add methods for rendering text with sprite rects

This commit is contained in:
Sallai József 2022-07-23 13:59:13 +03:00
parent cdd3a37754
commit 6f95e6109c
1 changed files with 213 additions and 22 deletions

View File

@ -1,4 +1,4 @@
use std::collections::HashSet;
use std::collections::{HashMap, HashSet};
use std::path::PathBuf;
use crate::bmfont::BMFont;
@ -62,6 +62,26 @@ impl BMFontRenderer {
offset_x
}
pub fn text_width_with_rects<I: Iterator<Item = char> + Clone>(
&self,
iter: I,
rect_map: &HashMap<char, Rect<u16>>,
constants: &EngineConstants,
) -> f32 {
let mut width = self.text_width(iter.clone(), constants);
for chr in iter {
if let Some(rect) = rect_map.get(&chr) {
if let Some(glyph) = self.font.chars.get(&chr) {
width += rect.width() as f32;
width -= glyph.xadvance as f32 * constants.font_scale;
}
}
}
width
}
pub fn draw_text<I: Iterator<Item = char>>(
&self,
iter: I,
@ -74,6 +94,30 @@ impl BMFontRenderer {
self.draw_colored_text(iter, x, y, (255, 255, 255, 255), constants, texture_set, ctx)
}
pub fn draw_text_with_rects<I: Iterator<Item = char>>(
&self,
iter: I,
x: f32,
y: f32,
constants: &EngineConstants,
texture_set: &mut TextureSet,
rect_map: &HashMap<char, Rect<u16>>,
sprite_batch_name: Option<&str>,
ctx: &mut Context,
) -> GameResult {
self.draw_colored_text_with_rects(
iter,
x,
y,
(255, 255, 255, 255),
constants,
texture_set,
rect_map,
sprite_batch_name,
ctx,
)
}
pub fn draw_text_with_shadow<I: Iterator<Item = char> + Clone>(
&self,
iter: I,
@ -87,6 +131,41 @@ impl BMFontRenderer {
self.draw_colored_text(iter, x, y, (255, 255, 255, 255), constants, texture_set, ctx)
}
pub fn draw_text_with_shadow_and_rects<I: Iterator<Item = char> + Clone>(
&self,
iter: I,
x: f32,
y: f32,
constants: &EngineConstants,
texture_set: &mut TextureSet,
rect_map: &HashMap<char, Rect<u16>>,
sprite_batch_name: Option<&str>,
ctx: &mut Context,
) -> GameResult {
self.draw_colored_text_with_rects(
iter.clone(),
x + 1.0,
y + 1.0,
(0, 0, 0, 150),
constants,
texture_set,
rect_map,
None,
ctx,
)?;
self.draw_colored_text_with_rects(
iter,
x,
y,
(255, 255, 255, 255),
constants,
texture_set,
rect_map,
sprite_batch_name,
ctx,
)
}
pub fn draw_colored_text_with_shadow_scaled<I: Iterator<Item = char> + Clone>(
&self,
iter: I,
@ -111,6 +190,45 @@ impl BMFontRenderer {
self.draw_colored_text_scaled(iter, x, y, scale, color, constants, texture_set, ctx)
}
pub fn draw_colored_text_with_shadow_and_rects_scaled<I: Iterator<Item = char> + Clone>(
&self,
iter: I,
x: f32,
y: f32,
scale: f32,
color: (u8, u8, u8, u8),
constants: &EngineConstants,
texture_set: &mut TextureSet,
rect_map: &HashMap<char, Rect<u16>>,
sprite_batch_name: Option<&str>,
ctx: &mut Context,
) -> GameResult {
self.draw_colored_text_with_rects_scaled(
iter.clone(),
x + scale,
y + scale,
scale,
(0, 0, 0, 150),
constants,
texture_set,
rect_map,
None,
ctx,
)?;
self.draw_colored_text_with_rects_scaled(
iter,
x,
y,
scale,
color,
constants,
texture_set,
rect_map,
sprite_batch_name,
ctx,
)
}
pub fn draw_colored_text_scaled<I: Iterator<Item = char>>(
&self,
iter: I,
@ -122,22 +240,47 @@ impl BMFontRenderer {
texture_set: &mut TextureSet,
ctx: &mut Context,
) -> GameResult {
let rect_map: HashMap<char, Rect<u16>> = HashMap::new();
self.draw_colored_text_with_rects_scaled(iter, x, y, scale, color, constants, texture_set, &rect_map, None, ctx)
}
pub fn draw_colored_text_with_rects_scaled<I: Iterator<Item = char>>(
&self,
iter: I,
x: f32,
y: f32,
