Refractor C++ code structure
This commit is contained in:
@@ -3,7 +3,7 @@
|
||||
#include "Render2D.h"
|
||||
#include "Font.h"
|
||||
#include "FontManager.h"
|
||||
#include "MultiFont.h"
|
||||
#include "FallbackFonts.h"
|
||||
#include "FontTextureAtlas.h"
|
||||
#include "RotatedRectangle.h"
|
||||
#include "SpriteAtlas.h"
|
||||
@@ -195,7 +195,7 @@ namespace
|
||||
// Drawing
|
||||
Array<Render2DDrawCall> DrawCalls;
|
||||
Array<FontLineCache> Lines;
|
||||
Array<MultiFontLineCache> MultiFontLines;
|
||||
Array<BlockedTextLineCache> BlockedTextLines;
|
||||
Array<Float2> Lines2;
|
||||
bool IsScissorsRectEmpty;
|
||||
bool IsScissorsRectEnabled;
|
||||
@@ -1370,16 +1370,16 @@ void Render2D::DrawText(Font* font, const StringView& text, const TextRange& tex
|
||||
DrawText(font, textRange.Substring(text), color, layout, customMaterial);
|
||||
}
|
||||
|
||||
void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
|
||||
void Render2D::DrawText(Font* font, FallbackFonts* fallbacks, const StringView& text, const Color& color, const Float2& location, MaterialBase* customMaterial)
|
||||
{
|
||||
RENDER2D_CHECK_RENDERING_STATE;
|
||||
|
||||
const Array<Font*>& fonts = multiFont->GetFonts();
|
||||
// Check if there is no need to do anything
|
||||
if (fonts.IsEmpty() || text.Length() < 0)
|
||||
if (font == nullptr || text.Length() < 0)
|
||||
return;
|
||||
|
||||
// Temporary data
|
||||
const Array<Font*>& fallbackFonts = fallbacks->GetFontList(font->GetSize());
|
||||
uint32 fontAtlasIndex = 0;
|
||||
FontTextureAtlas* fontAtlas = nullptr;
|
||||
Float2 invAtlasSize = Float2::One;
|
||||
@@ -1406,11 +1406,19 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
|
||||
int32 lineIndex = 0;
|
||||
maxAscenders.Add(0);
|
||||
|
||||
auto getFont = [&](int32 index)->Font* {
|
||||
return index >= 0 ? fallbackFonts[index] : font;
|
||||
};
|
||||
|
||||
// Preprocess the text to determine vertical offset of blocks
|
||||
for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
|
||||
{
|
||||
if (text[currentIndex] != '\n') {
|
||||
int32 fontIndex = multiFont->GetCharFontIndex(text[currentIndex], 0);
|
||||
maxAscenders[lineIndex] = Math::Max(maxAscenders[lineIndex], static_cast<float>(fonts[fontIndex]->GetAscender()));
|
||||
const Char c = text[currentIndex];
|
||||
if (c != '\n') {
|
||||
int32 fontIndex = fallbacks->GetCharFallbackIndex(c, font);
|
||||
maxAscenders[lineIndex] = Math::Max(maxAscenders[lineIndex],
|
||||
static_cast<float>(getFont(fontIndex)->GetAscender()));
|
||||
}
|
||||
else {
|
||||
lineIndex++;
|
||||
@@ -1424,7 +1432,7 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
// The starting index of the current block
|
||||
int32 startIndex = 0;
|
||||
// The index of the font used by the current block
|
||||
int32 currentFontIndex = multiFont->GetCharFontIndex(text[0], 0);
|
||||
int32 currentFontIndex = fallbacks->GetCharFallbackIndex(text[0], font);
|
||||
// The maximum font height of the current line
|
||||
float maxHeight = 0;
|
||||
for (int32 currentIndex = 0; currentIndex < text.Length(); currentIndex++)
|
||||
@@ -1446,7 +1454,7 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
{
|
||||
// Get character entry
|
||||
if (nextCharIndex < text.Length()) {
|
||||
nextFontIndex = multiFont->GetCharFontIndex(text[nextCharIndex], currentFontIndex);
|
||||
