Add multifont rendering to editor
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@@ -1370,10 +1370,11 @@ void Render2D::DrawText(Font* font, const StringView& text, const TextRange& tex
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DrawText(font, textRange.Substring(text), color, layout, customMaterial);
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}
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void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
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void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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const Array<Font*>& fonts = multiFont->GetFonts();
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// Check if there is no need to do anything
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if (fonts.IsEmpty() || text.Length() < 0)
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return;
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@@ -1408,7 +1409,7 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
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{
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if (text[currentIndex] != '\n') {
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int32 fontIndex = Font::GetCharFontIndex(fonts, text[currentIndex], 0);
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int32 fontIndex = multiFont->GetCharFontIndex(text[currentIndex], 0);
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maxAscenders[lineIndex] = Math::Max(maxAscenders[lineIndex], static_cast<float>(fonts[fontIndex]->GetAscender()));
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}
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else {
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@@ -1418,12 +1419,12 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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}
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lineIndex = 0;
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// The following code cut the text into segments, according to the font used to render
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// The following code cut the text into blocks, according to the font used to render
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Float2 pointer = location;
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// The starting index of the current segment
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// The starting index of the current block
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int32 startIndex = 0;
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// The index of the font used by the current segment
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int32 currentFontIndex = Font::GetCharFontIndex(fonts, text[0], 0);
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// The index of the font used by the current block
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int32 currentFontIndex = multiFont->GetCharFontIndex(text[0], 0);
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// The maximum font height of the current line
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float maxHeight = 0;
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for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
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@@ -1431,13 +1432,13 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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// Cache current character
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const Char currentChar = text[currentIndex];
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int32 nextCharIndex = currentIndex + 1;
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bool moveSegment = false;
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bool moveBlock = false;
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bool moveLine = false;
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int32 nextFontIndex = currentFontIndex;
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// Submit segment if text ends
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// Submit block if text ends
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if (nextCharIndex == text.Length()) {
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moveSegment = true;
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moveBlock = true;
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}
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// Check if it isn't a newline character
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@@ -1445,21 +1446,21 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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{
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// Get character entry
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if (nextCharIndex < text.Length()) {
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nextFontIndex = Font::GetCharFontIndex(fonts, text[nextCharIndex], currentFontIndex);
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nextFontIndex = multiFont->GetCharFontIndex(text[nextCharIndex], currentFontIndex);
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}
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if (nextFontIndex != currentFontIndex) {
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moveSegment = true;
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moveBlock = true;
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}
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}
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else
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{
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// Move
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moveLine = moveSegment = true;
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moveLine = moveBlock = true;
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}
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if (moveSegment) {
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// Render the pending segment before beginning the new segment
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if (moveBlock) {
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// Render the pending block before beginning the new block
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auto fontHeight = fonts[currentFontIndex]->GetHeight();
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maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
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auto fontDescender = fonts[currentFontIndex]->GetDescender();
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@@ -1533,22 +1534,23 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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lineIndex++;
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}
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// Start new segment
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// Start new block
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startIndex = nextCharIndex;
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currentFontIndex = nextFontIndex;
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}
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}
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}
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void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
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void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
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{
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DrawText(fonts, textRange.Substring(text), color, location, customMaterial);
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DrawText(multiFont, textRange.Substring(text), color, location, customMaterial);
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}
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void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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{
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RENDER2D_CHECK_RENDERING_STATE;
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const Array<Font*>& fonts = multiFont->GetFonts();
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// Check if there is no need to do anything
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if (fonts.IsEmpty() || text.IsEmpty() || layout.Scale <= ZeroTolerance)
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return;
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@@ -1563,7 +1565,7 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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// Process text to get lines
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MultiFontLines.Clear();
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Font::ProcessText(fonts, text, MultiFontLines, layout);
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multiFont->ProcessText(text, MultiFontLines, layout);
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// Render all lines
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FontCharacterEntry entry;
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@@ -1582,14 +1584,14 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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for (int32 lineIndex = 0; lineIndex < MultiFontLines.Count(); lineIndex++)
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{
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const MultiFontLineCache& line = MultiFontLines[lineIndex];
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for (int32 segmentIndex = 0; segmentIndex < line.Segments.Count(); segmentIndex++)
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for (int32 blockIndex = 0; blockIndex < line.Blocks.Count(); blockIndex++)
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{
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const MultiFontSegmentCache& segment = MultiFontLines[lineIndex].Segments[segmentIndex];
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auto fontHeight = fonts[segment.FontIndex]->GetHeight();
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auto fontDescender = fonts[segment.FontIndex]->GetDescender();
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Float2 pointer = line.Location + segment.Location;
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const MultiFontBlockCache& block = MultiFontLines[lineIndex].Blocks[blockIndex];
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auto fontHeight = fonts[block.FontIndex]->GetHeight();
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auto fontDescender = fonts[block.FontIndex]->GetDescender();
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Float2 pointer = line.Location + block.Location;
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for (int32 charIndex = segment.FirstCharIndex; charIndex <= segment.LastCharIndex; charIndex++)
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for (int32 charIndex = block.FirstCharIndex; charIndex <= block.LastCharIndex; charIndex++)
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{
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Char c = text[charIndex];
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if (c == '\n')
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@@ -1598,7 +1600,7 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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}
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// Get character entry
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fonts[segment.FontIndex]->GetCharacter(c, entry);
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fonts[block.FontIndex]->GetCharacter(c, entry);
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// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
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if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
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@@ -1623,7 +1625,7 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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const bool isWhitespace = StringUtils::IsWhitespace(c);
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if (!isWhitespace && previous.IsValid)
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{
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kerning = fonts[segment.FontIndex]->GetKerning(previous.Character, entry.Character);
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kerning = fonts[block.FontIndex]->GetKerning(previous.Character, entry.Character);
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}
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else
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{
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@@ -1659,9 +1661,9 @@ void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const
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}
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}
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void Render2D::DrawText(const Array<Font*>& fonts, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
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{
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DrawText(fonts, textRange.Substring(text), color, layout, customMaterial);
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DrawText(multiFont, textRange.Substring(text), color, layout, customMaterial);
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}
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FORCE_INLINE bool NeedAlphaWithTint(const Color& color)
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@@ -2165,22 +2167,22 @@ void Render2D::DrawBezier(const Float2& p1, const Float2& p2, const Float2& p3,
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{
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RENDER2D_CHECK_RENDERING_STATE;
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// Find amount of segments to use
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// Find amount of blocks to use
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const Float2 d1 = p2 - p1;
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const Float2 d2 = p3 - p2;
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const Float2 d3 = p4 - p3;
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const float len = d1.Length() + d2.Length() + d3.Length();
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const int32 segmentCount = Math::Clamp(Math::CeilToInt(len * 0.05f), 1, 100);
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const float segmentCountInv = 1.0f / segmentCount;
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const int32 blockCount = Math::Clamp(Math::CeilToInt(len * 0.05f), 1, 100);
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const float blockCountInv = 1.0f / blockCount;
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// Draw segmented curve
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// Draw blocked curve
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Float2 p;
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AnimationUtils::Bezier(p1, p2, p3, p4, 0, p);
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Lines2.Clear();
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Lines2.Add(p);
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for (int32 i = 1; i <= segmentCount; i++)
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for (int32 i = 1; i <= blockCount; i++)
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{
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const float t = i * segmentCountInv;
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const float t = i * blockCountInv;
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AnimationUtils::Bezier(p1, p2, p3, p4, t, p);
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Lines2.Add(p);
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}
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