Index: ps/trunk/source/gui/CGUIText.cpp =================================================================== --- ps/trunk/source/gui/CGUIText.cpp (revision 26521) +++ ps/trunk/source/gui/CGUIText.cpp (revision 26522) @@ -1,478 +1,465 @@ /* Copyright (C) 2022 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 . */ #include "precompiled.h" #include "CGUIText.h" #include "graphics/Canvas2D.h" #include "graphics/FontMetrics.h" #include "graphics/TextRenderer.h" #include "gui/CGUI.h" #include "gui/ObjectBases/IGUIObject.h" #include "gui/SettingTypes/CGUIString.h" #include "ps/CStrInternStatic.h" #include "ps/VideoMode.h" #include "renderer/backend/gl/DeviceCommandContext.h" #include "renderer/Renderer.h" #include extern int g_xres, g_yres; // TODO Gee: CRect => CPoint ? void SGenerateTextImage::SetupSpriteCall( const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y, const CSize2D& size, const CStr& textureName, const float bufferZone) { // TODO Gee: Temp hardcoded values spriteCall.m_Area.top = y + bufferZone; spriteCall.m_Area.bottom = y + bufferZone + size.Height; if (left) { spriteCall.m_Area.left = bufferZone; spriteCall.m_Area.right = size.Width + bufferZone; } else { spriteCall.m_Area.left = width - bufferZone - size.Width; spriteCall.m_Area.right = width - bufferZone; } spriteCall.m_Sprite = textureName; m_YFrom = spriteCall.m_Area.top - bufferZone; m_YTo = spriteCall.m_Area.bottom + bufferZone; m_Indentation = size.Width + bufferZone * 2; } CGUIText::CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject) { if (string.m_Words.empty()) return; CStrIntern font(fontW.ToUTF8()); - float x = bufferZone, y = bufferZone; // drawing pointer + float 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 posLastImage = -1; // Position in the string where last img (either left or right) were encountered. // in order to avoid duplicate processing. // Go through string word by word for (int i = 0; i < static_cast(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 prelimLineHeight = 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, posLastImage, images); posLastImage = std::max(posLastImage, i); - x += feedback.m_Size.Width; prelimLineHeight = std::max(prelimLineHeight, feedback.m_Size.Height); // If width is 0, then there's no word-wrapping, disable NewLine. - if (((width != 0 && (x > width - bufferZone || feedback.m_NewLine)) || i == static_cast(string.m_Words.size()) - 2) && - ProcessLine(pGUI, string, font, pObject, images, align, prelimLineHeight, width, bufferZone, firstLine, x, y, i, from)) + if (((width != 0 && (feedback.m_Size.Width + 2 * bufferZone > width || feedback.m_NewLine)) || i == static_cast(string.m_Words.size()) - 2) && + ProcessLine(pGUI, string, font, pObject, images, align, prelimLineHeight, width, bufferZone, firstLine, 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, 2>& feedbackImages, const float y, const float width, const float bufferZone, const int i, const int posLastImage, SGenerateTextImages& images) { // Check if this has already been processed. // Also, floating images are only applicable if Word-Wrapping is on if (width == 0 || i <= posLastImage) 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); // Check if image is the lowest thing. m_Size.Height = std::max(m_Size.Height, 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 widthRangeFrom, const float widthRangeTo, const int i, const int tempFrom, - float& x, CSize2D& lineSize) const { + float x = widthRangeFrom; for (int j = tempFrom; 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.Width; if (width != 0 && x > widthRangeTo && j != tempFrom && !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); lineSize.Width -= currentFont.GetCharacterWidth(*L" "); break; } // Let lineSize.cy be the maximum m_Height we encounter. lineSize.Height = std::max(lineSize.Height, feedback2.m_Size.Height); // 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; lineSize.Width += feedback2.m_Size.Width; } } bool CGUIText::ProcessLine( const CGUI& pGUI, const CGUIString& string, const CStrIntern& font, const IGUIObject* pObject, const SGenerateTextImages& images, const EAlign align, const float prelimLineHeight, 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 tempFrom = from; from = i; float widthRangeFrom = bufferZone; float widthRangeTo = width - bufferZone; ComputeLineRange(images, y, width, prelimLineHeight, widthRangeFrom, widthRangeTo); - // Reset X for the next loop - x = widthRangeFrom; - CSize2D lineSize; - ComputeLineSize(pGUI, string, font, firstLine, width, widthRangeTo, i, tempFrom, x, lineSize); - - // Reset x once more - x = widthRangeFrom; + ComputeLineSize(pGUI, string, font, firstLine, width, widthRangeFrom, widthRangeTo, i, tempFrom, lineSize); // Move down, because font drawing starts from the baseline y += lineSize.Height; - const float dx = GetLineOffset(align, widthRangeFrom, widthRangeTo, lineSize); - // Do the real processing now - const bool done = AssembleCalls(pGUI, string, font, pObject, firstLine, width, widthRangeTo, dx, y, tempFrom, i, x, from); - - // Reset X - x = bufferZone; + const bool done = AssembleCalls(pGUI, string, font, pObject, firstLine, width, widthRangeTo, GetLineOffset(align, widthRangeFrom, widthRangeTo, lineSize), y, tempFrom, i, from); // Update dimensions m_Size.Width = std::max(m_Size.Width, lineSize.Width + bufferZone * 2); m_Size.Height = std::max(m_Size.Height, 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 lineSize.