Progress untangle
This commit is contained in:
src
dawn
games/vn/components
scene/components
dawnliminal/scenes
dawnopengl/display/shader/shaders
@ -5,7 +5,7 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "scene/components/ui/text/UILabelNew.hpp"
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#include "scene/components/ui/text/UILabel.hpp"
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#include "input/InputManager.hpp"
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#define VN_TEXTBOX_SPEED 25.0f
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@ -15,7 +15,7 @@ namespace Dawn {
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class VNTextboxScroller : public SceneItemComponent {
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public:
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// @optional
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StateProperty<UILabelNew*> label;
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StateProperty<UILabel*> label;
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StateEvent<> eventReadyToClose;
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StateEvent<> eventCharacterRevealed;
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@ -4,13 +4,13 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/components/ui/text/UILabelNew.hpp"
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#include "scene/components/ui/text/UILabel.hpp"
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namespace Dawn {
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class FPSLabelComponent : public SceneItemComponent {
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public:
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/* @optional */
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UILabelNew *label = nullptr;
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UILabel *label = nullptr;
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FPSLabelComponent(SceneItem *item);
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void onStart() override;
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@ -40,7 +40,7 @@ namespace Dawn {
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/**
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* Internal method to update the alignment of this item.
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*/
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void updateAlignment();
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virtual void updateAlignment();
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public:
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StateProperty<bool_t> alignmentNeedsUpdating;
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@ -1,4 +1,4 @@
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# Copyright (c) 2022 Dominic Masters
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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@ -6,5 +6,6 @@
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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UILabelNew.cpp
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UILabel.cpp
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UIRichTextLabel.cpp
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)
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139
src/dawn/scene/components/ui/text/UILabelNew.cpp → src/dawn/scene/components/ui/text/UILabel.cpp
139
src/dawn/scene/components/ui/text/UILabelNew.cpp → src/dawn/scene/components/ui/text/UILabel.cpp
@ -3,83 +3,22 @@
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "UILabelNew.hpp"
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#include "UILabel.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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UILabelNew::UILabelNew(SceneItem *item) :
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UILabel::UILabel(SceneItem *item) :
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UIComponentRenderable(item)
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{
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}
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void UILabelNew::onStart() {
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void UILabel::onStart() {
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this->shaderBuffer.init();
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std::vector<struct UILabelStyle> styleStack;
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struct UILabelStyle current;
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styleStack.push_back(current);
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std::vector<struct UILabelText> texts;
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std::function<void(Xml*)> parseChildren = [&](Xml *node) {
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if(node->children.empty()) {
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struct UILabelText text;
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text.style = current;
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text.text = node->value;
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texts.push_back(text);
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} else {
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auto itNode = node->children.begin();
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while(itNode != node->children.end()) {
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auto child = *itNode;
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assertTrue(child->node == "font");
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struct UILabelStyle style;
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if(child->attributes.contains("font")) {
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style.font = this->getGame()->assetManager.get<NewTrueTypeAsset>(child->attributes["font"]);
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} else {
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style.font = current.font;
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}
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if(child->attributes.contains("size")) {
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style.size = std::stoi(child->attributes["size"]);
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} else {
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style.size = current.size;
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}
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if(child->attributes.contains("style")) {
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std::string s = child->attributes["style"];
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style.style = 0;
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if(s.find("bold") != std::string::npos) style.style |= NEW_TRUETYPE_VARIANT_BOLD;
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if(s.find("italic") != std::string::npos) style.style |= NEW_TRUETYPE_VARIANT_ITALICS;
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} else {
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style.style = current.style;
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}
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if(child->attributes.contains("color")) {
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style.color = Color::fromString(child->attributes["color"]);
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} else {
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style.color = current.color;
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}
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styleStack.push_back(style);
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current = style;
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parseChildren(child);
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styleStack.pop_back();
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current = styleStack.back();
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++itNode;
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}
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}
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};
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auto root = Xml::load("<root>" + this->test + "</root>");
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parseChildren(&root);
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this->rebufferQuads(texts);
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}
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std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
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std::vector<struct ShaderPassItem> UILabel::getUIRenderPasses() {
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// if(this->texts.size() == 0) return {};
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auto canvas = this->getCanvas();
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@ -92,6 +31,8 @@ std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
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item.parameterBuffers[shader->bufferUiCanvas] = &canvas->shaderBuffer;
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item.parameterBuffers[shader->bufferFont] = &this->shaderBuffer;
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item.renderFlags = RENDER_MANAGER_RENDER_FLAG_BLEND;
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item.start = quadStart * QUAD_VERTICE_COUNT;
