/usr/src/castle-game-engine-5.0.0/opengl/castlefonts.pas is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2001-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ 2D fonts (TCastleFont, TTextureFont, TSimpleTextureFont). }
unit CastleFonts;
{$I castleconf.inc}
interface
uses Classes, CastleGLImages, CastleStringUtils, CastleColors,
CastleVectors, CastleTextureFontData, CastleImages;
type
{ Abstract class for 2D font. }
TCastleFont = class abstract
private
CalculatedRowHeight: boolean;
FRowHeight, FRowHeightBase: Integer;
protected
{ Calculate suitable values for RowHeight and RowHeightBase.
The default implementation in TCastleFont looks at
@code(TextHeight('Wy')) and @code(TextHeight('y')). }
procedure UpdateRowHeight(out ARowHeight, ARowHeightBase: Integer); virtual;
public
destructor Destroy; override;
{ Draw text at the current WindowPos, and move
the WindowPos at the end. This way you can immediately
call another PrintAndMove again, to add something at the end.
It is not adviced to use it, as using the global WindowPos leads
sooner or later to messy in code, that has to deal with global state.
If you need to know how to move after printing text, use TextMove.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it moves raster position. }
procedure PrintAndMove(const s: string); deprecated;
{ Draw text at the given position with given color.
If the last Color component is not 1, the text is rendered
with blending.
Overloaded version without X, Y uses WindowPos (but doesn't modify
it, in contrast to PrintAndMove).
Overloaded version without Color uses CurrentColor,
last color set by glColorv.
It is not adviced to use overloaded versions without X, Y or Color
--- using global state leads to messy code.
You should upgrade your code to use the version that gets X,Y,Color
explicitly.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it moves raster position. }
procedure Print(const X, Y: Integer; const Color: TCastleColor;
const S: string); overload; virtual; abstract;
procedure Print(const Pos: TVector2Integer; const Color: TCastleColor;
const S: string); overload;
procedure Print(const X, Y: Integer; const S: string); overload; deprecated;
procedure Print(const s: string); overload; deprecated;
{ The font may require some OpenGL resources for drawing.
You can explicitly create them using GLContextOpen (although it is never
needed) and explicitly destroy them (although it is needed only in some
situations).
You can explicitly create resources using GLContextOpen.
It's always optional to call GLContextOpen, resources
will be automatically created anyway in the nearest @link(Print) call.
Note that only the PrintXxx methods require an OpenGL context,
the rest of the methods (like measuring the text sizes)
may be used at any time, even before initializing the OpenGL context.
You can also explicitly release the OpenGL resources using GLContextClose.
This is required if you want to keep the TCastleFont instance existing
even after OpenGL context is closed.
It is automatically done at destruction, so you do not have to worry
about it if you want to destroy TCastleFont instance before closing
OpenGL context.
Calling GLContextClose is also automatically taken care of if
you use this font as CastleControls.UIFont, CastleControls.UIFontSmall
or @link(TUIControlFont.CustomFont).
@groupBegin }
procedure GLContextOpen; virtual;
procedure GLContextClose; virtual;
{ @groupEnd }
function TextWidth(const S: string): Integer; virtual; abstract;
function TextHeight(const S: string): Integer; virtual; abstract;
function TextMove(const S: string): TVector2Integer; virtual; abstract;
{ The height (above the baseline) of the text.
This doesn't take into account height of the text below the baseline
(for example letter "y" has the tail below the baseline in most fonts). }
function TextHeightBase(const S: string): Integer; virtual; abstract;
{ Height of a row of text in this font.
This may be calculated as simply @code(TextHeight('Wy')) for most
normal fonts. }
function RowHeight: Integer;
{ Height (above the baseline) of a row of text in this font.
Similar to TextHeightBase and TextHeight,
note that RowHeightBase is generally smaller than RowHeight,
because RowHeightBase doesn't care how low the letter may go below
the baseline. }
function RowHeightBase: Integer;
{ How low the text may go below the baseline.
By default this returns @code(TextHeight('y')-TextHeight('a')),
which is suitable for normal fonts. }
function Descend: Integer; virtual;
{ Break lines (possibly break one long string into more strings)
to fit the text with given MaxLineWidth.