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 prelimLineHeight, float& widthRangeFrom, float& widthRangeTo) 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 unionFrom, unionTo; unionFrom = std::max(y, img.m_YFrom); unionTo = std::min(y + prelimLineHeight, img.m_YTo); // The union is not empty if (unionTo > unionFrom) { if (j == 0) widthRangeFrom = std::max(widthRangeFrom, img.m_Indentation); else widthRangeTo = std::min(widthRangeTo, width - img.m_Indentation); } } } // compute offset based on what kind of alignment float CGUIText::GetLineOffset( const EAlign align, const float widthRangeFrom, const float widthRangeTo, const CSize2D& lineSize) const { switch (align) { case EAlign::LEFT: - // don't add an offset - return 0.f; + return widthRangeFrom; case EAlign::CENTER: - return ((widthRangeTo - widthRangeFrom) - lineSize.Width) / 2; + return (widthRangeTo + widthRangeFrom - lineSize.Width) / 2; case EAlign::RIGHT: return widthRangeTo - lineSize.Width; 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 widthRangeTo, const float dx, const float y, const int tempFrom, const int i, - float& x, int& from) { bool done = false; + float x = 0.f; for (int j = tempFrom; 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 xPointer is for. float xPointer = 0.f; for (STextCall& tc : feedback2.m_TextCalls) { tc.m_Pos = CVector2D(dx + x + xPointer, y); xPointer += tc.m_Size.Width; if (tc.m_pSpriteCall) tc.m_pSpriteCall->m_Area += tc.m_Pos - CSize2D(0, tc.m_pSpriteCall->m_Area.GetHeight()); } // Append X value. x += feedback2.m_Size.Width; // 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. if (!feedback2.m_SpriteCalls.empty()) { auto newEnd = std::remove_if(feedback2.m_TextCalls.begin(), feedback2.m_TextCalls.end(), [](const STextCall& call) { return !call.m_pSpriteCall; }); m_TextCalls.insert( m_TextCalls.end(), std::make_move_iterator(feedback2.m_TextCalls.begin()), std::make_move_iterator(newEnd)); 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 > widthRangeTo && j == tempFrom) { from = j+1; // do not break, since we want it to be added to m_TextCalls } else if (x > widthRangeTo) { 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(string.m_Words.size()) - 2) done = true; } return done; } void CGUIText::Draw(CGUI& pGUI, CCanvas2D& canvas, const CGUIColor& DefaultColor, const CVector2D& pos, CRect clipping) const { Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext = g_Renderer.GetDeviceCommandContext(); bool isClipped = clipping != CRect(); if (isClipped) { // Make clipping rect as small as possible to prevent rounding errors clipping.top = std::ceil(clipping.top); clipping.bottom = std::floor(clipping.bottom); clipping.left = std::ceil(clipping.left); clipping.right = std::floor(clipping.right); const float scale = g_VideoMode.GetScale(); Renderer::Backend::GL::CDeviceCommandContext::Rect scissorRect; scissorRect.x = std::ceil(clipping.left * scale); scissorRect.y = std::ceil(g_yres - clipping.bottom * scale); scissorRect.width = std::floor(clipping.GetWidth() * scale); scissorRect.height = std::floor(clipping.GetHeight() * scale); // TODO: move scissors to CCanvas2D. deviceCommandContext->SetScissors(1, &scissorRect); } CTextRenderer textRenderer; textRenderer.SetClippingRect(clipping); textRenderer.Translate(0.0f, 0.0f); for (const STextCall& tc : m_TextCalls) { // If this is just a placeholder for a sprite call, continue if (tc.m_pSpriteCall) continue; textRenderer.SetCurrentColor(tc.m_UseCustomColor ? tc.m_Color : DefaultColor); textRenderer.SetCurrentFont(tc.m_Font); textRenderer.Put(floorf(pos.X + tc.m_Pos.X), floorf(pos.Y + tc.m_Pos.Y), &tc.m_String); } canvas.DrawText(textRenderer); for (const SSpriteCall& sc : m_SpriteCalls) pGUI.DrawSprite(sc.m_Sprite, canvas, sc.m_Area + pos); if (isClipped) deviceCommandContext->SetScissors(0, nullptr); } Index: ps/trunk/source/gui/CGUIText.h =================================================================== --- ps/trunk/source/gui/CGUIText.h (revision 26521) +++ ps/trunk/source/gui/CGUIText.h (revision 26522) @@ -1,282 +1,280 @@ /* Copyright (C) 2022 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 . */ #ifndef INCLUDED_GUITEXT #define INCLUDED_GUITEXT #include "gui/CGUISprite.h" #include "gui/SettingTypes/CGUIColor.h" #include "gui/SettingTypes/EAlign.h" #include "maths/Rect.h" #include "maths/Size2D.h" #include "maths/Vector2D.h" #include "ps/CStrIntern.h" #include #include #include class CCanvas2D; class CGUI; class CGUIString; class IGUIObject; struct SGenerateTextImage; using SGenerateTextImages = std::array, 2>; /** * An CGUIText object is a parsed string, divided into * text-rendering components. Each