Fix incorrect glyph rect for text outline
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3b1ff125b0
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@ -614,8 +614,11 @@ Glyph Font::loadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold, f
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}
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// Convert the glyph to a bitmap (i.e. rasterize it)
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// Warning! After this line, do not read any data from glyphDesc directly, use
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// bitmapGlyph.root to access the FT_Glyph data.
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FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
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FT_Bitmap& bitmap = reinterpret_cast<FT_BitmapGlyph>(glyphDesc)->bitmap;
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FT_BitmapGlyph bitmapGlyph = reinterpret_cast<FT_BitmapGlyph>(glyphDesc);
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FT_Bitmap& bitmap = bitmapGlyph->bitmap;
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// Apply bold if necessary -- fallback technique using bitmap (lower quality)
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if (!outline)
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@ -628,7 +631,7 @@ Glyph Font::loadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold, f
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}
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// Compute the glyph's advance offset
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glyph.advance = static_cast<float>(face->glyph->metrics.horiAdvance) / static_cast<float>(1 << 6);
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glyph.advance = std::round(static_cast<float>(bitmapGlyph->root.advance.x) / static_cast<float>(1 << 16));
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if (bold)
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glyph.advance += static_cast<float>(weight) / static_cast<float>(1 << 6);
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@ -661,10 +664,10 @@ Glyph Font::loadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold, f
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glyph.textureRect.height -= 2 * padding;
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// Compute the glyph's bounding box
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glyph.bounds.left = static_cast<float>(face->glyph->metrics.horiBearingX) / static_cast<float>(1 << 6);
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glyph.bounds.top = -static_cast<float>(face->glyph->metrics.horiBearingY) / static_cast<float>(1 << 6);
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glyph.bounds.width = static_cast<float>(face->glyph->metrics.width) / static_cast<float>(1 << 6) + outlineThickness * 2;
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glyph.bounds.height = static_cast<float>(face->glyph->metrics.height) / static_cast<float>(1 << 6) + outlineThickness * 2;
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glyph.bounds.left = bitmapGlyph->left;
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glyph.bounds.top = -bitmapGlyph->top;
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glyph.bounds.width = bitmap.width;
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glyph.bounds.height = bitmap.rows;
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// Resize the pixel buffer to the new size and fill it with transparent white pixels
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m_pixelBuffer.resize(width * height * 4);
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@ -34,21 +34,21 @@
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namespace
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{
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// Add an underline or strikethrough line to the vertex array
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void addLine(sf::VertexArray& vertices, float lineLength, float lineTop, const sf::Color& color, float offset, float thickness, float outlineThickness = 0)
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void addLine(sf::VertexArray& vertices, float lineLength, float lineTop, const sf::Color& color, float offset, float thickness)
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{
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float top = std::floor(lineTop + offset - (thickness / 2) + 0.5f);
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float bottom = top + std::floor(thickness + 0.5f);
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vertices.append(sf::Vertex(sf::Vector2f(-outlineThickness, top - outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(lineLength + outlineThickness, top - outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(-outlineThickness, bottom + outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(-outlineThickness, bottom + outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(lineLength + outlineThickness, top - outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(lineLength + outlineThickness, bottom + outlineThickness), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(0, top), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(lineLength, top), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(0, bottom), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(0, bottom), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(lineLength, top), color, sf::Vector2f(1, 1)));
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vertices.append(sf::Vertex(sf::Vector2f(lineLength, bottom), color, sf::Vector2f(1, 1)));
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}
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// Add a glyph quad to the vertex array
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void addGlyphQuad(sf::VertexArray& vertices, sf::Vector2f position, const sf::Color& color, const sf::Glyph& glyph, float italicShear, float outlineThickness = 0)
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void addGlyphQuad(sf::VertexArray& vertices, sf::Vector2f position, const sf::Color& color, const sf::Glyph& glyph, float italicShear)
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{
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float padding = 1.0;
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@ -62,12 +62,12 @@ namespace
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float u2 = static_cast<float>(glyph.textureRect.left + glyph.textureRect.width) + padding;