This takes into account current font information (works also
for non-monospace fonts, of course), and converts your Unbroken
text into Broken text, such that TextWidth of the longest Broken
line fits within MaxLineWidth.
Tries to break on white characters. If not possible (there's
a long stream of non-white characters that really has to be broken),
it will break in the middle of normal (non-white) characters.
The only situation when we have to fail, and the resulting
Broken text is wider than required MaxLineWidth, is when
@italic(a single character in your font) is wider than MaxLineWidth.
In such case, there's really no solution, and we'll just let such
character stay.
If you use the overloaded version where Unbroken is just a string,
then note that already existing newlines (NL) inside Unbroken
will be correctly preserved.
If you use the overloaded version with separate Unbroken and
Broken parameters, then the previous Broken contents are not modified.
We only append to Broken new strings, coming from Unbroken text.
The overloaded version that takes only Broken parameter
(no Unbroken parameter) simply modifies it's Broken parameter
(from the line FirstToBreak).
@groupBegin }
procedure BreakLines(const unbroken: string; broken: TStrings; maxLineWidth: integer); overload;
procedure BreakLines(unbroken, broken: TStrings; maxLineWidth: integer); overload;
procedure BreakLines(broken: TStrings; maxLineWidth: Integer; FirstToBreak: integer); overload;
{ @groupEnd }
{ Largest width of the line of text in given list.
@param(Tags Indicates that strings inside SList use HTML-like
tags, the same as interpreted by PrintStrings.
If your SList uses these tags (for example, you plan to call later
PrintStrings with the same SList and Tags = @true) then make
sure you pass Tags = @true to this method.
Otherwise, MaxTextWidth will treat tags text (like @code(<font ...>))
like a normal text, usually making the width incorrectly large.)
}
function MaxTextWidth(SList: TStrings; const Tags: boolean = false): Integer;
{ Print all strings from the list.
X0, Y0 is the bottom-left position of the whole text block
(that is, it is the bottom-left position of the last string).
Distance between each line is (RowHeight + BonusVerticalSpace) pixels.
Note that BonusVerticalSpace can be < 0 (as well as > 0),
this may be sometimes useful if you really want to squeeze
more text into some size. Still, make sure that
(RowHeight + BonusVerticalSpace) is > 0.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix, except it moves raster position.
@param(Tags Enable some HTML-like tags to mark font changes inside the text.
For now, these can only be used to surround whole lines
(so you have to place opening tag at the beginnig of line,
and closing tag at the end of line).
For now, the only tag handled is @code(<font color="#rrggbb">)
that changes line color to specified RGB.
Also, we handle @code(<font color="#rrggbbaa">) where the last
component is alpha (opacity), and when it's < 1 then we render using blending.
Close with @code(</font>).
This functionality may be enhanced in the future (feature requests
and patches welcome). Don't expect full HTML implementation inside,
but some small set of useful tags may be doable and comfortable to use.
Not necessarily replicating some (old version of) HTML standard.
)
Overloaded and deprecated versions without
explicit Color parameter use CurrentColor.
@groupBegin }
procedure PrintStrings(const X0, Y0: Integer; const Color: TCastleColor;
const Strs: TStrings; const Tags: boolean;
const BonusVerticalSpace: Integer); overload;
procedure PrintStrings(const Strs: TStrings;
const Tags: boolean; const BonusVerticalSpace: Integer;
const X0: Integer = 0; const Y0: Integer = 0); overload; deprecated;
procedure PrintStrings(const Strs: array of string;
const Tags: boolean; const BonusVerticalSpace: Integer;
const X0: Integer = 0; const Y0: Integer = 0); overload; deprecated;
{ @groupEnd }
{ Print the string, broken such that it fits within MaxLineWidth.
The string is broken into many lines using BreakLines,
so the original newlines insides are correctly used,
and the length of lines fits inside MaxLineWidth.
The strings are printed on the screen, just like by PrintStrings
(with Tags = always false for now, since our string breaking cannot
omit tags).
If PositionsFirst then the X0, Y0 determine
the position of the first (top) line, otherwise they determine
the position of the last (bottom) line.
BonusVerticalSpace has the same meaning as for PrintStrings:
it adds an additional space between lines (if positive) or forces
the lines to be more tightly squeezed (if negative). Always make
sure that (RowHeight + BonusVerticalSpace) > 0.