component, being a * call to the Renderer. For instance, if you by tags * change the color, then the GUI will have to make * individual calls saying it want that color on the * text. * * For instance: * "Hello [b]there[/b] bunny!" * * That without word-wrapping would mean 3 components. * i.e. 3 calls to CRenderer. One drawing "Hello", * one drawing "there" in bold, and one drawing "bunny!". */ class CGUIText { public: /** * A sprite call to the CRenderer */ struct SSpriteCall { // The CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache NONCOPYABLE(SSpriteCall); MOVABLE(SSpriteCall); SSpriteCall() {} /** * Size and position of sprite */ CRect m_Area; /** * Sprite from global GUI sprite database. */ CGUISpriteInstance m_Sprite; }; /** * A text call to the CRenderer */ struct STextCall { NONCOPYABLE(STextCall); MOVABLE(STextCall); STextCall() : m_UseCustomColor(false), m_Bold(false), m_Italic(false), m_Underlined(false), m_pSpriteCall(nullptr) {} /** * Position */ CVector2D m_Pos; /** * Size */ CSize2D m_Size; /** * The string that is suppose to be rendered. */ CStrW m_String; /** * Use custom color? If true then m_Color is used, * else the color inputted will be used. */ bool m_UseCustomColor; /** * Color setup */ CGUIColor m_Color; /** * Font name */ CStrIntern m_Font; /** * Settings */ bool m_Bold, m_Italic, m_Underlined; /** * Tooltip text */ CStrW m_Tooltip; /** * *IF* an icon, then this is not nullptr. */ std::list::pointer m_pSpriteCall; }; // The SSpriteCall CGUISpriteInstance makes this uncopyable to avoid invalidating its draw cache. // Also take advantage of exchanging the containers directly with move semantics. NONCOPYABLE(CGUIText); MOVABLE(CGUIText); /** * Generates empty text. */ CGUIText() = default; /** * Generate a CGUIText object from the inputted string. * The function will break down the string and its * tags to calculate exactly which rendering queries * will be sent to the Renderer. Also, horizontal alignment * is taken into acount in this method but NOT vertical alignment. * * @param string Text to generate CGUIText object from. * @param font Default font, notice both Default color and default font * can be changed by tags. * @param width Width, 0 if no word-wrapping. * @param bufferZone Space between text and edge, and space between text and images. * @param align Horizontal alignment (left / center / right). * @param pObject Optional parameter for error output. Used *only* if error parsing fails, * and we need to be able to output which object the error occurred in to aid the user. */ CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject); /** * Draw this CGUIText object */ void Draw(CGUI& pGUI, CCanvas2D& canvas, const CGUIColor& DefaultColor, const CVector2D& pos, CRect clipping) const; const CSize2D& GetSize() const { return m_Size; } const std::list& GetSpriteCalls() const { return m_SpriteCalls; } const std::vector& GetTextCalls() const { return m_TextCalls; } // Helper functions of the constructor bool ProcessLine( const CGUI& pGUI, const CGUIString& string, const CStrIntern& font, const IGUIObject* pObject, const SGenerateTextImages& images, const EAlign align, const float prelimLineHeight, const float width, const float bufferZone, bool& firstLine, - float& x, float& y, int& i, int& from); void SetupSpriteCalls( const CGUI& pGUI, const std::array, 2>& feedbackImages, const float y, const float width, const float bufferZone, const int i, const int posLastImage, SGenerateTextImages& images); float GetLineOffset( const EAlign align, const float widthRangeFrom, const float widthRangeTo, const CSize2D& lineSize) const; void ComputeLineRange( const SGenerateTextImages& images, const float y, const float width, const float prelimLineHeight, float& widthRangeFrom, float& widthRangeTo) const; void ComputeLineSize( const CGUI& pGUI, const CGUIString& string, const CStrIntern& font, const bool firstLine, const float width, + const float widthRangeFrom, const float widthRangeTo, const int i, const int tempFrom, - float& x, CSize2D& lineSize) const; bool AssembleCalls( const CGUI& pGUI, const CGUIString& string, const CStrIntern& font, const IGUIObject* pObject, const bool firstLine, const float width, const float widthRangeTo, const float dx, const float y, const int tempFrom, const int i, - float& x, int& from); /** * List of TextCalls, for instance "Hello", "there!" */ std::vector m_TextCalls; /** * List of sprites, or "icons" that should be rendered * along with the text. */ std::list m_SpriteCalls; // list for consistent mem addresses // so that we can point to elements. /** * Width and height of the whole output, used when setting up * scrollbars and such. */ CSize2D m_Size; }; struct SGenerateTextImage { // The image's starting location in Y float m_YFrom; // The image's end location in Y float m_YTo; // The image width in other words float m_Indentation; void SetupSpriteCall( const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y, const CSize2D& size, const CStr& textureName, const float bufferZone); }; #endif // INCLUDED_GUITEXT