Magic_Game/src/kiwano/2d/TextActor.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include <kiwano/2d/Actor.h>
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#include <kiwano/render/Color.h>
#include <kiwano/render/TextLayout.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(TextActor);
/**
* \addtogroup Actors
* @{
*/
/**
* \~chinese
* @brief <EFBFBD>ı<EFBFBD><EFBFBD><EFBFBD>ɫ
*/
class KGE_API TextActor : public Actor
{
public:
/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ɫ
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/// @param text <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static TextActorPtr Create(const String& text);
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/// \~chinese
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/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ɫ
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/// @param text <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param style <20>ı<EFBFBD><C4B1><EFBFBD>ʽ
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static TextActorPtr Create(const String& text, const TextStyle& style);
TextActor();
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virtual ~TextActor();
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ı<EFBFBD>
const String& GetText() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
const TextStyle& GetStyle() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
const TextLayout& GetLayout() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ִ<EFBFBD>С
Size GetLayoutSize() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>仭ˢ
BrushPtr GetFillBrush() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>߻<EFBFBD>ˢ
BrushPtr GetOutlineBrush() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
FontPtr GetFont() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void SetText(String const& text);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
void SetStyle(const TextStyle& style);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetFont(FontPtr font);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetFontFamily(String const& family);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ֺţ<D6BA>Ĭ<EFBFBD><C4AC>ֵΪ 18<31><38>
void SetFontSize(float size);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ<CFB8><D6B5>Ĭ<EFBFBD><C4AC>ֵΪ FontWeight::Normal<61><6C>
void SetFontWeight(uint32_t weight);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>仭ˢ
void SetFillBrush(BrushPtr brush);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Ĭ<EFBFBD><C4AC>ֵΪ Color::White<74><65>
void SetFillColor(Color const& color);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>壨Ĭ<E5A3A8><C4AC>ֵΪ false<73><65>
void SetItalic(bool italic);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>еĿ<D0B5><C4BF>ȣ<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ 0<><30>
void SetWrapWidth(float wrap_width);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>ࣨĬ<E0A3A8><C4AC>Ϊ 0<><30>
void SetLineSpacing(float line_spacing);
/// \~chinese
/// @brief <20><><EFBFBD>ö<EFBFBD><C3B6>ʽ<EBB7BD><CABD>Ĭ<EFBFBD><C4AC>Ϊ TextAlign::Left<66><74>
void SetAlignment(TextAlign align);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߻<EFBFBD>ˢ
void SetOutlineBrush(BrushPtr brush);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetOutlineColor(Color const& outline_color);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
void SetOutlineWidth(float outline_width);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
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void SetOutlineStroke(StrokeStylePtr outline_stroke);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD>»<EFBFBD><C2BB>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void SetUnderline(bool enable);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾɾ<CABE><C9BE><EFBFBD>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void SetStrikethrough(bool enable);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
/// @details <20><><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>µģ<C2B5><C4A3>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>Ը<EFBFBD><D4B8>½ڵ<C2BD>״̬
void UpdateLayout();
void OnRender(RenderContext& ctx) override;
void OnUpdate(Duration dt) override;
protected:
bool CheckVisibility(RenderContext& ctx) const override;
private:
bool show_underline_;
bool show_strikethrough_;
TextLayout text_layout_;
};
/** @} */
inline const String& TextActor::GetText() const
{
return text_layout_.GetText();
}
inline FontPtr TextActor::GetFont() const
{
return text_layout_.GetStyle().font;
}
inline const TextStyle& TextActor::GetStyle() const
{
return text_layout_.GetStyle();
}
inline const TextLayout& TextActor::GetLayout() const
{
return text_layout_;
}
inline Size TextActor::GetLayoutSize() const
{
return text_layout_.GetLayoutSize();
}
inline BrushPtr TextActor::GetFillBrush() const
{
return text_layout_.GetFillBrush();
}
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inline BrushPtr TextActor::GetOutlineBrush() const
{
return text_layout_.GetOutlineBrush();
}
inline void TextActor::SetText(String const& text)
{
text_layout_.SetText(text);
}
inline void TextActor::SetStyle(const TextStyle& style)
{
text_layout_.SetStyle(style);
}
inline void TextActor::SetFont(FontPtr font)
{
text_layout_.SetFont(font);
}
inline void TextActor::SetFontFamily(String const& family)
{
text_layout_.SetFontFamily(family);
}
inline void TextActor::SetFontSize(float size)
{
text_layout_.SetFontSize(size);
}
inline void TextActor::SetFontWeight(uint32_t weight)
{
text_layout_.SetFontWeight(weight);
}
inline void TextActor::SetItalic(bool italic)
{
text_layout_.SetItalic(italic);
}
inline void TextActor::SetWrapWidth(float wrap_width)
{
text_layout_.SetWrapWidth(wrap_width);
}
inline void TextActor::SetLineSpacing(float line_spacing)
{
text_layout_.SetLineSpacing(line_spacing);
}
inline void TextActor::SetAlignment(TextAlign align)
{
text_layout_.SetAlignment(align);
}
inline void TextActor::SetUnderline(bool enable)
{
show_underline_ = enable;
}
inline void TextActor::SetStrikethrough(bool enable)
{
show_strikethrough_ = enable;
}
inline void TextActor::SetFillBrush(BrushPtr brush)
{
text_layout_.SetFillBrush(brush);
}
inline void TextActor::SetOutlineBrush(BrushPtr brush)
{
text_layout_.SetOutlineBrush(brush);
}
inline void TextActor::SetOutlineWidth(float outline_width)
{
text_layout_.SetOutlineWidth(outline_width);
}
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inline void TextActor::SetOutlineStroke(StrokeStylePtr outline_stroke)
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{
text_layout_.SetOutlineStroke(outline_stroke);
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}
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} // namespace kiwano