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item.count = quadCount == -1 ? -1 : quadCount * QUAD_VERTICE_COUNT;
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// Map texture slots
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auto it = textureMap.begin();
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@ -126,23 +67,15 @@ std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
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return { item };
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}
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float_t UILabelNew::getWidth() {
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float_t UILabel::getContentWidth() {
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return 0;
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}
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float_t UILabelNew::getHeight() {
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float_t UILabel::getContentHeight() {
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return 0;
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}
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float_t UILabelNew::getContentWidth() {
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return 0;
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}
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float_t UILabelNew::getContentHeight() {
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return 0;
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}
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void UILabelNew::rebufferQuads(std::vector<struct UILabelText> texts) {
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void UILabel::rebufferQuads(std::vector<struct UILabelText> newTexts) {
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auto oldTexts = this->texts;
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textureMap.clear();
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@ -150,13 +83,13 @@ void UILabelNew::rebufferQuads(std::vector<struct UILabelText> texts) {
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struct FontShaderBufferData fontData;
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int32_t quadIndex = 0;
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int32_t partIndex = 0;
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int32_t quadCount = 0;
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quadCountTotal = 0;
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int32_t nextTexture = 0;
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// Determine how many quads there are, and the texture indexes.
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auto itText = texts.begin();
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while(itText != texts.end()) {
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quadCount += itText->text.length();
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auto itText = newTexts.begin();
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while(itText != newTexts.end()) {
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quadCountTotal += itText->text.length();
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// Determine font and lock it.
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assertNotNull(itText->style.font);
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@ -172,9 +105,6 @@ void UILabelNew::rebufferQuads(std::vector<struct UILabelText> texts) {
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assertTrue(nextTexture < FONT_SHADER_TEXTURE_MAX);
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textureMap[itText->texture] = nextTexture++;
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}
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// Set initial line height
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position.y = mathMax<float_t>(itText->style.size, position.y);
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++itText;
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}
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@ -190,17 +120,18 @@ void UILabelNew::rebufferQuads(std::vector<struct UILabelText> texts) {
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}
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// Update texts.
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this->texts = texts;
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this->texts = newTexts;
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// Create mesh
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this->mesh.createBuffers(
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QUAD_VERTICE_COUNT * quadCount,
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QUAD_INDICE_COUNT * quadCount
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QUAD_VERTICE_COUNT * quadCountTotal,
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QUAD_INDICE_COUNT * quadCountTotal
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);
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// Buffer the text quads
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itText = texts.begin();
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while(itText != texts.end()) {
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itText = newTexts.begin();
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while(itText != newTexts.end()) {
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position.y += itText->style.size;
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quadIndex += this->bufferQuads(
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*itText,
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fontData,
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@ -209,6 +140,7 @@ void UILabelNew::rebufferQuads(std::vector<struct UILabelText> texts) {
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quadIndex,
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partIndex
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);
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// position.y -= itText->style.size;
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++partIndex;
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++itText;
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}
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@ -216,7 +148,7 @@ void UILabelNew::rebufferQuads(std::vector<struct UILabelText> texts) {
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shaderBuffer.buffer(&fontData);
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}
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int32_t UILabelNew::bufferQuads(
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int32_t UILabel::bufferQuads(
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struct UILabelText text,
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struct FontShaderBufferData &bufferData,
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std::map<NewTrueTypeFaceTexture*, int32_t> &textureMap,
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@ -233,17 +165,46 @@ int32_t UILabelNew::bufferQuads(
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);
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// For each char
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int32_t lastSpaceCharacter = -1;
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for(int32_t i = 0; i < len; i++) {
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char ch = text.text[i];
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if(ch == '\n') {
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position.x = 0;
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position.y += text.style.size;
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ch = ' ';
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lastSpaceCharacter = i;
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} else if(ch == ' ') {
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lastSpaceCharacter = i;
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}
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// Invalid/Unsupported chars
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assertTrue(ch >= NEW_TRUETYPE_CHAR_BEGIN && ch < NEW_TRUETYPE_CHAR_END);
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assertTrue(ch != '\r');
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assertTrue(ch != '\t');
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int32_t j = quadStart + i;
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FT_ULong c = ch;
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auto charInfo = text.texture->getCharacterData(c);
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// Word wrapping
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if(
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lastSpaceCharacter != -1 &&
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this->width > 0 &&
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(position.x+charInfo.advanceX) > this->width
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) {
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text.text[lastSpaceCharacter] = '\n';
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i = lastSpaceCharacter - 1;
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lastSpaceCharacter = -1;
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continue;
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}
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// Determine texture coordinates.
