Code style refactoring in sf::Text implementation.

This commit is contained in:
Maximilian Wagenbach 2016-01-04 09:49:23 +01:00 committed by Maximilian Wagenbach
parent 812dea70d0
commit 7ef1cff5d1

View File

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