Returns the number of lines printed, that is the number of lines
after breaking the text into lines. This may be useful e.g. to calculate
the height of the printed text.
May require 1 free slot on the attributes stack.
May only be called when current matrix is modelview.
Doesn't modify any OpenGL state or matrix.
Overloaded and deprecated version without
explicit Color parameter uses CurrentColor.
@groupBegin }
function PrintBrokenString(X0, Y0: Integer; const Color: TCastleColor;
const S: string; const MaxLineWidth: Integer;
const PositionsFirst: boolean;
const BonusVerticalSpace: Integer): Integer;
function PrintBrokenString(const S: string;
const MaxLineWidth, X0, Y0: Integer;
const PositionsFirst: boolean;
const BonusVerticalSpace: Integer): Integer; deprecated;
{ @groupEnd }
end;
{ @deprecated Deprecated name for TCastleFont. }
TGLBitmapFontAbstract = TCastleFont deprecated;
{ 2D font using a texture initialized from a FreeType font file.
This can load a font file, or it can use ready data in TTextureFontData.
The latter allows to use this for fonts embedded in a Pascal source code,
since our texturefont2pascal can convert a font ttf to a unit that defines
ready TTextureFontData instance. }
TTextureFont = class(TCastleFont)
private
FFont: TTextureFontData;
FOwnsFont: boolean;
GLImage: TGLImage;
public
{$ifdef HAS_FREE_TYPE}
{ Create by reading a FreeType font file, like ttf. }
constructor Create(const URL: string;
const ASize: Integer; const AnAntiAliased: boolean;
const ACharacters: TSetOfChars = SimpleAsciiCharacters);
{$endif}
{ Create from a ready TTextureFontData instance.
@param(Data TTextureFontData instance containing loaded image
and glyphs parameters.)
@param(OwnsData If @true, the Data instance becomes owned
by this class (will be freed in our constructor).
Usually you @italic(do not) want this, since usually you pass Data
from a unit generated by texturefont2pascal. In this case,
the finalization of CastleTextureFont_Xxx unit will already free
the TTextureFontData instance.) }
constructor Create(const Data: TTextureFontData; const OwnsData: boolean = false);
destructor Destroy; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
procedure Print(const X, Y: Integer; const Color: TCastleColor;
const S: string); override;
function TextWidth(const S: string): Integer; override;
function TextHeight(const S: string): Integer; override;
function TextMove(const S: string): TVector2Integer; override;
function TextHeightBase(const S: string): Integer; override;
end;
{ @deprecated Deprecated name, use TTextureFont now. }
TGLBitmapFont = TTextureFont deprecated;
{ 2D font using a texture to define character images
with constant width and height.
This class has some assumptions about how the font image looks like:
the characters are drawn in ASCII order, starting from space, on an image.
Derive your own descendants of TCastleFont to have more flexibility,
see the implementation of this class --- it is quite simple.
Or use TTextureFont that can read data from a FreeType (like ttf) font file.
See e.g. castle_game_engine/examples/fonts/data/sonic_asalga_0.png
how to prepare an image for use with such font.
You can find more such fonts on the Internet, see
e.g. http://opengameart.org/content/sonic-font and
http://opengameart.org/content/null-terminator. }
TSimpleTextureFont = class(TCastleFont)
private
GLImage: TGLImage;
Image: TCastleImage;
ImageCols, ImageRows,
CharMargin, CharDisplayMargin, CharWidth, CharHeight: Integer;
public
{ Load font from given image.
@param AImage Image data, becomes owned by this class.
@param ACharMargin There is a margin in the image between rows and cols.
@param(ACharDisplayMargin We can display some spacing between characters.
