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>"
do
var dx = 0.0
var dy = 0.0
+ var text_width = 0.0
+
+ var max_width = text_sprites.max_width
+ var max_height = text_sprites.max_height
var line_height = desc.line_height
var partial_line_skip = line_height * partial_line_mod.to_f
+ var line_sprites = new Array[Sprite]
var prev_char = null
- for c in text do
+ 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
prev_char = null
continue
else if c == pld then
dy -= partial_line_skip
- prev_char = null
+ word_break = true
continue
else if c == plu then
dy += partial_line_skip
- prev_char = null
+ 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
+ word_break = true
+ end
+
+ # 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 then break
+ word_len += advance(prev_w, w)
+ prev_w = w
+ end
+
+ # Would the line be too long?
+ if dx + word_len > max_width then
+ if text_sprites.wrap then
+ # Wrap
+ 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
+ else
+ # Cut short
+ 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
+ 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 = 0.0
- if prev_char != null then
- kerning = desc.kernings[prev_char, c] or else 0.0
- end
+ var kerning = desc.kerning(prev_char, c)
var x = dx + char_info.width/2.0 + char_info.xoffset + kerning
var y = dy - char_info.height/2.0 - char_info.yoffset
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)
+ text_sprites.sprites.add s
+ line_sprites.add s
dx += advance + kerning
prev_char = c
+
+ text_width = text_width.max(dx)
+ 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 = dy + line_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