osb/source/rendering/StarTextPainter.cpp
Kae bd783d3195 make the chat really pretty!!
also slightly optimized text shadow rendering, made sure glyphs with directives stay centered and added two extra Lua arguments to canvas.drawText
2023-06-21 00:59:41 +10:00

411 lines
14 KiB
C++

#include "StarTextPainter.hpp"
#include "StarJsonExtra.hpp"
#include <regex>
namespace Star {
namespace Text {
String stripEscapeCodes(String const& s) {
String regex = strf("\\%s[^;]*%s", CmdEsc, EndEsc);
return std::regex_replace(s.utf8(), std::regex(regex.utf8()), "");
}
String preprocessEscapeCodes(String const& s) {
bool escape = false;
auto result = s.utf8();
size_t escapeStartIdx = 0;
for (size_t i = 0; i < result.size(); i++) {
auto& c = result[i];
if (c == CmdEsc || c == StartEsc) {
escape = true;
escapeStartIdx = i;
}
if ((c <= SpecialCharLimit) && !(c == StartEsc))
escape = false;
if ((c == EndEsc) && escape)
result[escapeStartIdx] = StartEsc;
}
return {result};
}
String extractCodes(String const& s) {
bool escape = false;
StringList result;
String escapeCode;
for (auto c : preprocessEscapeCodes(s)) {
if (c == StartEsc)
escape = true;
if (c == EndEsc) {
escape = false;
for (auto command : escapeCode.split(','))
result.append(command);
escapeCode = "";
}
if (escape && (c != StartEsc))
escapeCode.append(c);
}
if (!result.size())
return "";
return "^" + result.join(",") + ";";
}
}
TextPositioning::TextPositioning() {
pos = Vec2F();
hAnchor = HorizontalAnchor::LeftAnchor;
vAnchor = VerticalAnchor::BottomAnchor;
}
TextPositioning::TextPositioning(Vec2F pos, HorizontalAnchor hAnchor, VerticalAnchor vAnchor,
Maybe<unsigned> wrapWidth, Maybe<unsigned> charLimit)
: pos(pos), hAnchor(hAnchor), vAnchor(vAnchor), wrapWidth(wrapWidth), charLimit(charLimit) {}
TextPositioning::TextPositioning(Json const& v) {
pos = v.opt("position").apply(jsonToVec2F).value();
hAnchor = HorizontalAnchorNames.getLeft(v.getString("horizontalAnchor", "left"));
vAnchor = VerticalAnchorNames.getLeft(v.getString("verticalAnchor", "top"));
wrapWidth = v.optUInt("wrapWidth");
charLimit = v.optUInt("charLimit");
}
Json TextPositioning::toJson() const {
return JsonObject{
{"position", jsonFromVec2F(pos)},
{"horizontalAnchor", HorizontalAnchorNames.getRight(hAnchor)},
{"verticalAnchor", VerticalAnchorNames.getRight(vAnchor)},
{"wrapWidth", jsonFromMaybe(wrapWidth)}
};
}
TextPositioning TextPositioning::translated(Vec2F translation) const {
return {pos + translation, hAnchor, vAnchor, wrapWidth, charLimit};
}
TextPainter::TextPainter(FontPtr font, RendererPtr renderer, TextureGroupPtr textureGroup)
: m_renderer(renderer),
m_fontTextureGroup(move(font), textureGroup),
m_fontSize(8),
m_lineSpacing(1.30f),
m_renderSettings({FontMode::Normal, Vec4B::filled(255)}),
m_splitIgnore(" \t"),
m_splitForce("\n\v"),
m_nonRenderedCharacters("\n\v\r") {}
RectF TextPainter::renderText(String const& s, TextPositioning const& position) {
if (position.charLimit) {
unsigned charLimit = *position.charLimit;
return doRenderText(s, position, true, &charLimit);
} else {
return doRenderText(s, position, true, nullptr);
}
}
RectF TextPainter::renderLine(String const& s, TextPositioning const& position) {
if (position.charLimit) {
unsigned charLimit = *position.charLimit;
return doRenderLine(s, position, true, &charLimit);
} else {
return doRenderLine(s, position, true, nullptr);
}
}
RectF TextPainter::renderGlyph(String::Char c, TextPositioning const& position) {
return doRenderGlyph(c, position, true);
}
RectF TextPainter::determineTextSize(String const& s, TextPositioning const& position) {
return doRenderText(s, position, false, nullptr);
}
RectF TextPainter::determineLineSize(String const& s, TextPositioning const& position) {
return doRenderLine(s, position, false, nullptr);
}
RectF TextPainter::determineGlyphSize(String::Char c, TextPositioning const& position) {
return doRenderGlyph(c, position, false);
}
int TextPainter::glyphWidth(String::Char c) {
return m_fontTextureGroup.glyphWidth(c, m_fontSize);
}
int TextPainter::stringWidth(String const& s) {
int width = 0;
bool escape = false;
for (String::Char c : Text::preprocessEscapeCodes(s)) {
if (c == Text::StartEsc)
escape = true;
if (!escape)
width += glyphWidth(c);
if (c == Text::EndEsc)
escape = false;
}
return width;
}
StringList TextPainter::wrapText(String const& s, Maybe<unsigned> wrapWidth) {
String text = Text::preprocessEscapeCodes(s);
unsigned lineStart = 0; // Where does this line start ?
