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-rw-r--r--src/graphics/textureFont.cpp85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/graphics/textureFont.cpp b/src/graphics/textureFont.cpp
new file mode 100644
index 0000000..a95c71c
--- /dev/null
+++ b/src/graphics/textureFont.cpp
@@ -0,0 +1,85 @@
+#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);
+}