Code style refactoring in sf::Text implementation.
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@ -48,7 +48,7 @@ namespace
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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 italic, 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, float outlineThickness = 0)
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{
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float left = glyph.bounds.left;
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float top = glyph.bounds.top;
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@ -60,12 +60,12 @@ namespace
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float u2 = static_cast<float>(glyph.textureRect.left + glyph.textureRect.width);
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float v2 = static_cast<float>(glyph.textureRect.top + glyph.textureRect.height);
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italic * top - outlineThickness, position.y + top - outlineThickness), color, sf::Vector2f(u1, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italic * top - outlineThickness, position.y + top - outlineThickness), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italic * bottom - outlineThickness, position.y + bottom - outlineThickness), color, sf::Vector2f(u1, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + left - italic * bottom - outlineThickness, position.y + bottom - outlineThickness), color, sf::Vector2f(u1, v2)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italic * top - outlineThickness, position.y + top - outlineThickness), color, sf::Vector2f(u2, v1)));
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vertices.append(sf::Vertex(sf::Vector2f(position.x + right - italic * 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 - 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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}
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}
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@ -316,9 +316,9 @@ Vector2f Text::findCharacterPos(std::size_t index) const
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index = m_string.getSize();
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// Precompute the variables needed by the algorithm
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bool bold = (m_style & Bold) != 0;
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float hspace = static_cast<float>(m_font->getGlyph(L' ', m_characterSize, bold).advance) + m_letterSpacing;
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const float lineSpacing = static_cast<float>(m_font->getLineSpacing(m_characterSize))+ m_lineSpacing;
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bool isBold = m_style & Bold;
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float whitespaceWidth = m_font->getGlyph(L' ', m_characterSize, isBold).advance + m_letterSpacing;
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float lineSpacing = m_font->getLineSpacing(m_characterSize)+ m_lineSpacing;
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// Compute the position
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Vector2f position;
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@ -328,19 +328,19 @@ Vector2f Text::findCharacterPos(std::size_t index) const
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Uint32 curChar = m_string[i];
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// Apply the kerning offset
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position.x += static_cast<float>(m_font->getKerning(prevChar, curChar, m_characterSize));
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position.x += m_font->getKerning(prevChar, curChar, m_characterSize);
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prevChar = curChar;
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// Handle special characters
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switch (curChar)
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{
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case ' ': position.x += hspace; continue;
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case '\t': position.x += hspace * 4; continue;
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case ' ': position.x += whitespaceWidth; continue;
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case '\t': position.x += whitespaceWidth * 4; continue;
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case '\n': position.y += lineSpacing; position.x = 0; continue;
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}
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// For regular characters, add the advance offset of the glyph
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position.x += static_cast<float>(m_font->getGlyph(curChar, m_characterSize, bold).advance) + m_letterSpacing;
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position.x += m_font->getGlyph(curChar, m_characterSize, isBold).advance + m_letterSpacing;
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}
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// Transform the position to global coordinates
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@ -411,24 +411,24 @@ void Text::ensureGeometryUpdate() const
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return;
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// Compute values related to the text style
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bool bold = (m_style & Bold) != 0;
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bool underlined = (m_style & Underlined) != 0;
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bool strikeThrough = (m_style & StrikeThrough) != 0;
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float italic = (m_style & Italic) ? 0.208f : 0.f; // 12 degrees
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bool isBold = m_style & Bold;
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bool isUnderlined = m_style & Underlined;
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bool isStrikeThrough = m_style & StrikeThrough;
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float italicShear = (m_style & Italic) ? 0.209f : 0.f; // 12 degrees in radians
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float underlineOffset = m_font->getUnderlinePosition(m_characterSize);
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float underlineThickness = m_font->getUnderlineThickness(m_characterSize);
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// Compute the location of the strike through dynamically
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// We use the center point of the lowercase 'x' glyph as the reference
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// We reuse the underline thickness as the thickness of the strike through as well
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FloatRect xBounds = m_font->getGlyph(L'x', m_characterSize, bold).bounds;
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FloatRect xBounds = m_font->getGlyph(L'x', m_characterSize, isBold).bounds;
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float strikeThroughOffset = xBounds.top + xBounds.height / 2.f;
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// Precompute the variables needed by the algorithm
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float hspace = static_cast<float>(m_font->getGlyph(L' ', m_characterSize, bold).advance) + m_letterSpacing;
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const float lineSpacing = static_cast<float>(m_font->getLineSpacing(m_characterSize)) + m_lineSpacing;
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float x = 0.f;
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float y = static_cast<float>(m_characterSize);
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float whitespaceWidth = m_font->getGlyph(L' ', m_characterSize, isBold).advance + m_letterSpacing;