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float v2 = static_cast<float>(glyph.textureRect.top + glyph.textureRect.height) + padding;
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italicShear * top - outlineThickness, position.y + top - outlineThickness), color, sf::Vector2f(u1, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * top - outlineThickness, position.y + top - outlineThickness), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italicShear * bottom - outlineThickness, position.y + bottom - outlineThickness), color, sf::Vector2f(u1, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italicShear * bottom - outlineThickness, position.y + bottom - outlineThickness), color, sf::Vector2f(u1, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * top - outlineThickness, position.y + top - outlineThickness), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * bottom - outlineThickness, position.y + bottom - outlineThickness), color, sf::Vector2f(u2, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italicShear * top , position.y + top), color, sf::Vector2f(u1, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * top , position.y + top), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italicShear * bottom, position.y + bottom), color, sf::Vector2f(u1, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italicShear * bottom, position.y + bottom), color, sf::Vector2f(u1, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * top , position.y + top), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italicShear * bottom, position.y + bottom), color, sf::Vector2f(u2, v2)));
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}
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}
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@ -459,7 +459,7 @@ void Text::ensureGeometryUpdate() const
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addLine(m_vertices, x, y, m_fillColor, underlineOffset, underlineThickness);
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if (m_outlineThickness != 0)
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addLine(m_outlineVertices, x, y, m_outlineColor, underlineOffset, underlineThickness, m_outlineThickness);
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addLine(m_outlineVertices, x, y, m_outlineColor, underlineOffset, underlineThickness);
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}
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// If we're using the strike through style and there's a new line, draw a line across all characters
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@ -468,7 +468,7 @@ void Text::ensureGeometryUpdate() const
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addLine(m_vertices, x, y, m_fillColor, strikeThroughOffset, underlineThickness);
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if (m_outlineThickness != 0)
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addLine(m_outlineVertices, x, y, m_outlineColor, strikeThroughOffset, underlineThickness, m_outlineThickness);
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addLine(m_outlineVertices, x, y, m_outlineColor, strikeThroughOffset, underlineThickness);
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}
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prevChar = curChar;
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@ -506,13 +506,13 @@ void Text::ensureGeometryUpdate() const
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float bottom = glyph.bounds.top + glyph.bounds.height;
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// Add the outline glyph to the vertices
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addGlyphQuad(m_outlineVertices, Vector2f(x, y), m_outlineColor, glyph, italicShear, m_outlineThickness);
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addGlyphQuad(m_outlineVertices, Vector2f(x, y), m_outlineColor, glyph, italicShear);
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// Update the current bounds with the outlined glyph bounds
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minX = std::min(minX, x + left - italicShear * bottom - m_outlineThickness);
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maxX = std::max(maxX, x + right - italicShear * top - m_outlineThickness);
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minY = std::min(minY, y + top - m_outlineThickness);
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maxY = std::max(maxY, y + bottom - m_outlineThickness);
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minX = std::min(minX, x + left - italicShear * bottom);
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maxX = std::max(maxX, x + right - italicShear * top);
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minY = std::min(minY, y + top);
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maxY = std::max(maxY, y + bottom);
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}
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// Extract the current glyph's description
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@ -545,7 +545,7 @@ void Text::ensureGeometryUpdate() const
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addLine(m_vertices, x, y, m_fillColor, underlineOffset, underlineThickness);
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if (m_outlineThickness != 0)
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addLine(m_outlineVertices, x, y, m_outlineColor, underlineOffset, underlineThickness, m_outlineThickness);
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addLine(m_outlineVertices, x, y, m_outlineColor, underlineOffset, underlineThickness);
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}
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// If we're using the strike through style, add the last line across all characters
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@ -554,7 +554,7 @@ void Text::ensureGeometryUpdate() const
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addLine(m_vertices, x, y, m_fillColor, strikeThroughOffset, underlineThickness);
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if (m_outlineThickness != 0)
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addLine(m_outlineVertices, x, y, m_outlineColor, strikeThroughOffset, underlineThickness, m_outlineThickness);
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addLine(m_outlineVertices, x, y, m_outlineColor, strikeThroughOffset, underlineThickness);
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}
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// Update the bounding rectangle
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