scale: f32,
color: (u8, u8, u8, u8),
constants: &EngineConstants,
texture_set: &mut TextureSet,
rect_map: &HashMap<char, Rect<u16>>,
sprite_batch_name: Option<&str>,
ctx: &mut Context,
) -> GameResult {
let mut sprite_rects: Vec<(f32, f32, &Rect<u16>)> = Vec::new();
if self.pages.len() == 1 {
let batch = texture_set.get_or_load_batch(ctx, constants, self.pages.get(0).unwrap())?;
let mut offset_x = x;
for chr in iter {
if let Some(glyph) = self.font.chars.get(&chr) {
batch.add_rect_scaled_tinted(
offset_x + (glyph.xoffset as f32 * constants.font_scale),
y + (glyph.yoffset as f32 * constants.font_scale),
color,
constants.font_scale * scale,
constants.font_scale * scale,
&Rect::new_size(glyph.x as u16, glyph.y as u16, glyph.width as u16, glyph.height as u16),
);
if let Some(rect) = rect_map.get(&chr) {
sprite_rects.push((offset_x, self.line_height(constants) - rect.height() as f32 / 2.0, rect));
offset_x += rect.width() as f32;
} else {
batch.add_rect_scaled_tinted(
offset_x + (glyph.xoffset as f32 * constants.font_scale),
y + (glyph.yoffset as f32 * constants.font_scale),
color,
constants.font_scale * scale,
constants.font_scale * scale,
&Rect::new_size(glyph.x as u16, glyph.y as u16, glyph.width as u16, glyph.height as u16),
);
offset_x += glyph.xadvance as f32 * constants.font_scale * scale;
offset_x += glyph.xadvance as f32 * constants.font_scale * scale;
}
}
}
@ -163,25 +306,47 @@ impl BMFontRenderer {
let batch = texture_set.get_or_load_batch(ctx, constants, page_tex)?;
let mut offset_x = x;
for (_chr, glyph) in chars.iter() {
if glyph.page == page {
batch.add_rect_scaled_tinted(
offset_x + (glyph.xoffset as f32 * constants.font_scale),
y + (glyph.yoffset as f32 * constants.font_scale),
color,
constants.font_scale * scale,
constants.font_scale * scale,
&Rect::new_size(glyph.x as u16, glyph.y as u16, glyph.width as u16, glyph.height as u16),
);
}
for (chr, glyph) in chars.iter() {
if let Some(rect) = rect_map.get(&chr) {
sprite_rects.push((offset_x, self.line_height(constants) - rect.height() as f32 / 2.0, rect));
offset_x += rect.width() as f32;
} else {
if glyph.page == page {
batch.add_rect_scaled_tinted(
offset_x + (glyph.xoffset as f32 * constants.font_scale),
y + (glyph.yoffset as f32 * constants.font_scale),
color,
constants.font_scale * scale,
constants.font_scale * scale,
&Rect::new_size(
glyph.x as u16,
glyph.y as u16,
glyph.width as u16,
glyph.height as u16,
),
);
}
offset_x += scale * (glyph.xadvance as f32 * constants.font_scale);
offset_x += scale * (glyph.xadvance as f32 * constants.font_scale);
}
}
batch.draw(ctx)?;
}
}
if let Some(sprite_batch_name) = sprite_batch_name {
if !sprite_rects.is_empty() {
let sprite_batch = texture_set.get_or_load_batch(ctx, constants, sprite_batch_name)?;
for (x, y, rect) in sprite_rects {
sprite_batch.add_rect_scaled(x, y, scale, scale, rect);
}
sprite_batch.draw(ctx)?;
}
}
Ok(())
}
@ -197,4 +362,30 @@ impl BMFontRenderer {
) -> GameResult {
self.draw_colored_text_scaled(iter, x, y, 1.0, color, constants, texture_set, ctx)
}
pub fn draw_colored_text_with_rects<I: Iterator<Item = char>>(
&self,
iter: I,
x: f32,
y: f32,
color: (u8, u8, u8, u8),
constants: &EngineConstants,
texture_set: &mut TextureSet,
rect_map: &HashMap<char, Rect<u16>>,
sprite_batch_name: Option<&str>,
ctx: &mut Context,
) -> GameResult {
self.draw_colored_text_with_rects_scaled(
iter,
x,
y,
1.0,
color,
constants,
texture_set,
rect_map,
sprite_batch_name,
ctx,
)
}
}