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float lineSpacing = m_font->getLineSpacing(m_characterSize) + m_lineSpacing;
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float x = 0.f;
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float y = static_cast<float>(m_characterSize);
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// Create one quad for each character
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float minX = static_cast<float>(m_characterSize);
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@ -445,7 +445,7 @@ void Text::ensureGeometryUpdate() const
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prevChar = curChar;
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// If we're using the underlined style and there's a new line, draw a line
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if (underlined && (curChar == L'\n'))
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if (isUnderlined && (curChar == L'\n'))
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{
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addLine(m_vertices, x, y, m_fillColor, underlineOffset, underlineThickness);
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@ -454,7 +454,7 @@ void Text::ensureGeometryUpdate() const
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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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if (strikeThrough && (curChar == L'\n'))
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if (isStrikeThrough && (curChar == L'\n'))
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{
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addLine(m_vertices, x, y, m_fillColor, strikeThroughOffset, underlineThickness);
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@ -463,7 +463,7 @@ void Text::ensureGeometryUpdate() const
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}
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// Handle special characters
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if ((curChar == ' ') || (curChar == '\t') || (curChar == '\n'))
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if ((curChar == L' ') || (curChar == L'\n') || (curChar == L'\t'))
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{
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// Update the current bounds (min coordinates)
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minX = std::min(minX, x);
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@ -471,9 +471,9 @@ void Text::ensureGeometryUpdate() const
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switch (curChar)
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{
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case ' ': x += hspace; break;
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case '\t': x += hspace * 4; break;
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case '\n': y += lineSpacing; x = 0; break;
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case L' ': x += whitespaceWidth; break;
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case L'\t': x += whitespaceWidth * 4; break;
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case L'\n': y += lineSpacing; x = 0; break;
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}
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// Update the current bounds (max coordinates)
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@ -484,11 +484,10 @@ void Text::ensureGeometryUpdate() const
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continue;
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}
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// Apply the outline
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if (m_outlineThickness != 0)
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{
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const Glyph& glyph = m_font->getGlyph(curChar, m_characterSize, bold, m_outlineThickness);
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const Glyph& glyph = m_font->getGlyph(curChar, m_characterSize, isBold, m_outlineThickness);
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float left = glyph.bounds.left;
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float top = glyph.bounds.top;
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@ -496,20 +495,20 @@ 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, italic, m_outlineThickness);
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addGlyphQuad(m_outlineVertices, Vector2f(x, y), m_outlineColor, glyph, italicShear, m_outlineThickness);
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// Update the current bounds with the outlined glyph bounds
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minX = std::min(minX, x + left - italic * bottom - m_outlineThickness);
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maxX = std::max(maxX, x + right - italic * top - m_outlineThickness);
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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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}
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// Extract the current glyph's description
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const Glyph& glyph = m_font->getGlyph(curChar, m_characterSize, bold);
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const Glyph& glyph = m_font->getGlyph(curChar, m_characterSize, isBold);
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// Add the glyph to the vertices
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addGlyphQuad(m_vertices, Vector2f(x, y), m_fillColor, glyph, italic);
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addGlyphQuad(m_vertices, Vector2f(x, y), m_fillColor, glyph, italicShear);
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// Update the current bounds with the non outlined glyph bounds
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if (m_outlineThickness == 0)
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@ -519,8 +518,8 @@ void Text::ensureGeometryUpdate() const
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float right = glyph.bounds.left + glyph.bounds.width;
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float bottom = glyph.bounds.top + glyph.bounds.height;
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minX = std::min(minX, x + left - italic * bottom);
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maxX = std::max(maxX, x + right - italic * top);
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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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@ -530,7 +529,7 @@ void Text::ensureGeometryUpdate() const
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}
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// If we're using the underlined style, add the last line
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if (underlined && (x > 0))
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if (isUnderlined && (x > 0))
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{
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addLine(m_vertices, x, y, m_fillColor, underlineOffset, underlineThickness);
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@ -539,7 +538,7 @@ void Text::ensureGeometryUpdate() const
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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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if (strikeThrough && (x > 0))
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if (isStrikeThrough && (x > 0))
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{
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addLine(m_vertices, x, y, m_fillColor, strikeThroughOffset, underlineThickness);
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