nextFontIndex = fallbacks->GetCharFallbackIndex(text[nextCharIndex], font);
|
||||
}
|
||||
|
||||
if (nextFontIndex != currentFontIndex) {
|
||||
@@ -1461,13 +1469,13 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
|
||||
if (moveBlock) {
|
||||
// Render the pending block before beginning the new block
|
||||
auto fontHeight = fonts[currentFontIndex]->GetHeight();
|
||||
auto fontHeight = getFont(currentFontIndex)->GetHeight();
|
||||
maxHeight = Math::Max(maxHeight, static_cast<float>(fontHeight));
|
||||
auto fontDescender = fonts[currentFontIndex]->GetDescender();
|
||||
auto fontDescender = getFont(currentFontIndex)->GetDescender();
|
||||
for (int32 renderIndex = startIndex; renderIndex <= currentIndex; renderIndex++)
|
||||
{
|
||||
// Get character entry
|
||||
fonts[currentFontIndex]->GetCharacter(text[renderIndex], entry);
|
||||
getFont(currentFontIndex)->GetCharacter(text[renderIndex], entry);
|
||||
|
||||
// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
|
||||
if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
|
||||
@@ -1494,7 +1502,7 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
// Get kerning
|
||||
if (!isWhitespace && previous.IsValid)
|
||||
{
|
||||
kerning = fonts[currentFontIndex]->GetKerning(previous.Character, entry.Character);
|
||||
kerning = getFont(currentFontIndex)->GetKerning(previous.Character, entry.Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1510,7 +1518,7 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
const float x = pointer.X + entry.OffsetX * scale;
|
||||
const float y = pointer.Y + (fontHeight + fontDescender - entry.OffsetY) * scale;
|
||||
|
||||
Rectangle charRect(x, y + (maxAscenders[lineIndex] - fonts[currentFontIndex]->GetAscender()) / 2, entry.UVSize.X * scale, entry.UVSize.Y * scale);
|
||||
Rectangle charRect(x, y + (maxAscenders[lineIndex] - getFont(currentFontIndex)->GetAscender()) / 2, entry.UVSize.X * scale, entry.UVSize.Y * scale);
|
||||
|
||||
Float2 upperLeftUV = entry.UV * invAtlasSize;
|
||||
Float2 rightBottomUV = (entry.UV + entry.UVSize) * invAtlasSize;
|
||||
@@ -1541,21 +1549,21 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
}
|
||||
}
|
||||
|
||||
void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
|
||||
void Render2D::DrawText(Font* font, FallbackFonts* fallbacks, const StringView& text, const TextRange& textRange, const Color& color, const Float2& location, MaterialBase* customMaterial)
|
||||
{
|
||||
DrawText(multiFont, textRange.Substring(text), color, location, customMaterial);
|
||||
DrawText(font, fallbacks, textRange.Substring(text), color, location, customMaterial);
|
||||
}
|
||||
|
||||
void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
void Render2D::DrawText(Font* font, FallbackFonts* fallbacks, const StringView& text, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
{
|
||||
RENDER2D_CHECK_RENDERING_STATE;
|
||||
|
||||
const Array<Font*>& fonts = multiFont->GetFonts();
|
||||
// Check if there is no need to do anything
|
||||
if (fonts.IsEmpty() || text.IsEmpty() || layout.Scale <= ZeroTolerance)
|
||||
if (font == nullptr || text.IsEmpty() || layout.Scale <= ZeroTolerance)
|
||||
return;
|
||||
|
||||
// Temporary data
|
||||
const Array<Font*>& fallbackFonts = fallbacks->GetFontList(font->GetSize());
|
||||
uint32 fontAtlasIndex = 0;
|
||||
FontTextureAtlas* fontAtlas = nullptr;
