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2021-10-06 07:46:42 -05:00

191 lines
5.4 KiB
C++

#include "Text.h"
#include "GL/glew.h"
#include "ft2build.h"
#include FT_FREETYPE_H
#include "Application.h"
#include "UIElement.h"
#include "Shader.h"
namespace nf {
Text::Text() :
m_font(nullptr),
m_scale(1.0f),
m_opacity(1.0f)
{
}
void Text::create(const std::string& string, const Vec2& position, const Vec3& color, double opacity, double scale, Asset* font) {
if (m_constructed)
Error("Text already created!");
m_constructed = true;
m_string = string;
m_position = position;
m_color = color;
m_scale = (float)scale;
m_opacity = (float)opacity;
AFont& newFont = *(AFont*)font;
if (newFont.alreadyLoaded) {
m_font = newFont.loadedFont;
}
else {
m_font = new Font;
FT_Library ft;
if (FT_Init_FreeType(&ft))
Error("Could not initialize FreeType!");
FT_Face face;
if (FT_New_Memory_Face(ft, (const unsigned char*)newFont.data, (unsigned int)newFont.size, 0, &face))
Error("Could not load font!");
FT_Set_Pixel_Sizes(face, 0, 160);
for (unsigned char c = 0; c < 128; c++) {
FT_Load_Char(face, c, FT_LOAD_RENDER);
unsigned int tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, face->glyph->bitmap.width, face->glyph->bitmap.rows, 0, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Character ch = { tex, Vec2((float)face->glyph->bitmap.width, (float)face->glyph->bitmap.rows), Vec2(face->glyph->bitmap_left, face->glyph->bitmap_top), (unsigned int)face->glyph->advance.x };
m_font->m_characters[c] = ch;
}
FT_Done_Face(face);
FT_Done_FreeType(ft);
newFont.alreadyLoaded = true;
newFont.loadedFont = m_font;
m_font->isBase = newFont.isBaseAsset;
}
m_vao = new VertexArray;
m_vao->addBuffer(nullptr, 0);
m_vao->pushFloat(2);
m_vao->finishBufferLayout();
m_vao->addBuffer(nullptr, 0);
m_vao->pushFloat(2);
m_vao->finishBufferLayout();
if (m_string == "NFLoadingText") {
m_string = "Loading...";
}
else {
if (!Application::getApp()->getCurrentState()->isRunning())
Application::getApp()->getCurrentState()->m_nfObjects.push_back(this);
}
}
void Text::setText(const std::string& string) {
m_string = string;
}
void Text::setColor(const Vec3& color) {
m_color = color;
}
void Text::setScale(double scale) {
m_scale = (float)scale;
}
void Text::setOpacity(double opacity) {
m_opacity = (float)opacity;
}
const char* Text::identity() {
return "text";
}
void Text::render(Shader* shader, unsigned int windowWidth, unsigned int windowHeight, bool onButton, float buttonWidth, float buttonHeight, const Vec2& buttonPos) {
float scale = windowWidth / 4000.0f;
if (onButton)
scale *= buttonWidth / 400.0f;
float currX = (float)m_position.x * windowWidth, currY = (float)m_position.y * windowHeight;
std::string::const_iterator si;
if (m_centeredX || m_centeredY) {
float textWidth = 0.0f;
float textHeight = 0.0f;
for (si = m_string.begin(); si != m_string.end(); si++) {
Character& c = m_font->m_characters[*si];
textWidth += (c.advance >> 6) * scale * m_scale;
if (c.size.y >= textHeight)
textHeight = (float)c.size.y * scale * m_scale;
}
if (m_centeredX)
currX = ((float)windowWidth - textWidth) / 2;
if (m_centeredY)
currY = ((float)windowHeight - textHeight) / 2;
if (onButton) {
while (textWidth > buttonWidth - 20) {
scale -= 0.01f;
textHeight = textWidth = 0.0f;
for (si = m_string.begin(); si != m_string.end(); si++) {
Character& c = m_font->m_characters[*si];
textWidth += (c.advance >> 6) * scale * m_scale;
if (c.size.y >= textHeight)
textHeight = (float)c.size.y * scale * m_scale;
}
}
currX = (((float)buttonWidth - textWidth) / 2) + (float)buttonPos.x;
currY = (((float)buttonHeight - textHeight) / 2) + (float)buttonPos.y;
}
}
glm::vec3 color = { m_color.x, m_color.y, m_color.z };
shader->setUniform("textColor", color);
shader->setUniform("opacity", m_opacity);
for (si = m_string.begin(); si != m_string.end(); si++) {
Character& c = m_font->m_characters[*si];
float x = currX + (float)c.bearing.x * scale * m_scale;
float y = currY - float(c.size.y - c.bearing.y) * scale * m_scale;
float w = (float)c.size.x * scale * m_scale;
float h = (float)c.size.y * scale * m_scale;
float vb[] = {
x, y + h,
x, y,
x + w, y,
x, y + h,
x + w, y,
x + w, y + h
};
float tc[] = {
0.0, 0.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
1.0, 0.0
};
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, c.texID);
m_vao->bind();
m_vao->setBufferData(0, vb, sizeof(vb));
m_vao->setBufferData(1, tc, sizeof(tc));
shader->setUniform("text", 4);
glDrawArrays(GL_TRIANGLES, 0, 6);
currX += (c.advance >> 6) * scale * m_scale;
}
}
void Text::destroy() {
if (m_constructed) {
delete m_vao;
m_vao = nullptr;
if (!m_font->isBase) {
delete m_font;
m_font = nullptr;
}
}
m_constructed = false;
m_position = Vec2(0.0);
m_centeredX = m_centeredY = false;
m_string = std::string();
m_color = Vec3(0.0);
m_scale = 1.0f;
m_opacity = 1.0f;
}
Text::~Text() {
destroy();
}
}