mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-25 06:36:43 +00:00
305 lines
7.2 KiB
Haxe
305 lines
7.2 KiB
Haxe
package funkin.ui;
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import flixel.FlxSprite;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.group.FlxSpriteGroup;
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import flixel.util.FlxStringUtil;
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/**
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* AtlasText is an improved version of Alphabet and FlxBitmapText.
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* It supports animations on the letters, and is less buggy than Alphabet.
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*/
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class AtlasText extends FlxTypedSpriteGroup<AtlasChar>
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{
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static var fonts = new Map<AtlasFont, AtlasFontData>();
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static var casesAllowed = new Map<AtlasFont, Case>();
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public var text(default, set):String = "";
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var font:AtlasFontData;
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public var atlas(get, never):FlxAtlasFrames;
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inline function get_atlas()
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return font.atlas;
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public var caseAllowed(get, never):Case;
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inline function get_caseAllowed()
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return font.caseAllowed;
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public var maxHeight(get, never):Float;
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inline function get_maxHeight()
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return font.maxHeight;
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public function new(x = 0.0, y = 0.0, text:String, fontName:AtlasFont = AtlasFont.DEFAULT)
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{
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if (!fonts.exists(fontName)) fonts[fontName] = new AtlasFontData(fontName);
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font = fonts[fontName];
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super(x, y);
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this.text = text;
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}
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function set_text(value:String)
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{
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if (value == null) value = "";
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var caseValue = restrictCase(value);
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var caseText = restrictCase(this.text);
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this.text = value;
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if (caseText == caseValue) return value; // cancel redraw
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if (caseValue.indexOf(caseText) == 0)
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{
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// new text is just old text with additions at the end, append the difference
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appendTextCased(caseValue.substr(caseText.length));
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return this.text;
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}
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value = caseValue;
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group.kill();
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if (value == "") return this.text;
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appendTextCased(caseValue);
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return this.text;
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}
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/**
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* Adds new characters, without needing to redraw the previous characters
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* @param text The text to add.
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* @throws String if `text` is null.
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*/
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public function appendText(text:String)
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{
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if (text == null) throw "cannot append null";
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if (text == "") return;
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this.text = this.text + text;
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}
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/**
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* Converts all characters to fit the font's `allowedCase`.
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* @param text
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*/
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function restrictCase(text:String)
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{
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return switch (caseAllowed)
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{
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case Both: text;
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case Upper: text.toUpperCase();
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case Lower: text.toLowerCase();
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}
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}
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/**
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* Adds new text on top of the existing text. Helper for other methods; DOESN'T CHANGE `this.text`.
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* @param text The text to add, assumed to match the font's `caseAllowed`.
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*/
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function appendTextCased(text:String)
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{
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var charCount = group.countLiving();
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var xPos:Float = 0;
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var yPos:Float = 0;
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// `countLiving` returns -1 if group is empty
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if (charCount == -1) charCount = 0;
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else if (charCount > 0)
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{
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var lastChar = group.members[charCount - 1];
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xPos = lastChar.x + lastChar.width - x;
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yPos = lastChar.y + lastChar.height - maxHeight - y;
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}
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var splitValues = text.split("");
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for (i in 0...splitValues.length)
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{
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switch (splitValues[i])
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{
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case " ":
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{
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xPos += 40;
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}
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case "\n":
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{
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xPos = 0;
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yPos += maxHeight;
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}
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case char:
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{
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var charSprite:AtlasChar;
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if (group.members.length <= charCount) charSprite = new AtlasChar(atlas, char);
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else
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{
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charSprite = group.members[charCount];
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charSprite.revive();
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charSprite.char = char;
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charSprite.alpha = 1; // gets multiplied when added
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}
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charSprite.x = xPos;
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charSprite.y = yPos + maxHeight - charSprite.height;
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add(charSprite);
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xPos += charSprite.width;
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charCount++;
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}
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}
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}
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}
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public function getWidth():Int
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{
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var width = 0;
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for (char in this.text.split(""))
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{
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switch (char)
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{
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case " ":
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{
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width += 40;
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}
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case "\n":
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{}
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case char:
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{
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var sprite = new AtlasChar(atlas, char);
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sprite.revive();
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sprite.char = char;
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sprite.alpha = 1;
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width += Std.int(sprite.width);
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}
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}
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}
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return width;
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}
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override function toString()
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{
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return "InputItem, " + FlxStringUtil.getDebugString([
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LabelValuePair.weak("x", x),
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LabelValuePair.weak("y", y),
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LabelValuePair.weak("text", text)
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]);
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}
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}
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class AtlasChar extends FlxSprite
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{
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public var char(default, set):String;
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public function new(x = 0.0, y = 0.0, atlas:FlxAtlasFrames, char:String)
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{
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super(x, y);
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frames = atlas;
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this.char = char;
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}
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function set_char(value:String)
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{
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if (this.char != value)
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{
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var prefix = getAnimPrefix(value);
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animation.addByPrefix('anim', prefix, 24);
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if (animation.exists('anim'))
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{
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animation.play('anim');
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}
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else
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{
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trace('Could not find animation for char "' + value + '"');
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}
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updateHitbox();
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}
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return this.char = value;
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}
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function getAnimPrefix(char:String)
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{
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return switch (char)
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{
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case '&': return '-andpersand-';
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case "😠": '-angry faic-'; // TODO: Do multi-flag characters work?
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case "'": '-apostraphie-';
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case "\\": '-back slash-';
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case ",": '-comma-';
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case '-': '-dash-';
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case '↓': '-down arrow-'; // U+2193
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case "”": '-end quote-'; // U+0022
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case "!": '-exclamation point-'; // U+0021
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case "/": '-forward slash-'; // U+002F
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case '>': '-greater than-'; // U+003E
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case '♥': '-heart-'; // U+2665
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case '♡': '-heart-';
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case '←': '-left arrow-'; // U+2190
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case '<': '-less than-'; // U+003C
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case "*": '-multiply x-';
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case '.': '-period-'; // U+002E
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case "?": '-question mark-';
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case '→': '-right arrow-'; // U+2192
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case "“": '-start quote-';
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case '↑': '-up arrow-'; // U+2191
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// Default to getting the character itself.
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default: char;
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}
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}
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}
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private class AtlasFontData
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{
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static public var upperChar = ~/^[A-Z]\d+$/;
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static public var lowerChar = ~/^[a-z]\d+$/;
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public var atlas:FlxAtlasFrames;
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public var maxHeight:Float = 0.0;
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public var caseAllowed:Case = Both;
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public function new(name:AtlasFont)
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{
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var fontName:String = name;
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atlas = Paths.getSparrowAtlas('fonts/${fontName.toLowerCase()}');
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if (atlas == null)
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{
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FlxG.log.warn('Could not find font atlas for font "${fontName}".');
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return;
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}
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atlas.parent.destroyOnNoUse = false;
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atlas.parent.persist = true;
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var containsUpper = false;
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var containsLower = false;
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for (frame in atlas.frames)
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{
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maxHeight = Math.max(maxHeight, frame.frame.height);
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if (!containsUpper) containsUpper = upperChar.match(frame.name);
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if (!containsLower) containsLower = lowerChar.match(frame.name);
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}
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if (containsUpper != containsLower) caseAllowed = containsUpper ? Upper : Lower;
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}
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}
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enum Case
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{
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Both;
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Upper;
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Lower;
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}
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enum abstract AtlasFont(String) from String to String
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{
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var DEFAULT = "default";
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var BOLD = "bold";
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var FREEPLAY_CLEAR = "freeplay-clear";
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}
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