269 lines
6.0 KiB
C++
269 lines
6.0 KiB
C++
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#include "text.h"
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#include <iostream>
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#include <fstream>
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// Llena una estructuta textFile_t desde un fichero
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textFile_t LoadTextFile(string file, bool verbose)
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{
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textFile_t tf;
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// Inicializa a cero el vector con las coordenadas
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for (int i = 0; i < 128; ++i)
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{
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tf.offset[i].x = 0;
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tf.offset[i].y = 0;
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tf.offset[i].w = 0;
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}
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// Abre el fichero para leer los valores
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const string filename = file.substr(file.find_last_of("\\/") + 1).c_str();
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ifstream rfile(file);
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if (rfile.is_open() && rfile.good())
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{
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string buffer;
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// Lee los dos primeros valores del fichero
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getline(rfile, buffer);
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getline(rfile, buffer);
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tf.boxWidth = stoi(buffer);
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getline(rfile, buffer);
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getline(rfile, buffer);
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tf.boxHeight = stoi(buffer);
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// lee el resto de datos del fichero
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int index = 32;
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int line_read = 0;
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while (getline(rfile, buffer))
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{
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// Almacena solo las lineas impares
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if (line_read % 2 == 1)
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{
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tf.offset[index++].w = stoi(buffer);
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}
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// Limpia el buffer
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buffer.clear();
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line_read++;
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};
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// Cierra el fichero
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if (verbose)
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{
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cout << "Text loaded: " << filename.c_str() << endl;
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}
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rfile.close();
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}
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// El fichero no se puede abrir
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else
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{
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if (verbose)
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{
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cout << "Warning: Unable to open " << filename.c_str() << " file" << endl;
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}
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}
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// Establece las coordenadas para cada caracter ascii de la cadena y su ancho
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for (int i = 32; i < 128; ++i)
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{
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tf.offset[i].x = ((i - 32) % 15) * tf.boxWidth;
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tf.offset[i].y = ((i - 32) / 15) * tf.boxHeight;
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}
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return tf;
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}
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// Constructor
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Text::Text(string textFile, string bitmapFile, SDL_Renderer *renderer)
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{
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// Carga los offsets desde el fichero
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textFile_t tf = LoadTextFile(textFile);
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// Inicializa variables desde la estructura
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boxHeight = tf.boxHeight;
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boxWidth = tf.boxWidth;
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for (int i = 0; i < 128; ++i)
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{
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offset[i].x = tf.offset[i].x;
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offset[i].y = tf.offset[i].y;
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offset[i].w = tf.offset[i].w;
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}
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// Crea los objetos
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texture = new Texture(renderer, bitmapFile);
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sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
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// Inicializa variables
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fixedWidth = false;
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}
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// Constructor
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Text::Text(string textFile, Texture *texture, SDL_Renderer *renderer)
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{
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// Carga los offsets desde el fichero
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textFile_t tf = LoadTextFile(textFile);
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// Inicializa variables desde la estructura
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boxHeight = tf.boxHeight;
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boxWidth = tf.boxWidth;
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for (int i = 0; i < 128; ++i)
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{
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offset[i].x = tf.offset[i].x;
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offset[i].y = tf.offset[i].y;
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offset[i].w = tf.offset[i].w;
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}
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// Crea los objetos
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sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
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// Inicializa variables
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fixedWidth = false;
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}
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// Constructor
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Text::Text(textFile_t *textFile, Texture *texture, SDL_Renderer *renderer)
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{
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// Inicializa variables desde la estructura
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boxHeight = textFile->boxHeight;
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boxWidth = textFile->boxWidth;
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for (int i = 0; i < 128; ++i)
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{
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offset[i].x = textFile->offset[i].x;
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offset[i].y = textFile->offset[i].y;
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offset[i].w = textFile->offset[i].w;
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}
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// Crea los objetos
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sprite = new Sprite({0, 0, boxWidth, boxHeight}, texture, renderer);
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// Inicializa variables
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fixedWidth = false;
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}
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// Destructor
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Text::~Text()
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{
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delete sprite;
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if (texture)
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{
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delete texture;
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}
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}
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// Escribe texto en pantalla
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void Text::write(int x, int y, string text, int kerning, int lenght)
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{
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int shift = 0;
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if (lenght == -1)
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lenght = text.length();
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for (int i = 0; i < lenght; ++i)
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{
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sprite->setSpriteClip(offset[int(text[i])].x, offset[int(text[i])].y, sprite->getWidth(), sprite->getHeight());
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sprite->setPosX(x + shift);
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sprite->setPosY(y);
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sprite->render();
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// shift += (offset[int(text[i])].w + kerning);
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shift += fixedWidth ? boxWidth : (offset[int(text[i])].w + kerning);
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}
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}
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// Escribe el texto con colores
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void Text::writeColored(int x, int y, string text, color_t color, int kerning, int lenght)
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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write(x, y, text, kerning, lenght);
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sprite->getTexture()->setColor(255, 255, 255);
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}
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// Escribe el texto con sombra
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void Text::writeShadowed(int x, int y, string text, color_t color, Uint8 shadowDistance, int kerning, int lenght)
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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write(x + shadowDistance, y + shadowDistance, text, kerning, lenght);
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sprite->getTexture()->setColor(255, 255, 255);
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write(x, y, text, kerning, lenght);
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}
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// Escribe el texto centrado en un punto x
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void Text::writeCentered(int x, int y, string text, int kerning, int lenght)
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{
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x -= (Text::lenght(text, kerning) / 2);
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write(x, y, text, kerning, lenght);
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}
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// Escribe texto con extras
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void Text::writeDX(Uint8 flags, int x, int y, string text, int kerning, color_t textColor, Uint8 shadowDistance, color_t shadowColor, int lenght)
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{
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const bool centered = ((flags & TXT_CENTER) == TXT_CENTER);
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const bool shadowed = ((flags & TXT_SHADOW) == TXT_SHADOW);
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const bool colored = ((flags & TXT_COLOR) == TXT_COLOR);
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const bool stroked = ((flags & TXT_STROKE) == TXT_STROKE);
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if (centered)
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{
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x -= (Text::lenght(text, kerning) / 2);
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}
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if (shadowed)
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{
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writeColored(x + shadowDistance, y + shadowDistance, text, shadowColor, kerning, lenght);
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}
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if (stroked)
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{
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for (int dist = 1; dist <= shadowDistance; ++dist)
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{
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for (int dy = -dist; dy <= dist; ++dy)
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{
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for (int dx = -dist; dx <= dist; ++dx)
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{
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writeColored(x + dx, y + dy, text, shadowColor, kerning, lenght);
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}
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}
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}
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}
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if (colored)
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{
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writeColored(x, y, text, textColor, kerning, lenght);
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}
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else
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{
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write(x, y, text, kerning, lenght);
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}
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}
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// Obtiene la longitud en pixels de una cadena
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int Text::lenght(string text, int kerning)
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{
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int shift = 0;
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for (int i = 0; i < (int)text.length(); ++i)
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shift += (offset[int(text[i])].w + kerning);
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// Descuenta el kerning del último caracter
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return shift - kerning;
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}
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// Devuelve el valor de la variable
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int Text::getCharacterSize()
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{
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return boxWidth;
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}
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// Recarga la textura
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void Text::reLoadTexture()
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{
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sprite->getTexture()->reLoad();
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}
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// Establece si se usa un tamaño fijo de letra
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void Text::setFixedWidth(bool value)
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{
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fixedWidth = value;
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} |