// Render public unsafe void Render( FontSpriteList list, float height ) { fixed ( FontSprite *pSpriteStart = &list.Sprites[ 0 ] ) { for ( int i = 0; i < RenderPasses.Count; ++i ) { FontStyleRenderPass renderPass = RenderPasses[ i ]; FontSprite *pSprite = ( pSpriteStart + list.RenderStart ); for ( int j = list.RenderStart; j < list.RenderEnd; ++j, ++pSprite ) { bool isIcon = ( pSprite->IconIndex != -1 ); SpriteColors colors; if ( !renderPass.ColorOverride.HasValue ) colors = pSprite->Colors; else { colors = renderPass.ColorOverride.Value; colors.MultA( ref pSprite->Colors ); if ( pSprite->Colors.PreMultipliedAlpha ) colors.ToPremultiplied(); } if ( renderPass.AlphaMult != 1.0f ) colors.MultA( (byte)( renderPass.AlphaMult * 255.0f ) ); // should this be auto-adjusted for 3d? I'm not convinced atm ... Vector3 position = pSprite->Position + ( renderPass.OffsetProportional ? ( renderPass.Offset * height ) : renderPass.Offset ); if ( isIcon ) { FontIcon fontIcon = _UI.Store_FontIcon.Get( pSprite->IconIndex ); _UI.Sprite.AddSprite( list.RenderPass, list.Layer + fontIcon.LayerOffset, ref position, pSprite->Size.X, pSprite->Size.Y, E_Align.TopLeft, ref colors, ref fontIcon.RenderState ); } else _UI.Sprite.AddSprite( list.RenderPass, list.Layer, ref position, pSprite->Size.X, pSprite->Size.Y, E_Align.TopLeft, ref colors, ref RenderState ); _UI.Sprite.AddTexture( 0, ref pSprite->Texture ); if ( !isIcon && ( renderPass.TextureIndex != -1 ) ) { Vector2 puv = new Vector2(); Vector2 suv = new Vector2( 1.0f ); switch ( renderPass.TextureMode ) { case E_FontStyleTextureMode.Character: { puv.X = pSprite->Texture.PUV.X; puv.Y = pSprite->Texture.PUV.Y; suv.X = pSprite->Texture.SUV.X; suv.Y = pSprite->Texture.SUV.Y; break; } case E_FontStyleTextureMode.Shift: { puv.X = pSprite->Texture.PUV.X; suv.X = pSprite->Size.X / pSprite->Size.Y; break; } case E_FontStyleTextureMode.PositionShift: { puv.X = pSprite->Texture.PUV.X + ( pSprite->Position.X * 0.5f ); suv.X = pSprite->Size.X / pSprite->Size.Y; break; } } _UI.Sprite.AddTexture( 1, renderPass.TextureIndex, ref puv, ref suv ); } } } } }
// Add public void Add( string name, FontIcon icon ) { Names.Add( name ); Icons.Add( icon ); }
// Add public void Add(string name, FontIcon icon) { Names.Add(name); Icons.Add(icon); }
private unsafe Vector2 Process(ref StringProxy text, FontStyle fontStyle, float height, float wrapSizeX, E_FontProcessType processType) { if (text.Length == 0) { return(new Vector2()); } SpriteList.Reset(); SpriteList.RenderPass = RenderPass; SpriteList.Layer = Layer; FontData fontData = fontStyle.Font.FontData; float startX = Position.X; float x = startX; float y = Position.Y; float scale = height / fontData.FontHeight; float charHeight = fontData.LineHeight * scale; float lineHeight = charHeight * fontStyle.HeightPercentage; float multY = _UI.Sprite.IsRenderPass3D(RenderPass) ? -1.0f : 1.0f; int numLines = 1; fixed(char *pString = text.String) fixed(FontSprite * pSpriteStart = &SpriteList.Sprites[0]) fixed(FontDataChar * pCharDataStart = &fontData.Characters[0]) { char *s = (pString != null) ? pString : text.StringUI; for (int i = 0; i < text.Length; ++i) { char c = s[i]; if (c == '\n') { ++numLines; y += (lineHeight * multY); x = startX; (pSpriteStart + SpriteList.RenderEnd - 1)->BreakType = E_LetterBreakType.Line; continue; } int characterIndex = fontData.GetCharacterIndex(c); FontDataChar *pCharData = (pCharDataStart + characterIndex); if (c == ' ') { // mark as potential wrap point unless we've already wrapped here FontSprite *pSpriteEnd = (pSpriteStart + SpriteList.RenderEnd - 1); if ((SpriteList.RenderEnd != 0) && (pSpriteEnd->BreakType != E_LetterBreakType.Line)) { pSpriteEnd->BreakType = E_LetterBreakType.Wrap; } // advance x += (pCharData->AdvanceX * scale); } else { // check for icons if (((i + 5) <= text.Length) && (c == '[') && (s[i + 1] == '[')) { int j = i + 2; StringUI.Clear(); while ((j < text.Length) && (s[j] != ']')) { StringUI.Add(s[j++]); } if (((j + 1) < text.Length) && (s[j + 1] == ']')) { // valid format int fontIconIndex = _UI.Store_FontIcon.Get(StringUI); if (fontIconIndex != -1) { // add to list FontIcon fontIcon = _UI.Store_FontIcon.Get(fontIconIndex); FontSprite *pSprite = (pSpriteStart + SpriteList.RenderEnd++); pSprite->Character = (char)0xffff; pSprite->Position.X = x; pSprite->Position.Y = y - (((charHeight * fontIcon.Scale) - charHeight) * 0.5f) * multY; pSprite->Position.Z = Position.Z; float heightScaled = charHeight * fontIcon.Scale; pSprite->Size.X = heightScaled * fontIcon.AspectRatio; pSprite->Size.Y = heightScaled; fixed(SpriteColor *pColor = &fontIcon.Color) { pSprite->Colors.CopyA(ref Colors); pSprite->Colors.MultA(pColor->A); pSprite->Colors.R(pColor->R); pSprite->Colors.G(pColor->G); pSprite->Colors.B(pColor->B); if (Colors.PreMultipliedAlpha) { pSprite->Colors.ToPremultiplied(); } } // set base texture pSprite->Texture.TextureIndex = fontIcon.Texture.TextureIndex; pSprite->Texture.PUV = fontIcon.Texture.PUV; pSprite->Texture.SUV = fontIcon.Texture.SUV; pSprite->BreakType = E_LetterBreakType.None; pSprite->IconIndex = fontIconIndex; // advance x += pSprite->Size.X; // advance string past the icon characters i += (4 + StringUI.Length - 1); } } } else { // add to list FontSprite *pSprite = (pSpriteStart + SpriteList.RenderEnd++); pSprite->Character = c; pSprite->Position.X = x + (pCharData->OffsetX * scale); pSprite->Position.Y = y + (pCharData->OffsetY * scale) * multY; pSprite->Position.Z = Position.Z; pSprite->Size.X = pCharData->Width * scale; pSprite->Size.Y = pCharData->Height * scale; pSprite->Colors = Colors; // set base texture pSprite->Texture.TextureIndex = fontStyle.Font.TextureIndex; pSprite->Texture.PUV.X = (float)pCharData->X / fontData.TextureWidth; pSprite->Texture.PUV.Y = (float)pCharData->Y / fontData.TextureHeight; pSprite->Texture.SUV.X = (float)pCharData->Width / fontData.TextureWidth; pSprite->Texture.SUV.Y = (float)pCharData->Height / fontData.TextureHeight; // second (optional) texture is set through the FontStyle when rendering pSprite->BreakType = E_LetterBreakType.None; pSprite->IconIndex = -1; // advance x += (pCharData->AdvanceX * scale); // kerning if (i != (text.Length - 1)) { x += (fontData.GetKerningAmount(c, s[i + 1]) * scale); } } } // check for wrapping if ((c != ' ') && (wrapSizeX != 0.0f) && ((x - startX) > wrapSizeX)) { int iWrap = SpriteList.RenderEnd - 1; FontSprite *pSpriteWrap = (pSpriteStart + iWrap); // search backwards until we find a place to wrap while ((iWrap >= 0) && (pSpriteWrap->BreakType != E_LetterBreakType.Wrap) && (pSpriteWrap->BreakType != E_LetterBreakType.Line)) { pSpriteWrap = (pSpriteStart + --iWrap); } bool wrapOnLine = false; if (iWrap != -1) { if (pSpriteWrap->BreakType == E_LetterBreakType.Line) { wrapOnLine = true; // word is longer than the wrap size } else { pSpriteWrap->BreakType = E_LetterBreakType.Line; } } else { if (SpriteList.RenderEnd > 1) { wrapOnLine = true; // long first word with leading spaces, wtf } } ++pSpriteWrap; float diffX = pSpriteWrap->Position.X - startX; float offsetX = x - pSpriteWrap->Position.X; // shift the characters after the break point for (int j = (iWrap + 1); j < SpriteList.RenderEnd; ++j) { pSpriteWrap->Position.X -= diffX; if (!wrapOnLine) { pSpriteWrap->Position.Y += (lineHeight * multY); } ++pSpriteWrap; } ++numLines; if (!wrapOnLine) { y += (lineHeight * multY); } x = startX + offsetX; } // tracking x += (height * fontStyle.TrackingPercentage); } (pSpriteStart + SpriteList.RenderEnd - 1)->BreakType = E_LetterBreakType.Line; float totalHeight = ((numLines - 1) * lineHeight) + charHeight; if (processType == E_FontProcessType.Draw) { // align if ((Align != E_Align.TopLeft) && (Align != E_Align.None)) { Vector2 offset = _UI.Sprite.GetVertexOffsetAligned(0, Align); if ((Align == E_Align.MiddleLeft) || (Align == E_Align.BottomLeft)) { // only just need to offset y FontSprite *pSpriteToOffset = pSpriteStart; for (int i = 0; i < SpriteList.RenderEnd; ++i, ++pSpriteToOffset) { pSpriteToOffset->Position.Y -= (totalHeight * offset.Y) * multY; } } else { // need to offset both x and y int iLineStart = 0; FontSprite *pSpriteLineEnd = pSpriteStart; for (int i = 0; i < SpriteList.RenderEnd; ++i, ++pSpriteLineEnd) { if (pSpriteLineEnd->BreakType != E_LetterBreakType.Line) { continue; } float lineWidth = (pSpriteLineEnd->Position.X + pSpriteLineEnd->Size.X) - startX; // offset every sprite on this line FontSprite *pSpriteToOffset = (pSpriteStart + iLineStart); for (int j = iLineStart; j <= i; ++j, ++pSpriteToOffset) { pSpriteToOffset->Position.X -= (lineWidth * offset.X); pSpriteToOffset->Position.Y -= (totalHeight * offset.Y) * multY; } iLineStart = i + 1; } } } // pre-render if (FontEffects != null) { for (int i = 0; i < FontEffects.Count; ++i) { FontEffects[i].Process(SpriteList); } FontEffects = null; } // actual render fontStyle.Render(SpriteList, height); } return(new Vector2((numLines == 1) ? (x - startX) : wrapSizeX, totalHeight)); } }