Files

245 lines
7.6 KiB
C++

#include "core/rendering/text.h"
#include <iostream> // for cout
#include <sstream>
#include "core/rendering/sprite.h" // for Sprite
#include "core/rendering/texture.h" // for Texture
#include "core/resources/resource_helper.h" // for loadFile (pack + filesystem fallback)
#include "utils/utils.h" // for Color
namespace {
// Estructura intermedia para serializar/parsear el bitmap font.
// No se expone fuera del TU: solo la usan los constructores de Text.
struct TextFile {
int box_width; // Anchura de la caja de cada caracter en el png
int box_height; // Altura de la caja de cada caracter en el png
Text::Offset offset[128]; // Vector con las posiciones y ancho de cada letra
};
void parseTextFileStream(std::istream &rfile, TextFile &tf) {
std::string buffer;
std::getline(rfile, buffer);
std::getline(rfile, buffer);
tf.box_width = std::stoi(buffer);
std::getline(rfile, buffer);
std::getline(rfile, buffer);
tf.box_height = std::stoi(buffer);
int index = 32;
int line_read = 0;
while (std::getline(rfile, buffer)) {
if (line_read % 2 == 1) {
tf.offset[index++].w = std::stoi(buffer);
}
buffer.clear();
line_read++;
}
}
void computeTextFileOffsets(TextFile &tf) {
for (int i = 32; i < 128; ++i) {
tf.offset[i].x = ((i - 32) % 15) * tf.box_width;
tf.offset[i].y = ((i - 32) / 15) * tf.box_height;
}
}
// Llena un TextFile desde bytes en memoria
auto loadTextFileFromMemory(const std::vector<uint8_t> &bytes, bool verbose) -> TextFile {
TextFile tf;
tf.box_width = 0;
tf.box_height = 0;
for (auto &i : tf.offset) {
i.x = 0;
i.y = 0;
i.w = 0;
}
if (!bytes.empty()) {
std::string content(reinterpret_cast<const char *>(bytes.data()), bytes.size());
std::stringstream ss(content);
parseTextFileStream(ss, tf);
if (verbose) {
std::cout << "Text loaded from memory" << '\n';
}
}
computeTextFileOffsets(tf);
return tf;
}
// Llena un TextFile desde un fichero (vía ResourceHelper: pack o filesystem)
auto loadTextFile(const std::string &file, bool verbose = false) -> TextFile {
const std::string FILE_NAME = file.substr(file.find_last_of("\\/") + 1);
auto bytes = ResourceHelper::loadFile(file);
if (bytes.empty()) {
if (verbose) {
std::cout << "Warning: Unable to open " << FILE_NAME.c_str() << " file" << '\n';
}
TextFile tf;
tf.box_width = 0;
tf.box_height = 0;
for (auto &i : tf.offset) {
i.x = 0;
i.y = 0;
i.w = 0;
}
computeTextFileOffsets(tf);
return tf;
}
if (verbose) {
std::cout << "Text loaded: " << FILE_NAME.c_str() << '\n';
}
return loadTextFileFromMemory(bytes, verbose);
}
} // namespace
// Constructor
Text::Text(const std::string &bitmap_file, const std::string &text_file, SDL_Renderer *renderer) {
// Carga los offsets desde el fichero
TextFile tf = loadTextFile(text_file);
// Inicializa variables desde la estructura
box_height_ = tf.box_height;
box_width_ = tf.box_width;
for (int i = 0; i < 128; ++i) {
offset_[i].x = tf.offset[i].x;
offset_[i].y = tf.offset[i].y;
offset_[i].w = tf.offset[i].w;
}
// Crea los objetos
texture_ = new Texture(renderer, bitmap_file);
sprite_ = new Sprite({0, 0, box_width_, box_height_}, texture_, renderer);
// Inicializa variables
fixed_width_ = false;
}
// Constructor desde bytes
Text::Text(const std::vector<uint8_t> &png_bytes, const std::vector<uint8_t> &txt_bytes, SDL_Renderer *renderer) {
TextFile tf = loadTextFileFromMemory(txt_bytes, false);
box_height_ = tf.box_height;
box_width_ = tf.box_width;
