# Support for `TileSet`, `TileSetFont` and drawing text with `TextSprites`
module tileset
-import flat
+import font
# Efficiently retrieve tiles in a big texture
class TileSet
end
# A monospace bitmap font where glyphs are stored in a tileset
+#
+# This `Font` does not implement all settings of `TextSprites`.
class TileSetFont
super TileSet
+ super Font
# Set the characters present in `texture`
#
# A negative value may display overlapped tiles.
var vspace: Numeric = 0.0 is writable
- # Line spacing modifier for `pld` and `plu`
- #
- # This value acts as multiplier to `height + vspace`.
- # Defaults to 0.4, so a `pld` moves chars down by about half a line.
- var partial_line_mod: Numeric = 0.4 is writable
-
# The glyph/tile/texture associated to `char`
#
# Returns null if `char` is not in `chars`.
var n_lines = text.chars.count('\n')
return (n_lines+1).mul(height.add(vspace)).sub(vspace)
end
-end
-
-# Manage a set of sprites to display some text
-class TextSprites
-
- # Font used to draw text
- var font: TileSetFont
-
- # Top left of the first character in UI coordinates
- var anchor: Point3d[Float]
-
- # Last set of sprites generated to display `text=`
- var sprites = new Array[Sprite]
-
- # Sprite set where to put created sprites
- #
- # Defaults to `app::ui_sprites`, but it could also be set to a
- # `app::sprites` or a custom collection.
- var target_sprite_set: Set[Sprite] = app.ui_sprites is lazy, writable
-
- private var cached_text: nullable Text = ""
-
- # Last text drawn
- fun text: nullable Text do return cached_text
-
- # Update the text displayed by inserting new sprites into `app.ui_sprites`
- #
- # Does not redraw if `text` has not changed.
- fun text=(text: nullable Text)
- is autoinit do
- # Don't redraw if text hasn't changed
- if text == cached_text then return
- cached_text = text
-
- # Clean up last used sprites
- for s in sprites do if target_sprite_set.has(s) then target_sprite_set.remove s
- sprites.clear
-
- if text == null then return
+ redef fun write_into(text_sprites, text)
+ do
# Build new sprites
- var dx = font.advance/2.0
- var dy = font.hspace.to_f/2.0
+ var dx = advance/2.0
+ var dy = hspace.to_f/2.0
for c in text do
if c == '\n' then
- dy -= font.height.to_f + font.vspace.to_f
- dx = font.advance/2.0
+ dy -= height.to_f + vspace.to_f
+ dx = advance/2.0
continue
else if c == pld then
- dy -= (font.height.to_f + font.vspace.to_f) * font.partial_line_mod.to_f
+ dy -= (height.to_f + vspace.to_f) * partial_line_mod.to_f
continue
else if c == plu then
- dy += (font.height.to_f + font.vspace.to_f) * font.partial_line_mod.to_f
+ dy += (height.to_f + vspace.to_f) * partial_line_mod.to_f
continue
else if c.is_whitespace then
- dx += font.advance
+ dx += advance
continue
end
- var tex = font.char(c)
+ var tex = char(c)
if tex == null then
# Try to fallback to '?'
- tex = font.char('?')
+ tex = char('?')
if tex == null then continue
end
- sprites.add new Sprite(tex, anchor.offset(dx, dy, 0))
- dx += font.advance
+ text_sprites.sprites.add new Sprite(tex, text_sprites.anchor.offset(dx, dy, 0))
+ dx += advance
end
-
- # Register sprites to be drawn by `app.ui_camera`
- target_sprite_set.add_all sprites
end
end
-
-# Partial line forward (U+008B)
-fun pld: Char do return '\8b'
-
-# Partial line backward (U+008C)
-fun plu: Char do return '\8c'