コード例 #1
0
        /// <summary>Draws a character and advances the pen onwards.</summary>
        protected virtual void DrawCharacter(ref float left, Renderman renderer)
        {
            BoxRegion screenRegion = renderer.CurrentRegion;
            Color     fontColour   = renderer.FontColour;
            float     top          = renderer.TopOffset;
            int       index        = renderer.CharacterIndex;

            Glyph character = Text.Characters[index];

            if (character == null)
            {
                return;
            }

            if (Text.Kerning != null)
            {
                left += Text.Kerning[index] * Text.FontSize;
            }

            AtlasLocation locatedAt;

            if (character.Image != null)
            {
                DrawEmoji(character, ref left, renderer);
                return;
            }

            // Get atlas location:
            locatedAt = character.Location;

            // Does this character have a visual glyph? E.g. a space does not.
            if (locatedAt != null)
            {
                float y = top + renderer.TextAscender - ((character.Height + character.MinY) * Text.FontSize);

                float scaleFactor = renderer.TextScaleFactor;

                screenRegion.Set(left + (character.LeftSideBearing * Text.FontSize), y, locatedAt.Width * scaleFactor, locatedAt.Height * scaleFactor);

                if (screenRegion.Overlaps(renderer.ClippingBoundary))
                {
                    // True if this character is visible.

                    // Ensure correct batch:
                    renderer.SetupBatch(this, null, locatedAt.Atlas);

                    MeshBlock block = Add(renderer);
                    block.SetColour(fontColour);
                    block.ApplyOutline();

                    // And clip our meshblock to fit within boundary:
                    block.ImageUV = null;
                    block.TextUV  = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.TextUV);

                    block.Done(renderer.Transform);
                }
            }

            left += (character.AdvanceWidth * Text.FontSize) + Text.LetterSpacing;

            if (character.Charcode == (int)' ')
            {
                left += Text.WordSpacing;
            }
        }
コード例 #2
0
        /// <summary>Draws a character with x-inverted UV's. Used for rendering e.g. "1 < 2" in right-to-left.</summary>
        protected virtual void DrawInvertCharacter(ref float left, Renderman renderer)
        {
            BoxRegion screenRegion = renderer.CurrentRegion;
            float     top          = renderer.TopOffset;
            int       index        = renderer.CharacterIndex;

            Glyph character = Characters[index];

            if (character == null)
            {
                return;
            }

            if (Kerning != null)
            {
                left += Kerning[index] * FontSize;
            }

            // Get atlas location (if it has one):
            AtlasLocation locatedAt = character.Location;

            if (locatedAt != null)
            {
                // We're on the atlas!

                float y = top + renderer.TextAscender - ((character.Height + character.MinY) * FontSize);

                float scaleFactor = renderer.TextScaleFactor;

                screenRegion.Set(left + (character.LeftSideBearing * FontSize), y, locatedAt.Width * scaleFactor, locatedAt.Height * scaleFactor);

                if (screenRegion.Overlaps(renderer.ClippingBoundary))
                {
                    // True if this character is visible.

                    // Ensure correct batch:
                    renderer.SetupBatch(this, null, locatedAt.Atlas);

                    MeshBlock block = Add(renderer);
                    block.SetColour(renderer.FontColour);
                    block.ApplyOutline();

                    // And clip our meshblock to fit within boundary:

                    // Clip our meshblock to fit within boundary:
                    if (Background != null && Isolated)
                    {
                        // Setup the batch material for this char:
                        Material imageMaterial = Background.Image.Contents.GetImageMaterial(renderer.CurrentShaderSet.Normal);
                        SetBatchMaterial(renderer, imageMaterial);

                        // Reapply text atlas:
                        renderer.CurrentBatch.SetFontAtlas(locatedAt.Atlas);

                        // Apply the image UV's (we're always isolated so these can tile by going out of range):
                        block.ImageUV = block.SetClipped(
                            renderer.ClippingBoundary,
                            screenRegion,
                            renderer,
                            RenderData.computedStyle.ZIndex,
                            Background.ImageLocation,
                            block.ImageUV
                            );
                    }
                    else
                    {
                        block.ImageUV = null;
                    }

                    UVBlock uvs = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.TextUV);

                    if (uvs.Shared)
                    {
                        uvs = new UVBlock(uvs);
                    }

                    // Invert along X:
                    float temp = uvs.MinX;
                    uvs.MinX = uvs.MaxX;
                    uvs.MaxX = temp;

                    // Assign to the block:
                    block.TextUV = uvs;

                    block.Done(renderer.Transform);
                }
            }

            left += (character.AdvanceWidth * FontSize) + LetterSpacing;

            if (character.Charcode == (int)' ')
            {
                left += WordSpacing;
            }
        }
コード例 #3
0
        /// <summary>Draws a character with x-inverted UV's. Used for rendering e.g. "1 < 2" in right-to-left.</summary>
        protected virtual void DrawInvertCharacter(ref float left, Renderman renderer)
        {
            BoxRegion screenRegion = renderer.CurrentRegion;
            float     top          = renderer.TopOffset;
            int       index        = renderer.CharacterIndex;

            Glyph character = Text.Characters[index];

            if (character == null)
            {
                return;
            }

            if (Text.Kerning != null)
            {
                left += Text.Kerning[index] * Text.FontSize;
            }

            // Get atlas location (if it has one):
            AtlasLocation locatedAt = character.Location;

            if (locatedAt != null)
            {
                // We're on the atlas!

                float y = top + renderer.TextAscender - ((character.Height + character.MinY) * Text.FontSize);

                float scaleFactor = renderer.TextScaleFactor;

                screenRegion.Set(left + (character.LeftSideBearing * Text.FontSize), y, locatedAt.Width * scaleFactor, locatedAt.Height * scaleFactor);

                if (screenRegion.Overlaps(renderer.ClippingBoundary))
                {
                    // True if this character is visible.

                    // Ensure correct batch:
                    renderer.SetupBatch(this, null, locatedAt.Atlas);

                    MeshBlock block = Add(renderer);
                    block.SetColour(renderer.FontColour);
                    block.ApplyOutline();

                    // And clip our meshblock to fit within boundary:
                    block.ImageUV = null;
                    UVBlock uvs = block.SetClipped(renderer.ClippingBoundary, screenRegion, renderer, RenderData.computedStyle.ZIndex, locatedAt, block.TextUV);

                    if (uvs.Shared)
                    {
                        uvs = new UVBlock(uvs);
                    }

                    // Invert along X:
                    float temp = uvs.MinX;
                    uvs.MinX = uvs.MaxX;
                    uvs.MaxX = temp;

                    // Assign to the block:
                    block.TextUV = uvs;

                    block.Done(renderer.Transform);
                }
            }

            left += (character.AdvanceWidth * Text.FontSize) + Text.LetterSpacing;

            if (character.Charcode == (int)' ')
            {
                left += Text.WordSpacing;
            }
        }