smrendererv3/SMCode/SM.Base/Drawing/Text/TextDrawingBasis.cs
Michel Fedde f11a954b5a 1.0.12 & 1.0.12.1
+ Utility Methods for texture transformations

~ Fixed an issue, where the horizontal & vertical flip was wrongly applied
~ Added missing summaries
2021-05-05 17:36:12 +02:00

202 lines
No EOL
5.5 KiB
C#

#region usings
using System;
using OpenTK;
using OpenTK.Graphics;
using SM.Base.Objects.Static;
using SM.Base.Window;
#endregion
namespace SM.Base.Drawing.Text
{
/// <summary>
/// Represents the options for <see cref="TextDrawingBasis{TTransform}.Origin"/>
/// </summary>
public enum TextOrigin
{
/// <summary>
/// The position equals (0,0) in the left side of the text.
/// </summary>
Left,
/// <summary>
/// The position equals (0,0) in the center of the text.
/// </summary>
Center,
/// <summary>
/// The position equals (0,0) in the right side of the text.
/// </summary>
Right
}
/// <summary>
/// Defines a basis for text drawing.
/// </summary>
/// <typeparam name="TTransform">Transformation type</typeparam>
public abstract class TextDrawingBasis<TTransform> : DrawingBasis<TTransform>
where TTransform : GenericTransformation, new()
{
/// <summary>
/// The different instances for drawing.
/// </summary>
protected Instance[] _instances;
/// <summary>
/// The text, that is drawn.
/// </summary>
protected string _text;
/// <summary>
/// The width of the text object.
/// </summary>
public float Width;
/// <summary>
/// The height of the text object.
/// </summary>
public float Height;
/// <summary>
/// Allow to change the origin of the text.
/// <para>Default: <see cref="TextOrigin.Left"/></para>
/// </summary>
public TextOrigin Origin = TextOrigin.Left;
/// <summary>
/// The spacing between numbers.
/// <para>Default: 1</para>
/// </summary>
public float Spacing = 1f;
/// <summary>
/// The font.
/// </summary>
public Font Font
{
get => (Font)Material.Texture;
set
{
Material.Texture = value;
GenerateMatrixes();
}
}
/// <summary>
/// The text, that is drawn.
/// </summary>
public string Text
{
get => _text;
set
{
_text = value;
GenerateMatrixes();
}
}
/// <summary>
/// The font color.
/// </summary>
public Color4 Color
{
get => Material.Tint;
set => Material.Tint = value;
}
/// <summary>
/// Creates a text object with a font.
/// </summary>
/// <param name="font">The font.</param>
protected TextDrawingBasis(Font font)
{
Material.Texture = font;
Material.Blending = true;
Mesh = Plate.Object;
}
/// <inheritdoc />
protected override void DrawContext(ref DrawContext context)
{
base.DrawContext(ref context);
if (_instances == null) GenerateMatrixes();
}
/// <summary>
/// This generates the instances.
/// </summary>
/// <exception cref="Exception">The font doesn't contain a character that is needed for the text.</exception>
public void GenerateMatrixes()
{
if (!Font.WasCompiled) Font.RegenerateTexture();
_text = _text.Replace("\r\n", "\n").Replace("\t", " ");
_instances = new Instance[_text.Length];
float x = 0;
float y = 0;
for (var i = 0; i < _text.Length; i++)
{
if (_text[i] == ' ')
{
x += Font.SpaceWidth * Spacing;
continue;
}
if (_text[i] == '\n')
{
y += Font.Height;
Width = Math.Max(Width, x);
x = 0;
continue;
}
CharParameter parameter;
try
{
parameter = Font.Positions[_text[i]];
}
catch
{
throw new Exception("Font doesn't contain '" + _text[i] + "'");
}
if (i == 0)
{
x += parameter.Width / 2;
}
var matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) *
Matrix4.CreateTranslation(x + parameter.Width / 2, -y, 0);
_instances[i] = new Instance
{
ModelMatrix = matrix,
TextureMatrix = parameter.TextureMatrix
};
x += parameter.Advance;
}
Height = y + Font.Height;
Width = x;
if (Origin != TextOrigin.Left)
{
foreach (Instance i in _instances)
{
if (i == null) continue;
switch (Origin)
{
case TextOrigin.Center:
i.ModelMatrix *= Matrix4.CreateTranslation(-Width / 2, 0, 0);
break;
case TextOrigin.Right:
i.ModelMatrix *= Matrix4.CreateTranslation(-Width, 0, 0);
break;
}
}
}
}
}
}