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glm::vec2 uv0 = glm::vec2(0.0f, charInfo.textureY) / wh;
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glm::vec2 uv1 = uv0 + (charInfo.bitmapSize / wh);
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// Buffer the quad.
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assertTrue(j < FONT_SHADER_QUADS_MAX);
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QuadMesh::bufferQuadMeshWithZ(&this->mesh,
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position + charInfo.bitmapPosition, uv0,
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position + charInfo.bitmapPosition + charInfo.bitmapSize, uv1,
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@ -9,6 +9,8 @@
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#include "asset/assets/NewTrueTypeAsset.hpp"
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#include "util/Xml.hpp"
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#define UI_LABEL_MAX_WIDTH_NONE -1
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namespace Dawn {
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struct UILabelStyle {
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struct Color color = COLOR_WHITE;
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@ -32,7 +34,7 @@ namespace Dawn {
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struct NewTrueTypeFaceTexture *texture = nullptr;
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};
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class UILabelNew : public UIComponentRenderable {
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class UILabel : public UIComponentRenderable {
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private:
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Mesh mesh;
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FontShaderBuffer shaderBuffer;
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@ -60,19 +62,24 @@ namespace Dawn {
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int32_t partIndex
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);
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public:
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std::string test;
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int32_t quadStart = 0;
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int32_t quadCount = -1;
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int32_t quadCountTotal = -1;
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UILabelNew(SceneItem *item);
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UILabel(SceneItem *item);
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void onStart() override;
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std::vector<struct ShaderPassItem> getUIRenderPasses() override;
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float_t getWidth() override;
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float_t getHeight() override;
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float_t getContentWidth() override;
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float_t getContentHeight() override;
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/**
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* Rebuffer the quads for this label. This method will perform all the
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* necessary difference calculations from where the current state of this text is.
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*
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* @param texts Texts to buffer.
