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

238 lines
5.1 KiB
C++

// 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.
#include <kiwano/2d/TextActor.h>
#include <kiwano/utils/Logger.h>
#include <kiwano/render/Renderer.h>
namespace kiwano
{
TextActor::TextActor() {}
TextActor::TextActor(const String& text)
: TextActor(text, TextStyle())
{
}
TextActor::TextActor(const String& text, const TextStyle& style)
{
SetStyle(style);
SetText(text);
}
TextActor::~TextActor() {}
void TextActor::OnRender(RenderContext& ctx)
{
if (layout_)
{
ctx.DrawTextLayout(*layout_);
}
}
Size TextActor::GetSize() const
{
const_cast<TextActor*>(this)->UpdateDirtyLayout();
return Actor::GetSize();
}
void TextActor::SetText(const String& text)
{
if (!layout_)
{
layout_ = MakePtr<TextLayout>();
}
try
{
layout_->Reset(text, style_);
content_ = text;
}
catch (SystemError& e)
{
Fail(String("TextActor::SetText failed: ") + e.what());
}
}
void TextActor::SetStyle(const TextStyle& style)
{
style_ = style;
if (layout_)
layout_->Reset(content_, style);
}
void TextActor::SetFont(FontPtr font)
{
if (style_.font != font)
{
style_.font = font;
if (layout_)
layout_->SetFont(font);
}
}
void TextActor::SetUnderline(bool enable)
{
if (style_.show_underline != enable)
{
style_.show_underline = enable;
if (layout_)
layout_->SetUnderline(enable);
}
}
void TextActor::SetStrikethrough(bool enable)
{
if (style_.show_strikethrough != enable)
{
style_.show_strikethrough = enable;
if (layout_)
layout_->SetStrikethrough(enable);
}
}
void TextActor::SetWrapWidth(float wrap_width)
{
if (style_.wrap_width != wrap_width)
{
style_.wrap_width = wrap_width;
if (layout_)
layout_->SetWrapWidth(wrap_width);
}
}
void TextActor::SetLineSpacing(float line_spacing)
{
if (style_.line_spacing != line_spacing)
{
style_.line_spacing = line_spacing;
if (layout_)
layout_->SetLineSpacing(line_spacing);
}
}
void TextActor::SetAlignment(TextAlign align)
{
if (style_.alignment != align)
{
style_.alignment = align;
if (layout_)
layout_->SetAlignment(align);
}
}
void TextActor::SetFillBrush(BrushPtr brush)
{
if (style_.fill_brush != brush)
{
style_.fill_brush = brush;
if (layout_)
layout_->SetFillBrush(brush);
}
}
void TextActor::SetOutlineBrush(BrushPtr brush)
{
if (style_.outline_brush != brush)
{
style_.outline_brush = brush;
if (layout_)
layout_->SetOutlineBrush(brush);
}
}
void TextActor::SetOutlineStrokeStyle(StrokeStylePtr stroke)
{
if (style_.outline_stroke != stroke)
{
style_.outline_stroke = stroke;
if (layout_)
layout_->SetOutlineStrokeStyle(stroke);
}
}
void TextActor::SetFillColor(const Color& color)
{
if (style_.fill_brush)
{
style_.fill_brush->SetColor(color);
}
else
{
SetFillBrush(MakePtr<Brush>(color));
}
}
void TextActor::SetOutlineColor(const Color& outline_color)
{
if (style_.outline_brush)
{
style_.outline_brush->SetColor(outline_color);
}
else
{
SetFillBrush(MakePtr<Brush>(outline_color));
}
}
void TextActor::SetTextLayout(TextLayoutPtr layout)
{
if (layout_ != layout)
{
layout_ = layout;
ForceUpdateLayout();
}
}
void TextActor::Update(Duration dt)
{
this->UpdateDirtyLayout();
Actor::Update(dt);
}
bool TextActor::CheckVisibility(RenderContext& ctx) const
{
return layout_ && layout_->IsValid() && Actor::CheckVisibility(ctx);
}
void TextActor::UpdateDirtyLayout()
{
if (layout_ && layout_->UpdateIfDirty())
{
ForceUpdateLayout();
}
}
void TextActor::ForceUpdateLayout()
{
if (layout_)
{
layout_->UpdateIfDirty();
SetSize(layout_->GetSize());
}
else
{
SetSize(Size());
}
}
} // namespace kiwano