This is independent from CharMargin and image contents.) }
constructor Create(AImage: TCastleImage;
const AImageCols, AImageRows, ACharMargin, ACharDisplayMargin: Integer);
destructor Destroy; override;
procedure GLContextOpen; override;
procedure GLContextClose; override;
procedure Print(const X, Y: Integer; const Color: TCastleColor;
const S: string); override;
function TextWidth(const S: string): Integer; override;
function TextHeight(const S: string): Integer; override;
function TextMove(const S: string): TVector2Integer; override;
function TextHeightBase(const S: string): Integer; override;
end;
implementation
uses CastleClassUtils, CastleGLUtils, SysUtils, CastleUtils, Math;
{ HandleTags ----------------------------------------------------------------- }
function HandleTags(const S: string;
out ColorChange: boolean; out Color: TCastleColor): string;
function ExtractColor(const S: string; P: Integer;
out Color: TCastleColor; out Length: Integer): boolean;
const
HexDigits = ['0'..'9', 'a'..'f', 'A'..'F'];
begin
Result := SCharIs(S, P , HexDigits) and
SCharIs(S, P + 1, HexDigits) and
SCharIs(S, P + 2, HexDigits) and
SCharIs(S, P + 3, HexDigits) and
SCharIs(S, P + 4, HexDigits) and
SCharIs(S, P + 5, HexDigits);
Length := 6;
if Result then
begin
Color[0] := StrHexToInt(Copy(S, P , 2)) / 255;
Color[1] := StrHexToInt(Copy(S, P + 2, 2)) / 255;
Color[2] := StrHexToInt(Copy(S, P + 4, 2)) / 255;
if SCharIs(S, P + 6, HexDigits) and
SCharIs(S, P + 7, HexDigits) then
begin
Length += 2;
Color[3] := StrHexToInt(Copy(S, P + 6, 2)) / 255;
end else
Color[3] := 1.0;
end;
end;
{ Is SubText present inside Text on position P.
Secure for all lengths and values of position (that is, will answer
false if P is <= 0 or P is too large and some part of SubText would
be outside S). }
function SubStringMatch(const SubText, Text: string; P: Integer): boolean;
var
I: Integer;
begin
Result := (P >= 1) and
(P <= { signed } Integer(Length(Text)) - Length(SubText) + 1);
if Result then
for I := 1 to Length(SubText) do
begin
if SubText[I] <> Text[P] then Exit(false);
Inc(P);
end;
end;
const
SFontColorBegin1 = '<font color="#';
SFontColorBegin2 = '">';
SFontEnd = '</font>';
var
ColorLength: Integer;
begin
ColorChange :=
{ first check something most likely to fail, for speed }
SCharIs(S, 1, '<') and
SubStringMatch(SFontColorBegin1, S, 1) and
ExtractColor(S, Length(SFontColorBegin1) + 1, Color, ColorLength) and
SubStringMatch(SFontColorBegin2, S, Length(SFontColorBegin1) + ColorLength + 1) and
SubStringMatch(SFontEnd, S, Length(S) - Length(SFontEnd) + 1);
if ColorChange then
begin
Result := CopyPos(S,
Length(SFontColorBegin1) + Length(SFontColorBegin2) + ColorLength + 1,
Length(S) - Length(SFontEnd));
end else
Result := S;
end;
{ TCastleFont ------------------------------------------------------}
destructor TCastleFont.Destroy;
begin
GLContextClose;
inherited;
end;
procedure TCastleFont.GLContextOpen;
begin
end;
procedure TCastleFont.GLContextClose;
begin
end;
procedure TCastleFont.Print(const Pos: TVector2Integer;
const Color: TCastleColor; const S: string);
begin
Print(Pos[0], Pos[1], Color, S);
end;
procedure TCastleFont.Print(const s: string);
begin
Print(WindowPos[0], WindowPos[1], CurrentColor, S);
end;
procedure TCastleFont.PrintAndMove(const S: string);
begin
{ Deprecated method uses other deprecated method here, don't warn }
{$warnings off}
Print(S);
{$warnings on}
WindowPos := WindowPos + TextMove(S);
end;
procedure TCastleFont.Print(const X, Y: Integer; const S: string);
begin
Print(X, Y, CurrentColor, S);
end;
function TCastleFont.Descend: Integer;
begin
result := TextHeight('y')-TextHeight('a');
end;
procedure TCastleFont.BreakLines(const unbroken: string;
broken: TStrings; maxLineWidth: integer);
var
unbrokenlist: TStringList;
begin
unbrokenlist := TStringList.Create;
try
Strings_SetText(unbrokenlist, unbroken);
BreakLines(unbrokenlist, broken, maxLineWidth);
finally unbrokenlist.Free end;
end;
procedure TCastleFont.BreakLines(unbroken, broken: TStrings;
maxLineWidth: integer);
var
i, FirstToBreak: Integer;
begin
FirstToBreak := broken.count;
for I := 0 to unbroken.count-1 do broken.Append(unbroken[i]);
BreakLines(broken, maxLineWidth, FirstToBreak);
end;
procedure TCastleFont.BreakLines(broken: TStrings;
maxLineWidth: Integer; FirstToBreak: integer);
var
i, j: Integer;
linew: Integer;
p: Integer;
break1, break2: string;
begin
{ ponizej lamiemy stringi unbroken.
