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Added a strikethrough text style to sf::Text. Fixes issue #243.
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@ -55,10 +55,11 @@ public :
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////////////////////////////////////////////////////////////
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enum Style
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{
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Regular = 0, ///< Regular characters, no style
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Bold = 1 << 0, ///< Bold characters
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Italic = 1 << 1, ///< Italic characters
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Underlined = 1 << 2 ///< Underlined characters
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Regular = 0, ///< Regular characters, no style
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Bold = 1 << 0, ///< Bold characters
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Italic = 1 << 1, ///< Italic characters
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Underlined = 1 << 2, ///< Underlined characters
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StrikeThrough = 1 << 3 ///< Strike through characters
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};
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////////////////////////////////////////////////////////////
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@ -326,8 +327,8 @@ private :
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/// It inherits all the functions from sf::Transformable:
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/// position, rotation, scale, origin. It also adds text-specific
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/// properties such as the font to use, the character size,
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/// the font style (bold, italic, underlined), the global color
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/// and the text to display of course.
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/// the font style (bold, italic, underlined, strike through), the
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/// global color and the text to display of course.
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/// It also provides convenience functions to calculate the
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/// graphical size of the text, or to get the global position
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/// of a given character.
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@ -34,7 +34,7 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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Text::Text() :
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Text::Text() :
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m_string (),
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m_font (NULL),
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m_characterSize (30),
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@ -42,14 +42,14 @@ m_style (Regular),
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m_color (255, 255, 255),
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m_vertices (Triangles),
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m_bounds (),
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m_geometryNeedUpdate(false)
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m_geometryNeedUpdate(false)
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{
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}
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////////////////////////////////////////////////////////////
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Text::Text(const String& string, const Font& font, unsigned int characterSize) :
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Text::Text(const String& string, const Font& font, unsigned int characterSize) :
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m_string (string),
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m_font (&font),
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m_characterSize (characterSize),
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@ -57,7 +57,7 @@ m_style (Regular),
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m_color (255, 255, 255),
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m_vertices (Triangles),
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m_bounds (),
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m_geometryNeedUpdate(true)
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m_geometryNeedUpdate(true)
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{
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}
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@ -261,10 +261,17 @@ void Text::ensureGeometryUpdate() const
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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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float underlineOffset = static_cast<float>(m_font->getUnderlinePosition(m_characterSize));
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float underlineThickness = static_cast<float>(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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IntRect xBounds = m_font->getGlyph(L'x', m_characterSize, bold).bounds;
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float strikeThroughOffset = static_cast<float>(xBounds.top) + static_cast<float>(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);
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float vspace = static_cast<float>(m_font->getLineSpacing(m_characterSize));
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@ -299,6 +306,20 @@ void Text::ensureGeometryUpdate() const
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m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
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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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{
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float top = y + strikeThroughOffset;
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float bottom = top + underlineThickness;
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m_vertices.append(Vertex(Vector2f(0, top), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
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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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{
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@ -366,6 +387,20 @@ void Text::ensureGeometryUpdate() const
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m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
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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)
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{
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float top = y + strikeThroughOffset;
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float bottom = top + underlineThickness;
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m_vertices.append(Vertex(Vector2f(0, top), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
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m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
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}
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// Update the bounding rectangle
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m_bounds.left = minX;
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m_bounds.top = minY;
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