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path: root/src/client/gameui.cpp
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "gameui.h"
#include <irrlicht_changes/static_text.h>
#include <gettext.h>
#include "gui/mainmenumanager.h"
#include "gui/guiChatConsole.h"
#include "util/pointedthing.h"
#include "client.h"
#include "clientmap.h"
#include "fontengine.h"
#include "nodedef.h"
#include "profiler.h"
#include "renderingengine.h"
#include "version.h"

inline static const char *yawToDirectionString(int yaw)
{
	static const char *direction[4] =
		{"North +Z", "West -X", "South -Z", "East +X"};

	yaw = wrapDegrees_0_360(yaw);
	yaw = (yaw + 45) % 360 / 90;

	return direction[yaw];
}

GameUI::GameUI()
{
	if (guienv && guienv->getSkin())
		m_statustext_initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
	else
		m_statustext_initial_color = video::SColor(255, 0, 0, 0);

}
void GameUI::init()
{
	// First line of debug text
	m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
		core::rect<s32>(0, 0, 0, 0), false, false, guiroot);

	// Second line of debug text
	m_guitext2 = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0), false,
		false, guiroot);

	// Chat text
	m_guitext_chat = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0),
		//false, false); // Disable word wrap as of now
		false, true, guiroot);
	u16 chat_font_size = g_settings->getU16("chat_font_size");
	if (chat_font_size != 0) {
		m_guitext_chat->setOverrideFont(g_fontengine->getFont(
			chat_font_size, FM_Unspecified));
	}


	// Infotext of nodes and objects.
	// If in debug mode, object debug infos shown here, too.
	// Located on the left on the screen, below chat.
	u32 chat_font_height = m_guitext_chat->getActiveFont()->getDimension(L"Ay").Height;
	m_guitext_info = gui::StaticText::add(guienv, L"",
		// Size is limited; text will be truncated after 6 lines.
		core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 6) +
			v2s32(100, chat_font_height *
			(g_settings->getU16("recent_chat_messages") + 3)),
			false, true, guiroot);

	// Status text (displays info when showing and hiding GUI stuff, etc.)
	m_guitext_status = gui::StaticText::add(guienv, L"<Status>",
		core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
	m_guitext_status->setVisible(false);

	// Profiler text (size is updated when text is updated)
	m_guitext_profiler = gui::StaticText::add(guienv, L"<Profiler>",
		core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
	m_guitext_profiler->setOverrideFont(g_fontengine->getFont(
		g_fontengine->getDefaultFontSize() * 0.9f, FM_Mono));
	m_guitext_profiler->setVisible(false);
}

void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
	const CameraOrientation &cam, const PointedThing &pointed_old,
	const GUIChatConsole *chat_console, float dtime)
{
	v2u32 screensize = RenderingEngine::getWindowSize();

	// Minimal debug text must only contain info that can't give a gameplay advantage
	if (m_flags.show_minimal_debug) {
		const u16 fps = 1.0 / stats.dtime_jitter.avg;
		m_drawtime_avg *= 0.95f;
		m_drawtime_avg += 0.05f * (stats.drawtime / 1000);

		std::ostringstream os(std::ios_base::binary);
		os << std::fixed
			<< PROJECT_NAME_C " " << g_version_hash
			<< " | FPS: " << fps
			<< std::setprecision(0)
			<< " | drawtime: " << m_drawtime_avg << "ms"
			<< std::setprecision(1)
			<< " | dtime jitter: "
			<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
			<< std::setprecision(1)
			<< " | view range: "
			<< (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
			<< std::setprecision(2)
			<< " | RTT: " << (client->getRTT() * 1000.0f) << "ms";
		setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());

		m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
			5 + g_fontengine->getTextHeight()));
	}

	// Finally set the guitext visible depending on the flag
	m_guitext->setVisible(m_flags.show_minimal_debug);

	// Basic debug text also shows info that might give a gameplay advantage
	if (m_flags.show_basic_debug) {
		LocalPlayer *player = client->getEnv().getLocalPlayer();
		v3f player_position = player->getPosition();

		std::ostringstream os(std::ios_base::binary);
		os << std::setprecision(1) << std::fixed
			<< "pos: (" << (player_position.X / BS)
			<< ", " << (player_position.Y / BS)
			<< ", " << (player_position.Z / BS)
			<< ") | yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
			<< yawToDirectionString(cam.camera_yaw)
			<< " | pitch: " << (-wrapDegrees_180(cam.camera_pitch)) << "°"
			<< " | seed: " << ((u64)client->getMapSeed());

