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

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// 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:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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.
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#include <kiwano/2d/TextActor.h>
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#include <kiwano/core/Logger.h>
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#include <kiwano/renderer/Renderer.h>
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namespace kiwano
{
namespace
{
TextStyle text_default_style;
void InitDefaultTextStyle()
{
static bool inited = false;
if (!inited)
{
inited = true;
// Ĭ<><C4AC>ʹ<EFBFBD>ð<EFBFBD>ɫ<EFBFBD><C9AB>ˢ<EFBFBD><CBA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
text_default_style.fill_brush = new Brush;
text_default_style.fill_brush->SetColor(Color::White);
}
}
}
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void TextActor::SetDefaultStyle(TextStyle const & style)
{
text_default_style = style;
}
const TextStyle& TextActor::GetDefaultStyle()
{
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InitDefaultTextStyle();
return text_default_style;
}
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TextActor::TextActor()
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: TextActor(String())
{
}
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TextActor::TextActor(String const& text)
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: TextActor(text, GetDefaultStyle())
{
}
TextActor::TextActor(String const& text, const TextStyle& style)
: show_underline_(false)
, show_strikethrough_(false)
{
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SetText(text);
SetStyle(style);
}
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TextActor::~TextActor()
{
}
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void TextActor::OnRender(RenderContext& ctx)
{
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ctx.DrawTextLayout(text_layout_);
}
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void TextActor::OnUpdate(Duration dt)
{
UpdateLayout();
}
void TextActor::UpdateLayout()
{
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if (text_layout_.IsDirty())
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{
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text_layout_.Update();
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}
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if (text_layout_.GetDirtyFlag() & TextLayout::DirtyFlag::Updated)
{
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text_layout_.SetDirtyFlag(TextLayout::DirtyFlag::Clean);
if (show_underline_)
text_layout_.SetUnderline(true, 0, text_layout_.GetText().length());
if (show_strikethrough_)
text_layout_.SetStrikethrough(true, 0, text_layout_.GetText().length());
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SetSize(text_layout_.GetLayoutSize());
}
}
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bool TextActor::CheckVisibilty(RenderContext& ctx) const
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{
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return text_layout_.IsValid() && Actor::CheckVisibilty(ctx);
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}
void TextActor::SetFillColor(Color const& color)
{
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if (!text_layout_.GetFillBrush() || text_layout_.GetFillBrush() == GetDefaultStyle().fill_brush)
{
BrushPtr brush = new Brush;
text_layout_.SetFillBrush(brush);
}
text_layout_.GetFillBrush()->SetColor(color);
}
void TextActor::SetOutlineColor(Color const& outline_color)
{
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if (!text_layout_.GetOutlineBrush() || text_layout_.GetOutlineBrush() == GetDefaultStyle().outline_brush)
{
BrushPtr brush = new Brush;
text_layout_.SetOutlineBrush(brush);
}
text_layout_.GetOutlineBrush()->SetColor(outline_color);
}
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}