Added a strikethrough text style to sf::Text. Fixes issue #243.

This commit is contained in:
Foaly 2014-07-18 13:57:23 +02:00 committed by binary1248
parent 337df1ea5f
commit 5f3b6cb57a
2 changed files with 46 additions and 10 deletions

View File

@ -58,7 +58,8 @@ public :
Regular = 0, ///< Regular characters, no style Regular = 0, ///< Regular characters, no style
Bold = 1 << 0, ///< Bold characters Bold = 1 << 0, ///< Bold characters
Italic = 1 << 1, ///< Italic characters Italic = 1 << 1, ///< Italic characters
Underlined = 1 << 2 ///< Underlined characters Underlined = 1 << 2, ///< Underlined characters
StrikeThrough = 1 << 3 ///< Strike through characters
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
@ -326,8 +327,8 @@ private :
/// It inherits all the functions from sf::Transformable: /// It inherits all the functions from sf::Transformable:
/// position, rotation, scale, origin. It also adds text-specific /// position, rotation, scale, origin. It also adds text-specific
/// properties such as the font to use, the character size, /// properties such as the font to use, the character size,
/// the font style (bold, italic, underlined), the global color /// the font style (bold, italic, underlined, strike through), the
/// and the text to display of course. /// global color and the text to display of course.
/// It also provides convenience functions to calculate the /// It also provides convenience functions to calculate the
/// graphical size of the text, or to get the global position /// graphical size of the text, or to get the global position
/// of a given character. /// of a given character.

View File

@ -261,10 +261,17 @@ void Text::ensureGeometryUpdate() const
// Compute values related to the text style // Compute values related to the text style
bool bold = (m_style & Bold) != 0; bool bold = (m_style & Bold) != 0;
bool underlined = (m_style & Underlined) != 0; bool underlined = (m_style & Underlined) != 0;
bool strikeThrough = (m_style & StrikeThrough) != 0;
float italic = (m_style & Italic) ? 0.208f : 0.f; // 12 degrees float italic = (m_style & Italic) ? 0.208f : 0.f; // 12 degrees
float underlineOffset = static_cast<float>(m_font->getUnderlinePosition(m_characterSize)); float underlineOffset = static_cast<float>(m_font->getUnderlinePosition(m_characterSize));
float underlineThickness = static_cast<float>(m_font->getUnderlineThickness(m_characterSize)); float underlineThickness = static_cast<float>(m_font->getUnderlineThickness(m_characterSize));
// Compute the location of the strike through dynamically
// We use the center point of the lowercase 'x' glyph as the reference
// We reuse the underline thickness as the thickness of the strike through as well
IntRect xBounds = m_font->getGlyph(L'x', m_characterSize, bold).bounds;
float strikeThroughOffset = static_cast<float>(xBounds.top) + static_cast<float>(xBounds.height) / 2.f;
// Precompute the variables needed by the algorithm // Precompute the variables needed by the algorithm
float hspace = static_cast<float>(m_font->getGlyph(L' ', m_characterSize, bold).advance); float hspace = static_cast<float>(m_font->getGlyph(L' ', m_characterSize, bold).advance);
float vspace = static_cast<float>(m_font->getLineSpacing(m_characterSize)); float vspace = static_cast<float>(m_font->getLineSpacing(m_characterSize));
@ -299,6 +306,20 @@ void Text::ensureGeometryUpdate() const
m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1))); m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
} }
// If we're using the strike through style and there's a new line, draw a line across all characters
if (strikeThrough && (curChar == L'\n'))
{
float top = y + strikeThroughOffset;
float bottom = top + underlineThickness;
m_vertices.append(Vertex(Vector2f(0, top), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
}
// Handle special characters // Handle special characters
if ((curChar == ' ') || (curChar == '\t') || (curChar == '\n')) if ((curChar == ' ') || (curChar == '\t') || (curChar == '\n'))
{ {
@ -366,6 +387,20 @@ void Text::ensureGeometryUpdate() const
m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1))); m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
} }
// If we're using the strike through style, add the last line across all characters
if (strikeThrough)
{
float top = y + strikeThroughOffset;
float bottom = top + underlineThickness;
m_vertices.append(Vertex(Vector2f(0, top), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(0, bottom), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(x, top), m_color, Vector2f(1, 1)));
m_vertices.append(Vertex(Vector2f(x, bottom), m_color, Vector2f(1, 1)));
}
// Update the bounding rectangle // Update the bounding rectangle
m_bounds.left = minX; m_bounds.left = minX;
m_bounds.top = minY; m_bounds.top = minY;