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#include "textureFont.h"
using namespace Graphics;
// TextureFont
TextureFont::TextureFont(const sf::Texture &texture,
TextureFont::Descr description)
: tex_(texture)
, description_(description)
{
sf::Vector2u totalSize = tex_.getSize();
sf::Vector2f totalSize_f (totalSize.x, totalSize.y);
glyphSize_ = sf::Vector2f( totalSize.x / description_.numcols,
totalSize.y / description_.numrows );
}
std::array<sf::Vector2f, 4> TextureFont::getGlyphMapping(const char ch){
unsigned int pos = static_cast<unsigned int>( description_.mapping.find_first_of(ch));
if (pos == std::string::npos){
// TODO: Error handling!
pos = 0;
}
unsigned int x = pos % description_.numcols;
unsigned int y = (pos - x) / description_.numcols;
sf::Vector2f basePos(x*glyphSize_.x, y*glyphSize_.y);
// 1 --- 2
// | |
// 4 --- 3
return std::array<sf::Vector2f,4> {
basePos,
basePos + sf::Vector2f( glyphSize_.x, 0 ),
basePos + glyphSize_,
basePos + sf::Vector2f( 0, glyphSize_.y ),
};
}
sf::Vector2f TextureFont::getGlyphSize(){
return glyphSize_;
}
const sf::Texture * TextureFont::getTexture(){
return &tex_;
}
// Text
Text::Text(TextureFont &font, const std::string &text)
: font_(font)
, text_(text)
, vertices_(sf::Quads, text.size()*4)
{
unsigned int length = vertices_.getVertexCount();
sf::Vector2f glyphSize = font_.getGlyphSize();
// TODO: this is the simplest rendering way: everything in one line
// we should improve this to make it handle newlines or max witdths
for(unsigned int i=0; i < length; i=i+4){
vertices_[i+0].position = sf::Vector2f(glyphSize.x * i/4, 0);
vertices_[i+1].position = sf::Vector2f(glyphSize.x * (i/4 + 1), 0);
vertices_[i+2].position = sf::Vector2f(glyphSize.x * (i/4 + 1), glyphSize.y);
vertices_[i+3].position = sf::Vector2f(glyphSize.x * i/4, glyphSize.y);
std::array<sf::Vector2f, 4> glyph = font_.getGlyphMapping(text_[i/4]);
vertices_[i+0].texCoords = glyph[0];
vertices_[i+1].texCoords = glyph[1];
vertices_[i+2].texCoords = glyph[2];
vertices_[i+3].texCoords = glyph[3];
}
}
void Text::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
// TODO: only repaint if needed: when repainting is needed
// vertices_.clear() and fun
states.transform *= getTransform();
states.texture = font_.getTexture();
// you may also override states.shader or states.blendMode if you want
target.draw(vertices_, states);
}
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