		if (pointed_old.type == POINTEDTHING_NODE) {
			ClientMap &map = client->getEnv().getClientMap();
			const NodeDefManager *nodedef = client->getNodeDefManager();
			MapNode n = map.getNode(pointed_old.node_undersurface);

			if (n.getContent() != CONTENT_IGNORE) {
				if (nodedef->get(n).name == "unknown") {
					os << ", pointed: <unknown node>";
				} else {
					os << ", pointed: " << nodedef->get(n).name;
				}
				os << ", param2: " << (u64) n.getParam2();
			}
		}

		setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());

		m_guitext2->setRelativePosition(core::rect<s32>(5,
			5 + g_fontengine->getTextHeight(), screensize.X,
			5 + g_fontengine->getTextHeight() * 2
		));
	}

	m_guitext2->setVisible(m_flags.show_basic_debug);

	setStaticText(m_guitext_info, m_infotext.c_str());
	m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);

	static const float statustext_time_max = 1.5f;

	if (!m_statustext.empty()) {
		m_statustext_time += dtime;

		if (m_statustext_time >= statustext_time_max) {
			clearStatusText();
			m_statustext_time = 0.0f;
		}
	}

	setStaticText(m_guitext_status, m_statustext.c_str());
	m_guitext_status->setVisible(!m_statustext.empty());

	if (!m_statustext.empty()) {
		s32 status_width  = m_guitext_status->getTextWidth();
		s32 status_height = m_guitext_status->getTextHeight();
		s32 status_y = screensize.Y - 150;
		s32 status_x = (screensize.X - status_width) / 2;

		m_guitext_status->setRelativePosition(core::rect<s32>(status_x ,
			status_y - status_height, status_x + status_width, status_y));

		// Fade out
		video::SColor final_color = m_statustext_initial_color;
		final_color.setAlpha(0);
		video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic(
			m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max);
		m_guitext_status->setOverrideColor(fade_color);
		m_guitext_status->enableOverrideColor(true);
	}

	// Hide chat when console is visible
	m_guitext_chat->setVisible(isChatVisible() && !chat_console->isVisible());
}

void GameUI::initFlags()
{
	m_flags = GameUI::Flags();
	m_flags.show_minimal_debug = g_settings->getBool("show_debug");
}

void GameUI::showMinimap(bool show)
{
	m_flags.show_minimap = show;
}

void GameUI::showTranslatedStatusText(const char *str)
{
	const wchar_t *wmsg = wgettext(str);
	showStatusText(wmsg);
	delete[] wmsg;
}

void GameUI::setChatText(const EnrichedString &chat_text, u32 recent_chat_count)
{
	setStaticText(m_guitext_chat, chat_text);

	m_recent_chat_count = recent_chat_count;
}

void GameUI::updateChatSize()
{
	// Update gui element size and position
	s32 chat_y = 5;

	if (m_flags.show_minimal_debug)
		chat_y += g_fontengine->getLineHeight();
	if (m_flags.show_basic_debug)
		chat_y += g_fontengine->getLineHeight();

	const v2u32 &window_size = RenderingEngine::getWindowSize();

	core::rect<s32> chat_size(10, chat_y, window_size.X - 20, 0);
	chat_size.LowerRightCorner.Y = std::min((s32)window_size.Y,
			m_guitext_chat->getTextHeight() + chat_y);

	if (chat_size == m_current_chat_size)
		return;
	m_current_chat_size = chat_size;

	m_guitext_chat->setRelativePosition(chat_size);
}

void GameUI::updateProfiler()
{
	if (m_profiler_current_page != 0) {
		std::ostringstream os(std::ios_base::binary);
		os << "   Profiler page " << (int)m_profiler_current_page <<
				", elapsed: " << g_profiler->getElapsedMs() << " ms)" << std::endl;

		int lines = g_profiler->print(os, m_profiler_current_page, m_profiler_max_page);
		++lines;

		EnrichedString str(utf8_to_wide(os.str()));
		str.setBackground(video::SColor(120, 0, 0, 0));
		setStaticText(m_guitext_profiler, str);

		core::dimension2d<u32> size = m_guitext_profiler->getOverrideFont()->
				getDimension(str.c_str());
		core::position2di upper_left(6, 50);
		core::position2di lower_right = upper_left;
		lower_right.X += size.Width + 10;
		lower_right.Y += size.Height;

		m_guitext_profiler->setRelativePosition(core::rect<s32>(upper_left, lower_right));
	}

	m_guitext_profiler->setVisible(m_profiler_current_page != 0);
}

void GameUI::toggleChat()
{
	m_flags.show_chat = !m_flags.show_chat;
	if (m_flags.show_chat)
		showTranslatedStatusText("Chat shown");
	else
		showTranslatedStatusText("Chat hidden");
}

void GameUI::toggleHud()
{
	m_flags.show_hud = !m_flags.show_hud;
	if (m_flags.show_hud)
		showTranslatedStatusText("HUD shown");
	else
		showTranslatedStatusText("HUD hidden");
}

void GameUI::toggleProfiler()
{
	m_profiler_current_page = (m_profiler_current_page + 1) % (m_profiler_max_page + 1);

