Magic_Game/Easy2D/2d/Text.h

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// Copyright (c) 2016-2018 Easy2D - 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.
#pragma once
#include "Node.h"
#include "Font.hpp"
#include "TextStyle.hpp"
#include <dwrite.h>
namespace easy2d
{
// <20>ı<EFBFBD>
class E2D_API Text
: public VisualNode
{
public:
Text();
explicit Text(
String const& text /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
explicit Text(
String const& text, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const Font& font /* <20><><EFBFBD><EFBFBD> */
);
explicit Text(
String const& text, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const TextStyle& style /* <20>ı<EFBFBD><C4B1><EFBFBD>ʽ */
);
explicit Text(
String const& text, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const Font& font, /* <20><><EFBFBD><EFBFBD> */
const TextStyle& style /* <20>ı<EFBFBD><C4B1><EFBFBD>ʽ */
);
virtual ~Text();
// <20><>ȡ<EFBFBD>ı<EFBFBD>
String const& GetText() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
const Font& GetFont() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
const TextStyle& GetStyle() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
String const& GetFontFamily() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD>ֺ<EFBFBD>
float GetFontSize() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
unsigned int GetFontWeight() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
const Color& GetColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
const Color& GetOutlineColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
float GetOutlineWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
StrokeStyle GetOutlineStroke() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
int GetLineCount();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ֲ<EFBFBD><D6B2>ִ<EFBFBD>С
Size const& GetLayoutSize() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>б<EFBFBD><D0B1>
bool IsItalic() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾɾ<CABE><C9BE><EFBFBD><EFBFBD>
bool HasStrikethrough() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD>»<EFBFBD><C2BB><EFBFBD>
bool HasUnderline() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
bool HasOutline() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void SetText(
String const& text
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
void SetStyle(
const TextStyle& style
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetFont(
const Font& font
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetFontFamily(
String const& family
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ֺţ<D6BA>Ĭ<EFBFBD><C4AC>ֵΪ 18<31><38>
void SetFontSize(
float size
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ<CFB8><D6B5>Ĭ<EFBFBD><C4AC>ֵΪ FontWeight::Normal<61><6C>
void SetFontWeight(
unsigned int weight
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Ĭ<EFBFBD><C4AC>ֵΪ Color::White<74><65>
void SetColor(
Color const& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>壨Ĭ<E5A3A8><C4AC>ֵΪ false<73><65>
void SetItalic(
bool val
);
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1>ı<EFBFBD><C4B1>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>У<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ<EFBFBD>رգ<D8B1>
void SetWrapEnabled(
bool wrap
);
// <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
);
// <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>ࣨĬ<E0A3A8><C4AC>Ϊ 0<><30>
void SetLineacingPtr(
float line_spacing
);
// <20><><EFBFBD>ö<EFBFBD><C3B6>ʽ<EBB7BD><CABD>Ĭ<EFBFBD><C4AC>Ϊ TextAlign::Left<66><74>
void SetAlignment(
TextAlign align
);
// <20><><EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><C2BB>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void SetUnderline(
bool underline
);
// <20><><EFBFBD><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void SetStrikethrough(
bool strikethrough
);
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
void SetOutline(
bool outline
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetOutlineColor(
Color const& outline_color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
void SetOutlineWidth(
float outline_width
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
void SetOutlineStroke(
StrokeStyle outline_stroke
);
// <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void SetDefaultFont(
Font const& font
);
// <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
static void SetDefaultStyle(
TextStyle const& style
);
void OnRender() override;
protected:
void UpdateLayout() const;
protected:
String text_;
Font font_;
TextStyle style_;
mutable bool layout_dirty_;
mutable Size layout_size_;
mutable ComPtr<IDWriteTextFormat> text_format_;
mutable ComPtr<IDWriteTextLayout> text_layout_;
};
}