unsigned lineCharSize = 0; // how many characters in this line ?
unsigned linePixelWidth = 0; // How wide is this line so far
bool inEscapeSequence = false;
unsigned splitPos = 0; // Where did we last see a place to split the string ?
unsigned splitWidth = 0; // How wide was the string there ?
StringList lines; // list of renderable string lines
// loop through every character in the string
for (auto character : text) {
// this up here to deal with the (common) occurance that the first charcter
// is an escape initiator
if (character == Text::StartEsc)
inEscapeSequence = true;
if (inEscapeSequence) {
lineCharSize++; // just jump straight to the next character, we don't care what it is.
if (character == Text::EndEsc)
inEscapeSequence = false;
} else {
lineCharSize++; // assume at least one character if we get here.
// is this a linefeed / cr / whatever that forces a line split ?
if (m_splitForce.find(String(character)) != NPos) {
// knock one off the end because we don't render the CR
lines.push_back(text.substr(lineStart, lineCharSize - 1));
lineStart += lineCharSize; // next line starts after the CR
lineCharSize = 0; // with no characters in it.
linePixelWidth = 0; // No width
splitPos = 0; // and no known splits.
} else {
int charWidth = glyphWidth(character);
// is it a place where we might want to split the line ?
if (m_splitIgnore.find(String(character)) != NPos) {
splitPos = lineStart + lineCharSize; // this is the character after the space.
splitWidth = linePixelWidth + charWidth; // the width of the string at
// the split point, i.e. after the space.
}
// would the line be too long if we render this next character ?
if (wrapWidth && (linePixelWidth + charWidth) > *wrapWidth) {
// did we find somewhere to split the line ?
if (splitPos) {
lines.push_back(text.substr(lineStart, (splitPos - lineStart) - 1));
unsigned stringEnd = lineStart + lineCharSize;
lineCharSize = stringEnd - splitPos; // next line has the characters after the space.
unsigned stringWidth = (linePixelWidth - splitWidth);
linePixelWidth = stringWidth + charWidth; // and is as wide as the bit after the space.
lineStart = splitPos; // next line starts after the space
splitPos = 0; // split is used up.
} else {
// don't draw the last character that puts us over the edge
lines.push_back(text.substr(lineStart, lineCharSize - 1));
lineStart += lineCharSize - 1; // skip back by one to include that
// character on the next line.
lineCharSize = 1; // next line has that character in
linePixelWidth = charWidth; // and is as wide as that character
}
} else {
linePixelWidth += charWidth;
}
}
}
}
// if we hit the end of the string before hitting the end of the line.
if (lineCharSize > 0)
lines.push_back(text.substr(lineStart, lineCharSize));
return lines;
}
unsigned TextPainter::fontSize() const {
return m_fontSize;
}
void TextPainter::setFontSize(unsigned size) {
m_fontSize = size;
}
void TextPainter::setLineSpacing(float lineSpacing) {
m_lineSpacing = lineSpacing;
}
void TextPainter::setMode(FontMode mode) {
m_renderSettings.mode = mode;
}
void TextPainter::setSplitIgnore(String const& splitIgnore) {
m_splitIgnore = splitIgnore;
}
void TextPainter::setFontColor(Vec4B color) {
m_renderSettings.color = move(color);
}
void TextPainter::setProcessingDirectives(String directives) {
m_processingDirectives = move(directives);
}
void TextPainter::cleanup(int64_t timeout) {
m_fontTextureGroup.cleanup(timeout);
}
RectF TextPainter::doRenderText(String const& s, TextPositioning const& position, bool reallyRender, unsigned* charLimit) {
Vec2F pos = position.pos;
StringList lines = wrapText(s, position.wrapWidth);
int height = (lines.size() - 1) * m_lineSpacing * m_fontSize + m_fontSize;
auto savedRenderSettings = m_renderSettings;
m_savedRenderSettings = m_renderSettings;
if (position.vAnchor == VerticalAnchor::BottomAnchor)
pos[1] += (height - m_fontSize);
else if (position.vAnchor == VerticalAnchor::VMidAnchor)
pos[1] += (height - m_fontSize) / 2;
RectF bounds = RectF::withSize(pos, Vec2F());
for (auto i : lines) {
