Support for overbars in bitmap fonts (OpenGL GAL).

This commit is contained in:
Maciej Suminski 2016-05-02 16:12:18 +02:00
parent c506d2b16c
commit fff3abc9a0
2 changed files with 138 additions and 30 deletions

View File

@ -699,6 +699,11 @@ void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
// Compute text size, so it can be properly justified
VECTOR2D textSize = computeBitmapTextSize( aText );
const double SCALE = GetGlyphSize().y / textSize.y * 2.0;
int tildas = 0;
bool overbar = false;
int overbarLength = 0;
double overbarHeight = textSize.y;
Save();
@ -728,10 +733,12 @@ void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
{
case GR_TEXT_VJUSTIFY_TOP:
Translate( VECTOR2D( 0, -textSize.y ) );
overbarHeight = 0;
break;
case GR_TEXT_VJUSTIFY_CENTER:
Translate( VECTOR2D( 0, -textSize.y / 2.0 ) );
overbarHeight = 0; //textSize.y;
break;
case GR_TEXT_VJUSTIFY_BOTTOM:
@ -758,15 +765,39 @@ void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
wxASSERT_MSG( c != '\n' && c != '\r', wxT( "No support for multiline bitmap text yet" ) );
// Handle overbar
if( c == '~' )
{
overbar = !overbar;
++tildas;
continue;
}
else if( tildas > 0 )
{
if( tildas % 2 == 1 )
{
if( overbar ) // Overbar begins
overbarLength = 0;
else if( overbarLength > 0 ) // Overbar finishes
drawBitmapOverbar( overbarLength, overbarHeight );
--tildas;
}
// Draw tilda characters if there are any remaining
for( int i = 0; i < tildas / 2; ++i )
overbarLength += drawBitmapChar( '~' );
drawBitmapChar( c );
tildas = 0;
}
overbarLength += drawBitmapChar( c );
}
// Handle the case when overbar is active till the end of the drawn text
if( overbar )
drawBitmapOverbar( overbarLength, overbarHeight );
Restore();
}
@ -1145,55 +1176,120 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
}
void OPENGL_GAL::drawBitmapChar( const unsigned long aChar )
int OPENGL_GAL::drawBitmapChar( unsigned long aChar )
{
const float TEX_X = bitmap_font.width;
const float TEX_Y = bitmap_font.height;
const bitmap_glyph& glyph = bitmap_chars[aChar];
const float x = glyph.x;
const float y = glyph.y;
const float xoff = glyph.x_off;
const float yoff = glyph.y_off;
const float w = glyph.width;
const float h = glyph.height;
const bitmap_glyph& GLYPH = bitmap_chars[aChar];
const float X = GLYPH.x;
const float Y = GLYPH.y;
const float XOFF = GLYPH.x_off;
const float YOFF = GLYPH.y_off;
const float W = GLYPH.width;
const float H = GLYPH.height;
Translate( VECTOR2D( XOFF / 2, 0 ) );
currentManager->Reserve( 6 );
Translate( VECTOR2D( xoff / 2, 0 ) );
currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
currentManager->Vertex( 0, YOFF, 0 ); // v0
currentManager->Shader( SHADER_FONT, x / TEX_X, y / TEX_Y );
currentManager->Vertex( 0, yoff, 0 ); // v0
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
currentManager->Vertex( W, YOFF, 0 ); // v1
currentManager->Shader( SHADER_FONT, ( x + w ) / TEX_X, y / TEX_Y );
currentManager->Vertex( w, yoff, 0 ); // v1
currentManager->Shader( SHADER_FONT, x / TEX_X, ( y + h ) / TEX_Y );
currentManager->Vertex( 0, yoff + h, 0 ); // v2
currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( 0, YOFF + H, 0 ); // v2
currentManager->Shader( SHADER_FONT, ( x + w ) / TEX_X, y / TEX_Y );
currentManager->Vertex( w, yoff, 0 ); // v1
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
currentManager->Vertex( W, YOFF, 0 ); // v1
currentManager->Shader( SHADER_FONT, x / TEX_X, ( y + h ) / TEX_Y );
