private import dom
-import font
+intrude import font
# BMFont description, parsed with `Text::parse_bmfont` or loaded as a `BMFontAsset`
#
# Distance between certain characters
var kernings = new HashMap2[Char, Char, Float]
+ # Additional distance between `prev_char` and `char`
+ fun kerning(prev_char: nullable Char, char: Char): Float
+ do
+ if prev_char == null then return 0.0
+ return kernings[prev_char, char] or else 0.0
+ end
+
redef fun to_s do return "<{class_name} {face} at {size} pt, "+
"{pages.length} pages, {chars.length} chars>"
var xadvance: Float
# Full texture contaning this character and others
- var page: TextureAsset
+ var page: RootTexture
# TODO Channel where the image is found
#var chnl: Int
# Subtexture with this character image only
- var subtexture: Texture = page.subtexture(x, y, width, height) is lazy
+ var subtexture: Texture = page.subtexture(x, y, width, height) is lazy, writable
+
+ # Scale to apply to this char only
+ var scale = 1.0 is writable
end
redef class Text
# assert fnt.to_s == "<BMFont arial at 72.0 pt, 1 pages, 3 chars>"
# assert fnt.line_height == 80.0
# assert fnt.kernings['A', 'C'] == -1.0
- # assert fnt.chars['A'].page.path == "dir_in_assets/arial.png"
+ # assert fnt.chars['A'].page.as(TextureAsset).path == "dir_in_assets/arial.png"
# ~~~
fun parse_bmfont(dir: String): MaybeError[BMFont, Error]
do
# ~~~
# redef class App
# var font = new BMFontAsset("arial.fnt")
-# var ui_text = new TextSprites(font, ui_camera.top_left)
+# var pos: Point3d[Float] = ui_camera.top_left.offset(128.0, -128.0, 0.0)
+# var ui_text = new TextSprites(font, pos)
#
# redef fun on_create
# do
do
var dx = 0.0
var dy = 0.0
+ var text_width = 0.0
+ var line_sprites = new Array[Sprite]
+ var height = 0.0
- var line_height = desc.line_height
+ # Has the current line height been added to `height`?
+ var line_height_counted = false
- var prev_char = null
- for c in text do
+ # TextSprite customization
+ var max_width = text_sprites.max_width
+ var max_height = text_sprites.max_height
+ var scale = text_sprites.scale
+
+ # Font customization
+ var line_height = desc.line_height * scale
+ var partial_line_skip = line_height * partial_line_mod.to_f
+
+ # Links data
+ text_sprites.links.clear
+ var in_link = false
+ var link_sprites = new Array[Sprite]
+ var link_name = ""
- var partial_line_mod = 0.4
+ # Loop over all characters
+ var prev_char = null
+ var i = -1
+ while i < text.length - 1 do
+ i += 1
+ var c = text[i]
# Special characters
+ var word_break = false
if c == '\n' then
- dy -= line_height.to_f
- dx = 0.0 #advance/2.0
+ justify(line_sprites, text_sprites.align, dx)
+ dy -= line_height
+ if max_height != null and max_height < -dy + line_height then break
+ dx = 0.0
+ if not line_height_counted then
+ # Force to account for empty lines
+ height += line_height
+ end
+ line_height_counted = false
prev_char = null
continue
else if c == pld then
- dy -= line_height * partial_line_mod.to_f
- prev_char = null
+ dy -= partial_line_skip
+ height += partial_line_skip
+ word_break = true
continue
else if c == plu then
- dy += line_height * partial_line_mod.to_f
- prev_char = null
+ dy += partial_line_skip
+ height -= partial_line_skip # We could keep two heights and return the max
+ word_break = true
continue
else if c.is_whitespace then
- var advance = if desc.chars.keys.has(' ') then
+ var space_advance = if desc.chars.keys.has(' ') then
desc.chars[' '].xadvance
else if desc.chars.keys.has('f') then
desc.chars['f'].xadvance
else 16.0
- dx += advance
+ dx += space_advance * scale
+ word_break = true
+ else if c == '[' then
+ # Open link?
+ if i + 1 < text.length and text[i+1] == '[' then
+ # Escape if duplicated
+ i += 1
+ else
+ in_link = true
+ continue
+ end
+ else if c == ']' then
+ # Close link?