Lamanie to nie jest takie proste bo my nie mamy czegos takiego jak
MaxCol - ilosc znakow w linii, bo kazdy znak moze miec inna szerokosc -
font nie musi byc monospaced ! Gdyby byl - no coz, to robota bylaby prosta :
broken.text := WrapText(broken.text, maxLineWidth div font.TextWidth('w'));
(no, zakladajac ze FirstToBreak = 0)
i juz. A tak - musimy po kolei badac kazdy string szukajac w nim literki
ktora sprawia ze nie miesci sie w maxLineWidth i wtedy obcinac.
}
i := FirstToBreak;
{ instead of "for" use "while" because broken.count will be changing }
while i < broken.count do
begin
{ zobacz czy nie trzeba zlamac linii nr i.
Linii '' z pewnoscia nie trzeba lamac. }
if broken[i] <> '' then
begin
{ ponizsze dwie linijki implikuja ze do zlamanej linii ZAWSZE trafia
pierwszy znak z linii niezlamanej, NAWET jesli ten pierwszy znak
jest szerszy niz maxLineWidth. No bo jezeli ten znak jest szerszy
od maxLineWidth to przeciez nie moglby trafic do ZADNEJ linii,
prawda ? Jedyna alternatywa byloby rzucenie w takim wypadku
wyjatku z komunikatem ze "maxLineWidth" jest za male zeby w pelni
poprawnie polamac string. }
linew := TextWidth(broken[i][1]);
j := 2;
while (j <= Length(broken[i])) and
(linew + TextWidth(broken[i][j]) <= maxLineWidth) do
begin
linew := linew + TextWidth(broken[i][j]);
Inc(j);
end;
if j <= Length(broken[i]) then
begin
{ oho ! ta linie trzeba zlamac przed znakiem j, bo linia jest za dluga kiedy
ma j znakow. Efekt breaka bedzie tez taki ze broken.count sie zwiekszy wiec
w nastepnym obrocie petli bedziemy lamali dalsza czesc tej linii - i o to
chodzi. }
p := BackCharsPos(WhiteSpaces, Copy(broken[i], 1,j));
if p > 0 then
begin
break1 := Copy(broken[i], 1,p-1);
break2 := SEnding(broken[i], p+1) { break at pos p, delete p-th char }
end else
begin
break1 := Copy(broken[i], 1,j-1);
break2 := SEnding(broken[i], j); { break at pos j-1 }
end;
broken[i] := break1;
broken.Insert(i+1, break2);
end;
end;
Inc(i);
end;
end;
function TCastleFont.MaxTextWidth(SList: TStrings;
const Tags: boolean): Integer;
var
I, LineW: Integer;
DummyColorChange: boolean;
DummyColor: TCastleColor;
S: string;
begin
result := 0;
for I := 0 to slist.Count-1 do
begin
S := SList[i];
if Tags then
S := HandleTags(S, DummyColorChange, DummyColor);
LineW := TextWidth(S);
if LineW > result then result := LineW;
end;
end;
procedure TCastleFont.PrintStrings(const X0, Y0: Integer;
const Color: TCastleColor; const Strs: TStrings;
const Tags: boolean; const BonusVerticalSpace: Integer);
var
Line: Integer;
function YPos: Integer;
begin
Result := (Strs.Count - 1 - Line) * (RowHeight + BonusVerticalSpace) + Y0;
end;
var
S: string;
ColorChange: boolean;
ColorChanged: TCastleColor;
begin
for Line := 0 to Strs.Count - 1 do
begin
S := Strs[Line];
if Tags then
begin
S := HandleTags(S, ColorChange, ColorChanged);
if ColorChange then
Print(X0, YPos, ColorChanged, S) else
Print(X0, YPos, Color, S);
end else
Print(X0, YPos, Color, S);
end;
end;
procedure TCastleFont.PrintStrings(const Strs: TStrings;
const Tags: boolean; const BonusVerticalSpace: Integer;
const X0: Integer; const Y0: Integer);
begin
PrintStrings(X0, Y0, CurrentColor, Strs, Tags, BonusVerticalSpace);
end;
procedure TCastleFont.PrintStrings(const Strs: array of string;
