forked from jaildesigner-jailgames/jaildoctors_dilemma
Afegint smart pointers
Actualitzat Resources Actualitzades les classes Sprite i derivades Afegida nova tipografia Actualitzat Asset Actualitzat Text
This commit is contained in:
238
source/text.cpp
238
source/text.cpp
@@ -1,50 +1,56 @@
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#include "text.h"
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#include <fstream> // Para char_traits, basic_ostream, basic_ifstream, ope...
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#include <iostream> // Para cout
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#include "sprite.h" // Para Sprite
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#include "texture.h" // Para Texture
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#include "utils.h" // Para color_t
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_rect.h> // Para SDL_Rect
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#include <SDL2/SDL_render.h> // Para SDL_TEXTUREACCESS_TARGET
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#include <stddef.h> // Para size_t
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#include <fstream> // Para basic_ifstream, basic_istream, basic...
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#include <iostream> // Para cerr
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#include <stdexcept> // Para runtime_error
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#include "screen.h" // Para Screen
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#include "sprite.h" // Para Sprite
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#include "texture.h" // Para Texture
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#include "utils.h" // Para Color, getFileName, printWithDots
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// Llena una estructuta textFile_t desde un fichero
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textFile_t LoadTextFile(std::string file, bool verbose)
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// Llena una estructuta TextFile desde un fichero
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std::shared_ptr<TextFile> loadTextFile(const std::string &file_path)
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{
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textFile_t tf;
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auto tf = std::make_shared<TextFile>();
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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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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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tf->box_width = 0;
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tf->box_height = 0;
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}
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// Abre el fichero para leer los valores
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const std::string filename = file.substr(file.find_last_of("\\/") + 1).c_str();
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std::ifstream rfile(file);
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std::ifstream file(file_path);
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if (rfile.is_open() && rfile.good())
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if (file.is_open() && file.good())
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{
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std::string buffer;
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// Lee los dos primeros valores del fichero
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std::getline(rfile, buffer);
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std::getline(rfile, buffer);
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tf.boxWidth = std::stoi(buffer);
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std::getline(file, buffer);
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std::getline(file, buffer);
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tf->box_width = std::stoi(buffer);
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std::getline(rfile, buffer);
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std::getline(rfile, buffer);
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tf.boxHeight = std::stoi(buffer);
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std::getline(file, buffer);
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std::getline(file, buffer);
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tf->box_height = std::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 (std::getline(rfile, buffer))
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auto index = 32;
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auto line_read = 0;
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while (std::getline(file, 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 = std::stoi(buffer);
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}
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tf->offset[index++].w = std::stoi(buffer);
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// Limpia el buffer
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buffer.clear();
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@@ -52,131 +58,171 @@ textFile_t LoadTextFile(std::string file, bool verbose)
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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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std::cout << "Text loaded: " << filename.c_str() << std::endl;
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}
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rfile.close();
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printWithDots("Text File : ", getFileName(file_path), "[ LOADED ]");
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file.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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std::cout << "Warning: Unable to open " << filename.c_str() << " file" << std::endl;
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}
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std::cerr << "Error: Fichero no encontrado " << getFileName(file_path) << std::endl;
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throw std::runtime_error("Fichero no encontrado: " + getFileName(file_path));
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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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tf->offset[i].x = ((i - 32) % 15) * tf->box_width;
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tf->offset[i].y = ((i - 32) / 15) * tf->box_height;
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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(std::string textFile, Texture *texture, SDL_Renderer *renderer)
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Text::Text(std::shared_ptr<Texture> texture, const std::string &text_file)
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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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auto tf = loadTextFile(text_file);
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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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box_height_ = tf->box_height;
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box_width_ = tf->box_width;
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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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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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sprite_ = std::make_unique<Sprite>(texture, (SDL_Rect){0, 0, box_width_, box_height_});
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// Inicializa variables
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fixedWidth = false;
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fixed_width_ = 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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Text::Text(std::shared_ptr<Texture> texture, std::shared_ptr<TextFile> text_file)
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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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box_height_ = text_file->box_height;
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box_width_ = text_file->box_width;
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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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offset_[i].x = text_file->offset[i].x;
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offset_[i].y = text_file->offset[i].y;
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offset_[i].w = text_file->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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sprite_ = std::make_unique<Sprite>(texture, (SDL_Rect){0, 0, box_width_, box_height_});
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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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fixed_width_ = false;
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}
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// Escribe texto en pantalla
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void Text::write(int x, int y, std::string text, int kerning, int lenght)
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void Text::write(int x, int y, const std::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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sprite_->setY(y);
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for (int i = 0; i < lenght; ++i)
