Files
coffee-crisis/source/core/rendering/text.cpp
T

275 lines
8.4 KiB
C++

#include "core/rendering/text.h"
#include <fstream> // for char_traits, basic_ostream, basic_ifstream, ope...
#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
// Parser compartido: rellena un TextFile desde cualquier istream
static void parseTextFileStream(std::istream &rfile, TextFile &tf) {
std::string buffer;
std::getline(rfile, buffer);
std::getline(rfile, buffer);
tf.boxWidth = std::stoi(buffer);
std::getline(rfile, buffer);
std::getline(rfile, buffer);
tf.boxHeight = 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++;
}
}
static void computeTextFileOffsets(TextFile &tf) {
for (int i = 32; i < 128; ++i) {
tf.offset[i].x = ((i - 32) % 15) * tf.boxWidth;
tf.offset[i].y = ((i - 32) / 15) * tf.boxHeight;
}
}
// Llena una estructuta TextFile desde un fichero (vía ResourceHelper: pack o filesystem)
auto LoadTextFile(const std::string &file, bool verbose) -> TextFile {
const std::string filename = file.substr(file.find_last_of("\\/") + 1);
auto bytes = ResourceHelper::loadFile(file);
if (bytes.empty()) {
if (verbose) {
std::cout << "Warning: Unable to open " << filename.c_str() << " file" << '\n';
}
TextFile tf;
tf.boxWidth = 0;
tf.boxHeight = 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: " << filename.c_str() << '\n';
}
return LoadTextFileFromMemory(bytes, verbose);
}
// Llena una estructura TextFile desde bytes en memoria
auto LoadTextFileFromMemory(const std::vector<uint8_t> &bytes, bool verbose) -> TextFile {
TextFile tf;
tf.boxWidth = 0;
tf.boxHeight = 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;
}
// Constructor
Text::Text(const std::string &bitmapFile, const std::string &textFile, SDL_Renderer *renderer) {
// Carga los offsets desde el fichero
TextFile tf = LoadTextFile(textFile);
// Inicializa variables desde la estructura
boxHeight = tf.boxHeight;
boxWidth = tf.boxWidth;
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, bitmapFile);
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables
fixedWidth = false;
}
// Constructor
Text::Text(const std::string &textFile, Texture *texture, SDL_Renderer *renderer) {
// Carga los offsets desde el fichero
TextFile tf = LoadTextFile(textFile);
// Inicializa variables desde la estructura
boxHeight = tf.boxHeight;
boxWidth = tf.boxWidth;
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
this->texture = nullptr;
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables
fixedWidth = false;
}
// Constructor
Text::Text(TextFile *textFile, Texture *texture, SDL_Renderer *renderer) {
// Inicializa variables desde la estructura
boxHeight = textFile->boxHeight;
boxWidth = textFile->boxWidth;
for (int i = 0; i < 128; ++i) {
offset[i].x = textFile->offset[i].x;
offset[i].y = textFile->offset[i].y;
offset[i].w = textFile->offset[i].w;
}
// Crea los objetos
this->texture = nullptr;
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
// Inicializa variables
fixedWidth = false;
}
// Constructor desde bytes
Text::Text(const std::vector<uint8_t> &pngBytes, const std::vector<uint8_t> &txtBytes, SDL_Renderer *renderer) {
TextFile tf = LoadTextFileFromMemory(txtBytes);
boxHeight = tf.boxHeight;
boxWidth = tf.boxWidth;
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, pngBytes);
sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
fixedWidth = 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 += fixedWidth ? boxWidth : (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 shadowDistance, int kerning, int lenght) {
sprite->getTexture()->setColor(color.r, color.g, color.b);
write(x + shadowDistance, y + shadowDistance, 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 textColor, Uint8 shadowDistance, Color shadowColor, int lenght) {
const bool centered = ((flags & TXT_CENTER) == TXT_CENTER);
const bool shadowed = ((flags & TXT_SHADOW) == TXT_SHADOW);
const bool colored = ((flags & TXT_COLOR) == TXT_COLOR);
const bool stroked = ((flags & TXT_STROKE) == TXT_STROKE);
if (centered) {
x -= (Text::lenght(text, kerning) / 2);
}
if (shadowed) {
writeColored(x + shadowDistance, y + shadowDistance, text, shadowColor, kerning, lenght);
}
if (stroked) {
for (int dist = 1; dist <= shadowDistance; ++dist) {
for (int dy = -dist; dy <= dist; ++dy) {
for (int dx = -dist; dx <= dist; ++dx) {
writeColored(x + dx, y + dy, text, shadowColor, kerning, lenght);
}
}
}
}
if (colored) {
writeColored(x, y, text, textColor, 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 boxWidth;
}
// Recarga la textura
void Text::reLoadTexture() {
sprite->getTexture()->reLoad();
}
// Establece si se usa un tamaño fijo de letra
void Text::setFixedWidth(bool value) {
fixedWidth = value;
}