const Tags: boolean; const BonusVerticalSpace: Integer;
const X0, Y0: Integer);
var
SList: TStringList;
begin
SList := TStringList.Create;
try
AddStrArrayToStrings(Strs, SList);
PrintStrings(X0, Y0, CurrentColor, SList, Tags, BonusVerticalSpace);
finally SList.Free end;
end;
function TCastleFont.PrintBrokenString(
X0, Y0: Integer; const Color: TCastleColor; const s: string;
const MaxLineWidth: Integer;
const PositionsFirst: boolean;
const BonusVerticalSpace: Integer): Integer;
var
broken: TStringList;
begin
broken := TStringList.Create;
try
BreakLines(s, broken, MaxLineWidth);
if PositionsFirst then
Y0 -= (broken.Count-1)*(RowHeight + BonusVerticalSpace);
PrintStrings(X0, Y0, Color, broken, false, BonusVerticalSpace);
result := broken.Count;
finally broken.Free end;
end;
function TCastleFont.PrintBrokenString(const S: string;
const MaxLineWidth, X0, Y0: Integer;
const PositionsFirst: boolean;
const BonusVerticalSpace: Integer): Integer; deprecated;
begin
Result := PrintBrokenString(X0, Y0, CurrentColor, S, maxLineWidth,
PositionsFirst, BonusVerticalSpace);
end;
procedure TCastleFont.UpdateRowHeight(out ARowHeight, ARowHeightBase: Integer);
begin
ARowHeight := TextHeight('Wy') + 2;
{ RowHeight zwiekszylem o +2 zeby byl odstep miedzy liniami.
TODO: this +2 is actually a bad idea, but can't remove now without careful testing. }
{ For RowHeightBase, I do not use +2. }
ARowHeightBase := TextHeightBase('W');
end;
function TCastleFont.RowHeight: Integer;
begin
if not CalculatedRowHeight then
begin
UpdateRowHeight(FRowHeight, FRowHeightBase);
CalculatedRowHeight := true;
end;
Result := FRowHeight;
end;
function TCastleFont.RowHeightBase: Integer;
begin
if not CalculatedRowHeight then
begin
UpdateRowHeight(FRowHeight, FRowHeightBase);
CalculatedRowHeight := true;
end;
Result := FRowHeightBase;
end;
{ TTextureFont --------------------------------------------------------------- }
{$ifdef HAS_FREE_TYPE}
constructor TTextureFont.Create(const URL: string;
const ASize: Integer; const AnAntiAliased: boolean;
const ACharacters: TSetOfChars);
begin
Create(TTextureFontData.Create(URL, ASize, AnAntiAliased, ACharacters), true);
end;
{$endif}
constructor TTextureFont.Create(const Data: TTextureFontData; const OwnsData: boolean);
begin
inherited Create;
FOwnsFont := OwnsData;
FFont := Data;
end;
destructor TTextureFont.Destroy;
begin
if FOwnsFont then
FreeAndNil(FFont) else
FFont := nil;
inherited;
end;
procedure TTextureFont.GLContextOpen;
begin
inherited;
if GLImage = nil then
GLImage := TGLImage.Create(FFont.Image, false);
end;
procedure TTextureFont.GLContextClose;
begin
FreeAndNil(GLImage);
inherited;
end;
procedure TTextureFont.Print(const X, Y: Integer; const Color: TCastleColor;
const S: string);
var
C: char;
ScreenX, ScreenY: Integer;
G: TTextureFontData.TGlyph;
begin
GLContextOpen;
GLImage.Color := Color;
ScreenX := X;
ScreenY := Y;
for C in S do
begin
G := FFont.Glyph(C);
if G <> nil then
begin
if (G.Width <> 0) and (G.Height <> 0) then
GLImage.Draw(ScreenX - G.X, ScreenY - G.Y, G.Width, G.Height,
G.ImageX, G.ImageY, G.Width, G.Height);
ScreenX += G.AdvanceX;
ScreenY += G.AdvanceY;
end;
end;
end;
function TTextureFont.TextWidth(const S: string): Integer;