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*/
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void rebufferQuads(std::vector<struct UILabelText> texts);
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};
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}
|
82
src/dawn/scene/components/ui/text/UIRichTextLabel.cpp
Normal file
82
src/dawn/scene/components/ui/text/UIRichTextLabel.cpp
Normal file
@ -0,0 +1,82 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
|
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|
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#include "UIRichTextLabel.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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UIRichTextLabel::UIRichTextLabel(SceneItem *item) :
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UILabel(item)
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{
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}
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|
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void UIRichTextLabel::onStart() {
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UILabel::onStart();
|
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|
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useEffect([&]{
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std::vector<struct UILabelStyle> styleStack;
|
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struct UILabelStyle current;
|
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styleStack.push_back(current);
|
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std::vector<struct UILabelText> bufferTexts;
|
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|
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std::function<void(Xml*)> parseChildren = [&](Xml *node) {
|
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if(node->children.empty()) {
|
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struct UILabelText text;
|
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text.style = current;
|
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text.text = node->value;
|
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bufferTexts.push_back(text);
|
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} else {
|
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auto itNode = node->children.begin();
|
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while(itNode != node->children.end()) {
|
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auto child = *itNode;
|
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assertTrue(child->node == "font");
|
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|
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struct UILabelStyle style;
|
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if(child->attributes.contains("font")) {
|
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style.font = this->getGame()->assetManager.get<NewTrueTypeAsset>(child->attributes["font"]);
|
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} else {
|
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style.font = current.font;
|
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}
|
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|
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if(child->attributes.contains("size")) {
|
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style.size = std::stoi(child->attributes["size"]);
|
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} else {
|
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style.size = current.size;
|
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}
|
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|
||||
if(child->attributes.contains("style")) {
|
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std::string s = child->attributes["style"];
|
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style.style = 0;
|
||||
if(s.find("bold") != std::string::npos) style.style |= NEW_TRUETYPE_VARIANT_BOLD;
|
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if(s.find("italic") != std::string::npos) style.style |= NEW_TRUETYPE_VARIANT_ITALICS;
|
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} else {
|
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style.style = current.style;
|
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}
|
||||
|
||||
if(child->attributes.contains("color")) {
|
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style.color = Color::fromString(child->attributes["color"]);
|
||||
} else {
|
||||
style.color = current.color;
|
||||
}
|
||||
|
||||
styleStack.push_back(style);
|
||||
current = style;
|
||||
|
||||
parseChildren(child);
|
||||
|
||||
styleStack.pop_back();
|
||||
current = styleStack.back();
|
||||
++itNode;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
auto root = Xml::load("<root>" + ((std::string)this->richText) + "</root>");
|
||||
parseChildren(&root);
|
||||
this->rebufferQuads(bufferTexts);
|
||||
}, this->richText)();
|
||||
}
|
18
src/dawn/scene/components/ui/text/UIRichTextLabel.hpp
Normal file
18
src/dawn/scene/components/ui/text/UIRichTextLabel.hpp
Normal file
@ -0,0 +1,18 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "UILabel.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class UIRichTextLabel : public UILabel {
|
||||
public:
|
||||
StateProperty<std::string> richText;
|
||||
|
||||
UIRichTextLabel(SceneItem *item);
|
||||
|
||||
void onStart() override;
|
||||
};
|
||||
}
|
@ -7,7 +7,7 @@
|
||||
#include "scene/Scene.hpp"
|
||||
#include "prefabs/SimpleSpinningCubePrefab.hpp"
|
||||
#include "scene/components/display/Camera.hpp"
|
||||
#include "scene/components/ui/text/UILabelNew.hpp"
|
||||
#include "scene/components/ui/text/UIRichTextLabel.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class HelloWorldScene : public Scene {
|
||||
@ -26,8 +26,24 @@ namespace Dawn {
|
||||
|
||||
auto newLabelItem = this->createSceneItem();
|
||||
newLabelItem->transform.setParent(canvas->transform);
|
||||
auto newLabel = newLabelItem->addComponent<UILabelNew>();
|
||||
newLabel->test = "<font font=\"font_arial\" size=\"32\" color=\"COLOR_BLUE\">Hello</font><font style=\"bold\" font=\"font_arial\" size=\"64\" color=\"COLOR_RED\">World</font>";
|
||||
auto newLabel = newLabelItem->addComponent<UIRichTextLabel>();
|
||||
// newLabel->maxWidth = 300.0f;
|
||||
newLabel->richText = std::string(
|
||||
"<font font=\"font_arial\" size=\"16\" color=\"COLOR_BLUE\">"
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"Lorem ipsum dolor sit amet, consectetur adipiscing elit. "
|
||||
"</font>"
|
||||
);
|
||||
}
|
||||
|
||||
std::vector<Asset*> getRequiredAssets() override {
|
||||
|
@ -8,7 +8,7 @@
|
||||
#include "util/macro.hpp"
|
||||
|
||||
#define FONT_SHADER_PARTS_MAX 4
|
||||
#define FONT_SHADER_QUADS_MAX 32
|
||||
#define FONT_SHADER_QUADS_MAX 1024
|
||||
#define FONT_SHADER_TEXTURE_MAX 4
|
||||
|
||||
namespace Dawn {
|
||||
|
Reference in New Issue
Block a user