bounds.combine(doRenderLine(i, { pos, position.hAnchor, position.vAnchor }, reallyRender, charLimit));
pos[1] -= m_fontSize * m_lineSpacing;
if (charLimit && *charLimit == 0)
break;
}
m_renderSettings = savedRenderSettings;
return bounds;
}
RectF TextPainter::doRenderLine(String const& s, TextPositioning const& position, bool reallyRender, unsigned* charLimit) {
String text = s;
TextPositioning pos = position;
if (pos.hAnchor == HorizontalAnchor::RightAnchor) {
auto trimmedString = s;
if (charLimit)
trimmedString = s.slice(0, *charLimit);
pos.pos[0] -= stringWidth(trimmedString);
pos.hAnchor = HorizontalAnchor::LeftAnchor;
} else if (pos.hAnchor == HorizontalAnchor::HMidAnchor) {
auto trimmedString = s;
if (charLimit)
trimmedString = s.slice(0, *charLimit);
unsigned width = stringWidth(trimmedString);
pos.pos[0] -= std::floor(width / 2);
pos.hAnchor = HorizontalAnchor::LeftAnchor;
}
bool escape = false;
String escapeCode;
RectF bounds = RectF::withSize(pos.pos, Vec2F());
for (String::Char c : text) {
if (c == Text::StartEsc)
escape = true;
if (!escape) {
if (charLimit) {
if (*charLimit == 0)
break;
else
--*charLimit;
}
RectF glyphBounds = doRenderGlyph(c, pos, reallyRender);
bounds.combine(glyphBounds);
pos.pos[0] += glyphBounds.width();
} else if (c == Text::EndEsc) {
auto commands = escapeCode.split(',');
for (auto command : commands) {
try {
if (command == "reset") {
m_renderSettings = m_savedRenderSettings;
} else if (command == "set") {
m_savedRenderSettings = m_renderSettings;
} else if (command == "shadow") {
m_renderSettings.mode = (FontMode)((int)m_renderSettings.mode | (int)FontMode::Shadow);
} else if (command == "noshadow") {
m_renderSettings.mode = (FontMode)((int)m_renderSettings.mode & (-1 ^ (int)FontMode::Shadow));
} else {
// expects both #... sequences and plain old color names.
Color c = jsonToColor(command);
c.setAlphaF(c.alphaF() * ((float)m_savedRenderSettings.color[3]) / 255);
m_renderSettings.color = c.toRgba();
}
} catch (JsonException&) {
} catch (ColorException&) {
}
}
escape = false;
escapeCode = "";
}
if (escape && (c != Text::StartEsc))
escapeCode.append(c);
}
return bounds;
}
RectF TextPainter::doRenderGlyph(String::Char c, TextPositioning const& position, bool reallyRender) {
if (m_nonRenderedCharacters.find(String(c)) != NPos)
return RectF();
int width = glyphWidth(c);
// Offset left by width if right anchored.
float hOffset = 0;
if (position.hAnchor == HorizontalAnchor::RightAnchor)
hOffset = -width;
else if (position.hAnchor == HorizontalAnchor::HMidAnchor)
hOffset = -std::floor(width / 2);
float vOffset = 0;
if (position.vAnchor == VerticalAnchor::VMidAnchor)
vOffset = -std::floor((float)m_fontSize / 2);
else if (position.vAnchor == VerticalAnchor::TopAnchor)
vOffset = -(float)m_fontSize;
if (reallyRender) {
if ((int)m_renderSettings.mode & (int)FontMode::Shadow) {
Color shadow = Color::Black;
uint8_t alphaU = m_renderSettings.color[3];
if (alphaU != 255) {
float alpha = byteToFloat(alphaU);
shadow.setAlpha(floatToByte(alpha * (1.5f - 0.5f * alpha)));
}
else
shadow.setAlpha(alphaU);
//Kae: Draw only one shadow glyph instead of stacking two, alpha modified to appear perceptually the same as vanilla
renderGlyph(c, position.pos + Vec2F(hOffset, vOffset - 2), m_fontSize, 1, shadow.toRgba(), m_processingDirectives);
}
renderGlyph(c, position.pos + Vec2F(hOffset, vOffset), m_fontSize, 1, m_renderSettings.color, m_processingDirectives);
}
return RectF::withSize(position.pos + Vec2F(hOffset, vOffset), {(float)width, (int)m_fontSize});
}
void TextPainter::renderGlyph(String::Char c, Vec2F const& screenPos, unsigned fontSize,
float scale, Vec4B const& color, String const& processingDirectives) {
if (!fontSize)
return;
const FontTextureGroup::GlyphTexture& glyphTexture = m_fontTextureGroup.glyphTexture(c, fontSize, processingDirectives);
Vec2F offset = glyphTexture.processingOffset * (scale * 0.5f); //Kae: Re-center the glyph if the image scale was changed by the directives (it is positioned from the bottom left)
m_renderer->render(renderTexturedRect(glyphTexture.texture, Vec2F(screenPos) + offset, scale, color, 0.0f));
}
}