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#include "text.h"
using namespace Graphics;
template <>
void Text<TextureFont>::arrange(TextureFont &font){
// TODO: this is really awful rendering but works a little bit
// Add getLineSpacing + getKerning and so on
unsigned int filledX = 0;
unsigned int row = 0;
unsigned int col = 0;
for(unsigned int i=0; i < text_.length(); i++){
sf::Glyph glyph = font.getGlyph( text_[i] );
filledX += glyph.advance;
if (maxWidth_ != 0 && ( text_[i] == '\n' || filledX > maxWidth_)){
row++;
filledX = 0;
col = 0;
if(text_[i] == '\n') continue;
}
// Position the character in the text
vertices_[4*i+0].position = sf::Vector2f(
col*glyph.advance + glyph.bounds.left,
(glyph.bounds.top) + row * font.getLineSpacing() * lineHeightRatio_
);
vertices_[4*i+1].position = sf::Vector2f(
col*glyph.advance + glyph.bounds.left+glyph.bounds.width,
(glyph.bounds.top) + row * font.getLineSpacing() * lineHeightRatio_
);
vertices_[4*i+2].position = sf::Vector2f(
col*glyph.advance + glyph.bounds.left+glyph.bounds.width,
(glyph.bounds.top+glyph.bounds.height) + row * font.getLineSpacing() * lineHeightRatio_
);
vertices_[4*i+3].position = sf::Vector2f(
col*glyph.advance + glyph.bounds.left,
(glyph.bounds.top+glyph.bounds.height) + row * font.getLineSpacing() * lineHeightRatio_
);
col++;
// Choose the texture rectangle for this character
vertices_[4*i+0].texCoords = sf::Vector2f(
glyph.textureRect.left,
glyph.textureRect.top
);
vertices_[4*i+1].texCoords = sf::Vector2f(
glyph.textureRect.left+glyph.textureRect.width,
glyph.textureRect.top
);
vertices_[4*i+2].texCoords = sf::Vector2f(
glyph.textureRect.left+glyph.textureRect.width,
glyph.textureRect.top+glyph.textureRect.height
);
vertices_[4*i+3].texCoords = sf::Vector2f(
glyph.textureRect.left,
glyph.textureRect.top+glyph.textureRect.height
);
}
}
template <>
void Text<sf::Font>::arrange(sf::Font &font){
// TODO: Implement this function for a generic sf::Font
}
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