for (int i = 0; i < 128; ++i) {
offset_[i].x = tf.offset[i].x;
offset_[i].y = tf.offset[i].y;
offset_[i].w = tf.offset[i].w;
}
// Crea la textura desde bytes (Text es dueño en este overload)
texture_ = new Texture(renderer, png_bytes);
sprite_ = new Sprite({0, 0, box_width_, box_height_}, texture_, renderer);
fixed_width_ = false;
}
// Destructor
Text::~Text() {
delete sprite_;
delete texture_;
}
// Escribe texto en pantalla
void Text::write(int x, int y, const std::string &text, int kerning, int lenght) {
int shift = 0;
if (lenght == -1) {
lenght = text.length();
}
sprite_->setPosY(y);
const int WIDTH = sprite_->getWidth();
const int HEIGHT = sprite_->getHeight();
for (int i = 0; i < lenght; ++i) {
const int INDEX = static_cast<unsigned char>(text[i]);
sprite_->setSpriteClip(offset_[INDEX].x, offset_[INDEX].y, WIDTH, HEIGHT);
sprite_->setPosX(x + shift);
sprite_->render();
shift += fixed_width_ ? box_width_ : (offset_[INDEX].w + kerning);
}
}
// Escribe el texto con colores
void Text::writeColored(int x, int y, const std::string &text, Color color, int kerning, int lenght) {
sprite_->getTexture()->setColor(color.r, color.g, color.b);
write(x, y, text, kerning, lenght);
sprite_->getTexture()->setColor(255, 255, 255);
}
// Escribe el texto con sombra
void Text::writeShadowed(int x, int y, const std::string &text, Color color, Uint8 shadow_distance, int kerning, int lenght) {
sprite_->getTexture()->setColor(color.r, color.g, color.b);
write(x + shadow_distance, y + shadow_distance, text, kerning, lenght);
sprite_->getTexture()->setColor(255, 255, 255);
write(x, y, text, kerning, lenght);
}
// Escribe el texto centrado en un punto x
void Text::writeCentered(int x, int y, const std::string &text, int kerning, int lenght) {
x -= (Text::lenght(text, kerning) / 2);
write(x, y, text, kerning, lenght);
}
// Escribe texto con extras
void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning, Color text_color, Uint8 shadow_distance, Color shadow_color, int lenght) {
const bool CENTERED = ((flags & Text::FLAG_CENTER) == Text::FLAG_CENTER);
const bool SHADOWED = ((flags & Text::FLAG_SHADOW) == Text::FLAG_SHADOW);
const bool COLORED = ((flags & Text::FLAG_COLOR) == Text::FLAG_COLOR);
const bool STROKED = ((flags & Text::FLAG_STROKE) == Text::FLAG_STROKE);
if (CENTERED) {
x -= (Text::lenght(text, kerning) / 2);
}
if (SHADOWED) {
writeColored(x + shadow_distance, y + shadow_distance, text, shadow_color, kerning, lenght);
}
if (STROKED) {
for (int dist = 1; dist <= shadow_distance; ++dist) {
for (int dy = -dist; dy <= dist; ++dy) {
for (int dx = -dist; dx <= dist; ++dx) {
writeColored(x + dx, y + dy, text, shadow_color, kerning, lenght);
}
}
}
}
if (COLORED) {
writeColored(x, y, text, text_color, kerning, lenght);
} else {
write(x, y, text, kerning, lenght);
}
}
// Obtiene la longitud en pixels de una cadena
auto Text::lenght(const std::string &text, int kerning) -> int {
int shift = 0;
for (int i = 0; i < (int)text.length(); ++i) {
shift += (offset_[static_cast<unsigned char>(text[i])].w + kerning);
}
// Descuenta el kerning del último caracter
return shift - kerning;
}
// Devuelve el valor de la variable
auto Text::getCharacterSize() const -> int {
return box_width_;
}
// Recarga la textura
void Text::reLoadTexture() {
sprite_->getTexture()->reLoad();
}
// Establece si se usa un tamaño fijo de letra
void Text::setFixedWidth(bool value) {
fixed_width_ = value;
}