|
||||
Float2 invAtlasSize = Float2::One;
|
||||
@@ -1564,8 +1572,8 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
float scale = layout.Scale / FontManager::FontScale;
|
||||
|
||||
// Process text to get lines
|
||||
MultiFontLines.Clear();
|
||||
multiFont->ProcessText(text, MultiFontLines, layout);
|
||||
BlockedTextLines.Clear();
|
||||
font->ProcessText(fallbacks, text, BlockedTextLines, layout);
|
||||
|
||||
// Render all lines
|
||||
FontCharacterEntry entry;
|
||||
@@ -1581,14 +1589,18 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
drawCall.AsChar.Mat = nullptr;
|
||||
}
|
||||
|
||||
for (int32 lineIndex = 0; lineIndex < MultiFontLines.Count(); lineIndex++)
|
||||
auto getFont = [&](int32 index)->Font* {
|
||||
return index >= 0 ? fallbackFonts[index] : font;
|
||||
};
|
||||
|
||||
for (int32 lineIndex = 0; lineIndex < BlockedTextLines.Count(); lineIndex++)
|
||||
{
|
||||
const MultiFontLineCache& line = MultiFontLines[lineIndex];
|
||||
const BlockedTextLineCache& line = BlockedTextLines[lineIndex];
|
||||
for (int32 blockIndex = 0; blockIndex < line.Blocks.Count(); blockIndex++)
|
||||
{
|
||||
const MultiFontBlockCache& block = MultiFontLines[lineIndex].Blocks[blockIndex];
|
||||
auto fontHeight = fonts[block.FontIndex]->GetHeight();
|
||||
auto fontDescender = fonts[block.FontIndex]->GetDescender();
|
||||
const FontBlockCache& block = BlockedTextLines[lineIndex].Blocks[blockIndex];
|
||||
auto fontHeight = getFont(block.FallbackFontIndex)->GetHeight();
|
||||
auto fontDescender = getFont(block.FallbackFontIndex)->GetDescender();
|
||||
Float2 pointer = line.Location + block.Location;
|
||||
|
||||
for (int32 charIndex = block.FirstCharIndex; charIndex <= block.LastCharIndex; charIndex++)
|
||||
@@ -1600,7 +1612,7 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
}
|
||||
|
||||
// Get character entry
|
||||
fonts[block.FontIndex]->GetCharacter(c, entry);
|
||||
getFont(block.FallbackFontIndex)->GetCharacter(c, entry);
|
||||
|
||||
// Check if need to select/change font atlas (since characters even in the same font may be located in different atlases)
|
||||
if (fontAtlas == nullptr || entry.TextureIndex != fontAtlasIndex)
|
||||
@@ -1625,7 +1637,7 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
const bool isWhitespace = StringUtils::IsWhitespace(c);
|
||||
if (!isWhitespace && previous.IsValid)
|
||||
{
|
||||
kerning = fonts[block.FontIndex]->GetKerning(previous.Character, entry.Character);
|
||||
kerning = getFont(block.FallbackFontIndex)->GetKerning(previous.Character, entry.Character);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1661,9 +1673,9 @@ void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const Colo
|
||||
}
|
||||
}
|
||||
|
||||
void Render2D::DrawText(MultiFont* multiFont, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
void Render2D::DrawText(Font* font, FallbackFonts* fallbacks, const StringView& text, const TextRange& textRange, const Color& color, const TextLayoutOptions& layout, MaterialBase* customMaterial)
|
||||
{
|
||||
DrawText(multiFont, textRange.Substring(text), color, layout, customMaterial);
|
||||
DrawText(font, fallbacks, textRange.Substring(text), color, layout, customMaterial);
|
||||
}
|
||||
|
||||
FORCE_INLINE bool NeedAlphaWithTint(const Color& color)
|
||||
|
||||
Reference in New Issue
Block a user