = x; break;
default: assert(false);
}
dst_rect.y = y;
dst_rect.width += 1; dst_rect.height += 1; // Need place for shadow
if (dst_rect.IsOutOfBounds(dest.GetWidth(), dest.GetHeight())) return { x, y, 0, 0 };
const int iy = dst_rect.y;
const int ix = dst_rect.x;
// Where to draw the next glyph (x pos)
int next_glyph_pos = 0;
// This loops always renders a single char, color blends it and then puts
// it onto the text_surface (including the drop shadow)
auto iter = text.data();
const auto end = iter + text.size();
while (iter != end) {
auto ret = Utils::TextNext(iter, end, 0);
iter = ret.next;
if (EP_UNLIKELY(!ret)) {
continue;
}
next_glyph_pos += Text::Draw(dest, ix + next_glyph_pos, iy, font, system, color, ret.ch, ret.is_exfont).width;
}
return { x, y, next_glyph_pos, ih };
}
Rect Text::Draw(Bitmap& dest, const int x, const int y, Font& font, const Color color, StringView text) {
if (text.length() == 0) return { x, y, 0, 0 };
int dx = x;
int mx = x;
int dy = y;
int ny = 0;
auto iter = text.data();
const auto end = iter + text.size();
while (iter != end) {
auto ret = Utils::UTF8Next(iter, end);
iter = ret.next;
if (EP_UNLIKELY(!ret)) {
continue;
}
if (ret.ch == U'\n') {
if (ny == 0) {
ny = font.GetSize(ret.ch).height;
}
dy += ny;
mx = std::max(mx, dx);
dx = x;
ny = 0;
continue;
}
auto rect = font.Render(dest, dx, dy, color, ret.ch);
dx += rect.width;
assert(ny == 0 || ny == rect.height);
ny = rect.height;
}
dy += ny;
mx = std::max(mx, dx);
return Rect(x, y, mx - x , dy - y);
}