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{
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sprite->setClip(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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auto index = static_cast<int>(text[i]);
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sprite_->setClip(offset_[index].x, offset_[index].y, box_width_, box_height_);
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sprite_->setX(x + shift);
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sprite_->render();
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shift += offset_[static_cast<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, std::string text, Color color, int kerning, int lenght)
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// Escribe texto en pantalla
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void Text::write2X(int x, int y, const std::string &text, int kerning)
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{
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sprite->getTexture()->setColor(color.r, color.g, color.b);
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int shift = 0;
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for (size_t i = 0; i < text.length(); ++i)
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{
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auto index = static_cast<size_t>(text[i]);
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SDL_Rect rect = {offset_[index].x, offset_[index].y, box_width_, box_height_};
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sprite_->getTexture()->render(x + shift, y, &rect, 2.0f, 2.0f);
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shift += (offset_[index].w + kerning) * 2;
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}
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}
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// Escribe el texto en una textura
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std::shared_ptr<Texture> Text::writeToTexture(const std::string &text, int zoom, int kerning)
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{
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auto renderer = Screen::get()->getRenderer();
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auto texture = std::make_shared<Texture>(renderer);
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auto width = lenght(text, kerning) * zoom;
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auto height = box_height_ * zoom;
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auto temp = SDL_GetRenderTarget(renderer);
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texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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texture->setAsRenderTarget(renderer);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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zoom == 1 ? write(0, 0, text, kerning) : write2X(0, 0, text, kerning);
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SDL_SetRenderTarget(renderer, temp);
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return texture;
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}
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// Escribe el texto con extras en una textura
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std::shared_ptr<Texture> Text::writeDXToTexture(Uint8 flags, const std::string &text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, int lenght)
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{
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auto renderer = Screen::get()->getRenderer();
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auto texture = std::make_shared<Texture>(renderer);
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auto width = Text::lenght(text, kerning) + shadow_distance;
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auto height = box_height_ + shadow_distance;
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auto temp = SDL_GetRenderTarget(renderer);
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texture->createBlank(width, height, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET);
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texture->setBlendMode(SDL_BLENDMODE_BLEND);
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texture->setAsRenderTarget(renderer);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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writeDX(flags, 0, 0, text, kerning, textColor, shadow_distance, shadow_color, lenght);
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SDL_SetRenderTarget(renderer, temp);
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return texture;
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}
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// Escribe el texto con colores
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void Text::writeColored(int x, int y, const std::string &text, Color 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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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, std::string text, Color color, Uint8 shadowDistance, int kerning, int lenght)
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void Text::writeShadowed(int x, int y, const std::string &text, Color color, Uint8 shadow_distance, 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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sprite_->getTexture()->setColor(color.r, color.g, color.b);
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write(x + shadow_distance, y + shadow_distance, 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, std::string text, int kerning, int lenght)
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void Text::writeCentered(int x, int y, const std::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, std::string text, int kerning, Color textColor, Uint8 shadowDistance, Color shadowColor, int lenght)
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void Text::writeDX(Uint8 flags, int x, int y, const std::string &text, int kerning, Color textColor, Uint8 shadow_distance, Color shadow_color, 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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const auto centered = ((flags & TEXT_CENTER) == TEXT_CENTER);
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const auto shadowed = ((flags & TEXT_SHADOW) == TEXT_SHADOW);
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const auto colored = ((flags & TEXT_COLOR) == TEXT_COLOR);
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const auto stroked = ((flags & TEXT_STROKE) == TEXT_STROKE);
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if (centered)
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{
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@@ -185,18 +231,18 @@ void Text::writeDX(Uint8 flags, int x, int y, std::string text, int kerning, Col
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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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writeColored(x + shadow_distance, y + shadow_distance, text, shadow_color, 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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for (int dist = 1; dist <= shadow_distance; ++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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writeColored(x + dx, y + dy, text, shadow_color, kerning, lenght);
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}
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}
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}
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@@ -213,31 +259,39 @@ void Text::writeDX(Uint8 flags, int x, int y, std::string text, int kerning, Col
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}
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// Obtiene la longitud en pixels de una cadena
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int Text::lenght(std::string text, int kerning)
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int Text::lenght(const std::string &text, int kerning) const
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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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for (size_t i = 0; i < text.length(); ++i)
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shift += (offset_[static_cast<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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int Text::getCharacterSize() const
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{
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return boxWidth;
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return box_width_;
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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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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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fixed_width_ = value;
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}
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// Establece una paleta
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void Text::setPalette(int number)
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{
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auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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sprite_->getTexture()->setPalette(number);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
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}
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