currentManager->Vertex( 0, yoff + h, 0 ); // v2
currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( 0, YOFF + H, 0 ); // v2
currentManager->Shader( SHADER_FONT, ( x + w ) / TEX_X, ( y + h ) / TEX_Y );
currentManager->Vertex( w, yoff + h, 0 ); // v3
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( W, YOFF + H, 0 ); // v3
Translate( VECTOR2D( w + xoff / 2, 0 ) );
Translate( VECTOR2D( W + XOFF / 2, 0 ) );
return GLYPH.width + GLYPH.x_off;
}
void OPENGL_GAL::drawBitmapOverbar( double aLength, double aHeight )
{
const float TEX_X = bitmap_font.width;
const float TEX_Y = bitmap_font.height;
// Margin is to shave off the blurry part of the character
const int MARGIN = 2;
// To draw an overbar, simply stretch an underscore character (_)
const bitmap_glyph& GLYPH = bitmap_chars['_'];
const float X = GLYPH.x + MARGIN;
const float Y = GLYPH.y + MARGIN;
const float W = GLYPH.width - 2 * MARGIN;
const float H = GLYPH.height - 2 * MARGIN;
assert( W > 0 && H > 0 );
Save();
Translate( VECTOR2D( -aLength, -aHeight ) );
currentManager->Reserve( 6 );
currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
currentManager->Vertex( 0, 0, 0 ); // v0
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
currentManager->Vertex( aLength, 0 , 0 ); // v1
currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( 0, H + 2 * MARGIN, 0 ); // v2
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
currentManager->Vertex( aLength, 0 , 0 ); // v1
currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( 0, H + 2 * MARGIN, 0 ); // v2
currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
currentManager->Vertex( aLength, H + 2 * MARGIN, 0 ); // v3
Restore();
}
VECTOR2D OPENGL_GAL::computeBitmapTextSize( const wxString& aText ) const
{
VECTOR2D textSize( 0, 0 );
bool wasTilda = false;
for( unsigned int i = 0; i < aText.length(); ++i )
{
const bitmap_glyph& glyph = bitmap_chars[aText[i]];
textSize.x += ( glyph.x_off + glyph.width );
textSize.y = std::max( (unsigned int)( textSize.y ), glyph.y_off * 2 + glyph.height );
// Remove overbar control characters
if( aText[i] == '~' )
{
if( !wasTilda )
{
// Only double tildas are counted as characters, so skip it as it might
// be an overbar control character
wasTilda = true;
continue;
}
else
{
// Double tilda detected, reset the state and process as a normal character
wasTilda = false;
}
}
const bitmap_glyph& GLYPH = bitmap_chars[aText[i]];
textSize.x += ( GLYPH.x_off + GLYPH.width );
textSize.y = std::max( (unsigned int)( textSize.y ), GLYPH.y_off * 2 + GLYPH.height );
}
return textSize;

View File

@ -350,8 +350,20 @@ private:
* Its main purpose is to be used in BitmapText() function.
*
* @param aCharacter is the character to be drawn.
* @return Width of the drawn glyph.
*/
void drawBitmapChar( const unsigned long aChar );
int drawBitmapChar( unsigned long aChar );
/**
* @brief Draws an overbar over the currently drawn text.
* Its main purpose is to be used in BitmapText() function.
* This method requires appropriate scaling to be applied (as is done in BitmapText() function).
* The current X coordinate will be the overbar ending.
*
* @param aLength is the width of the overbar.
* @param aHeight is the height for the overbar.
*/
void drawBitmapOverbar( double aLength, double aHeight );
/**
* @brief Computes a size of text drawn using bitmap font with current text setting applied.