+ if i + 1 < text.length and text[i+1] == ']' then
+ # Escape if duplicated
+ i += 1
+ else
+ # If there's a () use it as link_name
+ var j = i + 1
+ if j < text.length and text[j] == '(' then
+ var new_name
+ new_name = ""
+ loop
+ j += 1
+ if j > text.length then
+ # No closing ), abort
+ new_name = null
+ break
+ end
+
+ var l = text[j]
+ if l == ')' then break
+ new_name += l.to_s
+ end
+ if new_name != null then
+ link_name = new_name
+ i = j
+ end
+ end
+
+ # Register the link for the clients
+ text_sprites.links[link_name] = link_sprites
+
+ # Prepare next link
+ in_link = false
+ link_sprites = new Array[Sprite]
+ link_name = ""
+ continue
+ end
+ end
+
+ if in_link then link_name += c.to_s
+
+ # End of a word?
+ if word_break then
+ # If we care about line width, check for overflow
+ if max_width != null then
+ # Calculate the length of the next word
+ var prev_w = null
+ var word_len = 0.0
+ for wi in [i+1..text.length[ do
+ var w = text[wi]
+
+ if w == '\n' or w == pld or w == plu or w.is_whitespace or (in_link and w == ']') then break
+
+ if not desc.chars.keys.has(w) then
+ var rc = replacement_char
+ if rc == null then continue
+ w = rc
+ end
+
+ word_len += advance(prev_w, w) * scale
+ prev_w = w
+ end
+
+ # Would the line be too long?
+ if dx + word_len > max_width then
+ justify(line_sprites, text_sprites.align, dx)
+ dy -= line_height
+ if max_height != null and max_height < -dy + line_height then break
+ dx = 0.0
+ line_height_counted = false
+
+ if not text_sprites.wrap then
+ # Cut short, skip everything until the next new line
+ while c != '\n' and i < text.length - 1 do
+ i += 1
+ c = text[i]
+ end
+ end
+ end
+ end
+
prev_char = null
continue
end
var char_info = desc.chars[c]
var advance = char_info.xadvance
+ var kerning = desc.kerning(prev_char, c)
- var kerning = 0.0
- if prev_char != null then
- kerning = desc.kernings[prev_char, c] or else 0.0
- end
-
- var x = dx + char_info.width/2.0 + char_info.xoffset + kerning
- var y = dy - char_info.height/2.0 - char_info.yoffset
+ var x = dx + (char_info.width/2.0 + char_info.xoffset + kerning) * scale
+ var y = dy - (char_info.height/2.0 + char_info.yoffset) * scale
var pos = text_sprites.anchor.offset(x, y, 0.0)
- text_sprites.sprites.add new Sprite(char_info.subtexture, pos)
+ var s = new Sprite(char_info.subtexture, pos)
+ s.scale = scale * char_info.scale
+ text_sprites.sprites.add s
+ line_sprites.add s
+ if in_link then link_sprites.add s
- dx += advance + kerning
+ dx += (advance + kerning) * scale
prev_char = c
+
+ text_width = text_width.max(dx)
+
+ if not line_height_counted then
+ # Increase `height` only once per line iff there's a caracter
+ line_height_counted = true
+ height += line_height
+ end
+ end
+
+ justify(line_sprites, text_sprites.align, dx)
+
+ # valign
+ if text_sprites.valign != 0.0 then
+ var d = (-dy+line_height) * text_sprites.valign
+ for s in text_sprites.sprites do s.center.y += d
end
+
+ text_sprites.width = text_width.max(dx)
+ text_sprites.height = height
end
- # Character replacing other charactesr missing from the font
+ # Character replacing other characters missing from the font
private var replacement_char: nullable Char is lazy do
for c in "�?".chars do
if desc.chars.keys.has(c) then return c
end
return null
end
+
+ private fun advance(prev_char: nullable Char, char: Char): Float
+ do
+ var char_info = desc.chars[char]
+ var kerning = desc.kerning(prev_char, char)
+ return char_info.xadvance + kerning
+ end
+
+ private fun justify(line_sprites: Array[Sprite], align: Float, line_width: Float)
+ do
+ var dx = -line_width*align
+ for s in line_sprites do s.center.x += dx
+ line_sprites.clear
+ end
end