var
C: char;
G: TTextureFontData.TGlyph;
begin
Result := 0;
for C in S do
begin
G := FFont.Glyph(C);
if G <> nil then
Result += G.AdvanceX;
end;
end;
function TTextureFont.TextHeight(const S: string): Integer;
var
C: char;
MinY, MaxY, YOrigin: Integer;
G: TTextureFontData.TGlyph;
begin
MinY := 0;
MaxY := 0;
for C in S do
begin
G := FFont.Glyph(C);
if G <> nil then
begin
YOrigin := G.Y;
MinTo1st(MinY, -YOrigin);
MaxTo1st(MaxY, G.Height - YOrigin);
end;
end;
Result := MaxY - MinY;
end;
function TTextureFont.TextHeightBase(const S: string): Integer;
var
C: char;
G: TTextureFontData.TGlyph;
begin
Result := 0;
{ This is just like TextHeight implementation, except we only
calculate (as Result) the MaxY value (assuming that MinY is zero). }
for C in S do
begin
G := FFont.Glyph(C);
if G <> nil then
MaxTo1st(Result, G.Height - G.Y);
end;
end;
function TTextureFont.TextMove(const S: string): TVector2Integer;
var
C: char;
G: TTextureFontData.TGlyph;
begin
Result := ZeroVector2Integer;
for C in S do
begin
G := FFont.Glyph(C);
if G <> nil then
begin
Result[0] += G.AdvanceX;
Result[1] += G.AdvanceY;
end;
end;
end;
{ TSimpleTextureFont --------------------------------------------------------- }
constructor TSimpleTextureFont.Create(AImage: TCastleImage;
const AImageCols, AImageRows, ACharMargin, ACharDisplayMargin: Integer);
begin
inherited Create;
Image := AImage;
ImageCols := AImageCols;
ImageRows := AImageRows;
CharMargin := ACharMargin;
CharWidth := Image.Width div ImageCols - CharMargin;
CharHeight := Image.Height div ImageRows - CharMargin;
CharDisplayMargin := ACharDisplayMargin;
end;
destructor TSimpleTextureFont.Destroy;
begin
FreeAndNil(Image);
inherited;
end;
procedure TSimpleTextureFont.GLContextOpen;
begin
inherited;
if GLImage = nil then
GLImage := TGLImage.Create(Image, false);
end;
procedure TSimpleTextureFont.GLContextClose;
begin
FreeAndNil(GLImage);
inherited;
end;
procedure TSimpleTextureFont.Print(const X, Y: Integer; const Color: TCastleColor;
const S: string);
var
ImageX, ImageY: Single;
I, CharIndex, ScreenX, ScreenY: Integer;
begin
GLContextOpen;
GLImage.Color := Color;
for I := 1 to Length(S) do
begin
CharIndex := Ord(S[I]) - Ord(' ');
ImageX := CharIndex mod ImageCols;
ImageY := CharIndex div ImageCols;
if ImageY < ImageRows then
begin
ImageX := ImageX * (CharWidth + CharMargin);
ImageY := GLImage.Height - (ImageY + 1) * (CharHeight + CharMargin);
ScreenX := CharDisplayMargin div 2 + X + (I - 1) * (CharWidth + CharDisplayMargin);
ScreenY := CharDisplayMargin div 2 + Y;
GLImage.Draw(ScreenX, ScreenY, CharWidth, CharHeight,
ImageX, ImageY, CharWidth, CharHeight);
end;
end;
end;
function TSimpleTextureFont.TextWidth(const S: string): Integer;
begin
Result := Length(S) * (CharWidth + CharDisplayMargin);
end;
function TSimpleTextureFont.TextHeight(const S: string): Integer;
begin
Result := CharHeight + CharDisplayMargin;
end;
function TSimpleTextureFont.TextHeightBase(const S: string): Integer;
begin
Result := CharHeight + CharDisplayMargin;
end;
function TSimpleTextureFont.TextMove(const S: string): TVector2Integer;
begin
Result := Vector2Integer(TextWidth(S), TextHeight(S));
end;
end.
end.
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