	// FIXME: This updates the profiler with incomplete values
	updateProfiler();

	if (m_profiler_current_page != 0) {
		std::wstring msg = fwgettext("Profiler shown (page %d of %d)",
				m_profiler_current_page, m_profiler_max_page);
		showStatusText(msg);
	} else {
		showTranslatedStatusText("Profiler hidden");
	}
}


void GameUI::deleteFormspec()
{
	if (m_formspec) {
		m_formspec->drop();
		m_formspec = nullptr;
	}

	m_formname.clear();
}
vector2di(glyph->bitmap_left, glyph->bitmap_top); // Try to get the last page with available slots. CGUITTGlyphPage* page = parent->getLastGlyphPage(); // If we need to make a new page, do that now. if (!page) { page = parent->createGlyphPage(bits.pixel_mode); if (!page) // TODO: add error message? return; } glyph_page = parent->getLastGlyphPageIndex(); u32 texture_side_length = page->texture->getOriginalSize().Width; core::vector2di page_position( (page->used_slots % (texture_side_length / font_size)) * font_size, (page->used_slots / (texture_side_length / font_size)) * font_size ); source_rect.UpperLeftCorner = page_position; source_rect.LowerRightCorner = core::vector2di(page_position.X + bits.width, page_position.Y + bits.rows); page->dirty = true; ++page->used_slots; --page->available_slots; // We grab the glyph bitmap here so the data won't be removed when the next glyph is loaded. surface = createGlyphImage(bits, driver); // Set our glyph as loaded. isLoaded = true; } void SGUITTGlyph::unload() { if (surface) { surface->drop(); surface = 0; } isLoaded = false; } ////////////////////// CGUITTFont* CGUITTFont::createTTFont(IGUIEnvironment *env, const io::path& filename, const u32 size, const bool antialias, const bool transparency, const u32 shadow, const u32 shadow_alpha) { if (!c_libraryLoaded) { if (FT_Init_FreeType(&c_library)) return 0; c_libraryLoaded = true; } CGUITTFont* font = new CGUITTFont(env); bool ret = font->load(filename, size, antialias, transparency); if (!ret) { font->drop(); return 0; } font->shadow_offset = shadow; font->shadow_alpha = shadow_alpha; return font; } CGUITTFont* CGUITTFont::createTTFont(IrrlichtDevice *device, const io::path& filename, const u32 size, const bool antialias, const bool transparency) { if (!c_libraryLoaded) { if (FT_Init_FreeType(&c_library)) return 0; c_libraryLoaded = true; } CGUITTFont* font = new CGUITTFont(device->getGUIEnvironment()); font->Device = device; bool ret = font->load(filename, size, antialias, transparency); if (!ret) { font->drop(); return 0; } return font; } CGUITTFont* CGUITTFont::create(IGUIEnvironment *env, const io::path& filename, const u32 size, const bool antialias, const bool transparency) { return CGUITTFont::createTTFont(env, filename, size, antialias, transparency); } CGUITTFont* CGUITTFont::create(IrrlichtDevice *device, const io::path& filename, const u32 size, const bool antialias, const bool transparency) { return CGUITTFont::createTTFont(device, filename, size, antialias, transparency); } ////////////////////// //! Constructor. CGUITTFont::CGUITTFont(IGUIEnvironment *env) : use_monochrome(false), use_transparency(true), use_hinting(true), use_auto_hinting(true), batch_load_size(1), Device(0), Environment(env), Driver(0), GlobalKerningWidth(0), GlobalKerningHeight(0) { #ifdef _DEBUG setDebugName("CGUITTFont"); #endif if (Environment) { // don't grab environment, to avoid circular references Driver = Environment->getVideoDriver(); } if (Driver) Driver->grab(); setInvisibleCharacters(L" "); // Glyphs aren't reference counted, so don't try to delete them when we free the array. Glyphs.set_free_when_destroyed(false); } bool CGUITTFont::load(const io::path& filename, const u32 size, const bool antialias, const bool transparency) { // Some sanity checks. if (Environment == 0 || Driver == 0) return false; if (size == 0) return false; if (filename.size() == 0) return false; io::IFileSystem* filesystem = Environment->getFileSystem(); irr::ILogger* logger = (Device != 0 ? Device->getLogger() : 0); this->size = size; this->filename = filename; // Update the font loading flags when the font is first loaded. this->use_monochrome = !antialias; this->use_transparency = transparency; update_load_flags(); // Log. if (logger) logger->log(L"CGUITTFont", core::stringw(core::stringw(L"Creating new font: ") + core::ustring(filename).toWCHAR_s() + L" " + core::stringc(size) + L"pt " + (antialias ? L"+antialias " : L"-antialias ") + (transparency ? L"+transparency" : L"-transparency")).c_str(), irr::ELL_INFORMATION); // Grab the face. SGUITTFace* face = 0; core::map<io::path, SGUITTFace*>::Node* node = c_faces.find(filename); if (node == 0) { face = new SGUITTFace(); c_faces.set(filename, face); if (filesystem) { // Read in the file data. io::IReadFile* file = filesystem->createAndOpenFile(filename); if (file == 0) { if (logger) logger->log(L"CGUITTFont", L"Failed to open the file.", irr::ELL_INFORMATION); c_faces.remove(filename); delete face; face = 0; return false; } face->face_buffer = new FT_Byte[file->getSize()]; file->read(face->face_buffer, file->getSize()); face->face_buffer_size = file->getSize(); file->drop(); // Create the face. if (FT_New_Memory_Face(c_library, face->face_buffer, face->face_buffer_size, 0, &face->face)) { if (logger) logger->log(L"CGUITTFont", L"FT_New_Memory_Face failed.", irr::ELL_INFORMATION); c_faces.remove(filename); delete face; face = 0; return false; } } else { core::ustring converter(filename); if (FT_New_Face(c_library, reinterpret_cast<const char*>(converter.toUTF8_s().c_str()), 0, &face->face)) { if (logger) logger->log(L"CGUITTFont", L"FT_New_Face failed.", irr::ELL_INFORMATION); c_faces.remove(filename); delete face; face = 0; return false; } } } else { // Using another instance of this face. face = node->getValue(); face->grab(); } // Store our face. tt_face = face->face; // Store font metrics. FT_Set_Pixel_Sizes(tt_face, size, 0); font_metrics = tt_face->size->metrics; // Allocate our glyphs. Glyphs.clear(); Glyphs.reallocate(tt_face->num_glyphs); Glyphs.set_used(tt_face->num_glyphs); for (FT_Long i = 0; i < tt_face->num_glyphs; ++i) { Glyphs[i].isLoaded = false; Glyphs[i].glyph_page = 0; Glyphs[i].source_rect = core::recti(); Glyphs[i].offset = core::vector2di(); Glyphs[i].advance = FT_Vector(); Glyphs[i].surface = 0; Glyphs[i].parent = this; } // Cache the first 127 ascii characters. u32 old_size = batch_load_size; batch_load_size = 127; getGlyphIndexByChar((uchar32_t)0); batch_load_size = old_size; return true; } CGUITTFont::~CGUITTFont() { // Delete the glyphs and glyph pages. reset_images(); CGUITTAssistDelete::Delete(Glyphs); //Glyphs.clear(); // We aren't using this face anymore. core::map<io::path, SGUITTFace*>::Node* n = c_faces.find(filename); if (n) { SGUITTFace* f = n->getValue(); // Drop our face. If this was the last face, the destructor will clean up. if (f->drop()) c_faces.remove(filename); // If there are no more faces referenced by FreeType, clean up. if (c_faces.size() == 0) { FT_Done_FreeType(c_library); c_libraryLoaded = false; } } // Drop our driver now. if (Driver) Driver->drop(); } void CGUITTFont::reset_images() { // Delete the glyphs. for (u32 i = 0; i != Glyphs.size(); ++i) Glyphs[i].unload(); // Unload the glyph pages from video memory. for (u32 i = 0; i != Glyph_Pages.size(); ++i) delete Glyph_Pages[i]; Glyph_Pages.clear(); // Always update the internal FreeType loading flags after resetting. update_load_flags(); } void CGUITTFont::update_glyph_pages() const { for (u32 i = 0; i != Glyph_Pages.size(); ++i) { if (Glyph_Pages[i]->dirty) Glyph_Pages[i]->updateTexture(); } } CGUITTGlyphPage* CGUITTFont::getLastGlyphPage() const { CGUITTGlyphPage* page = 0; if (Glyph_Pages.empty()) return 0; else { page = Glyph_Pages[getLastGlyphPageIndex()]; if (page->available_slots == 0) page = 0; } return page; } CGUITTGlyphPage* CGUITTFont::createGlyphPage(const u8& pixel_mode) { CGUITTGlyphPage* page = 0; // Name of our page. io::path name("TTFontGlyphPage_"); name += tt_face->family_name; name += "."; name += tt_face->style_name; name += "."; name += size; name += "_"; name += Glyph_Pages.size(); // The newly created page will be at the end of the collection. // Create the new page. page = new CGUITTGlyphPage(Driver, name); // Determine our maximum texture size. // If we keep getting 0, set it to 1024x1024, as that number is pretty safe. core::dimension2du max_texture_size = max_page_texture_size; if (max_texture_size.Width == 0 || max_texture_size.Height == 0) max_texture_size = Driver->getMaxTextureSize(); if (max_texture_size.Width == 0 || max_texture_size.Height == 0) max_texture_size = core::dimension2du(1024, 1024); // We want to try to put at least 144 glyphs on a single texture. core::dimension2du page_texture_size; if (size <= 21) page_texture_size = core::dimension2du(256, 256); else if (size <= 42) page_texture_size = core::dimension2du(512, 512); else if (size <= 84) page_texture_size = core::dimension2du(1024, 1024); else if (size <= 168) page_texture_size = core::dimension2du(2048, 2048); else page_texture_size = core::dimension2du(4096, 4096); if (page_texture_size.Width > max_texture_size.Width || page_texture_size.Height > max_texture_size.Height) page_texture_size = max_texture_size; if (!page->createPageTexture(pixel_mode, page_texture_size)) // TODO: add error message? return 0; if (page) { // Determine the number of glyph slots on the page and add it to the list of pages. page->available_slots = (page_texture_size.Width / size) * (page_texture_size.Height / size); Glyph_Pages.push_back(page); } return page; } void CGUITTFont::setTransparency(const bool flag) { use_transparency = flag; reset_images(); } void CGUITTFont::setMonochrome(const bool flag) { use_monochrome = flag; reset_images(); } void CGUITTFont::setFontHinting(const bool enable, const bool enable_auto_hinting) { use_hinting = enable; use_auto_hinting = enable_auto_hinting; reset_images(); } void CGUITTFont::draw(const core::stringw& text, const core::rect<s32>& position, video::SColor color, bool hcenter, bool vcenter, const core::rect<s32>* clip) { if (!Driver) return; // Clear the glyph pages of their render information. for (u32 i = 0; i < Glyph_Pages.size(); ++i) { Glyph_Pages[i]->render_positions.clear(); Glyph_Pages[i]->render_source_rects.clear(); } // Set up some variables. core::dimension2d<s32> textDimension; core::position2d<s32> offset = position.UpperLeftCorner; // Determine offset positions. if (hcenter || vcenter) { textDimension = getDimension(text.c_str()); if (hcenter) offset.X = ((position.getWidth() - textDimension.Width) >> 1) + offset.X; if (vcenter) offset.Y = ((position.getHeight() - textDimension.Height) >> 1) + offset.Y; } // Convert to a unicode string. core::ustring utext(text); // Set up our render map. core::map<u32, CGUITTGlyphPage*> Render_Map; // Start parsing characters. u32 n; uchar32_t previousChar = 0; core::ustring::const_iterator iter(utext); while (!iter.atEnd()) { uchar32_t currentChar = *iter; n = getGlyphIndexByChar(currentChar); bool visible = (Invisible.findFirst(currentChar) == -1); bool lineBreak=false; if (currentChar == L'\r') // Mac or Windows breaks { lineBreak = true; if (*(iter + 1) == (uchar32_t)'\n') // Windows line breaks. currentChar = *(++iter); } else if (currentChar == (uchar32_t)'\n') // Unix breaks { lineBreak = true; } if (lineBreak) { previousChar = 0; offset.Y += font_metrics.height / 64; offset.X = position.UpperLeftCorner.X; if (hcenter) offset.X += (position.getWidth() - textDimension.Width) >> 1; ++iter; continue; } if (n > 0 && visible) { // Calculate the glyph offset. s32 offx = Glyphs[n-1].offset.X; s32 offy = (font_metrics.ascender / 64) - Glyphs[n-1].offset.Y; // Apply kerning. core::vector2di k = getKerning(currentChar, previousChar); offset.X += k.X; offset.Y += k.Y; // Determine rendering information. SGUITTGlyph& glyph = Glyphs[n-1]; CGUITTGlyphPage* const page = Glyph_Pages[glyph.glyph_page]; page->render_positions.push_back(core::position2di(offset.X + offx, offset.Y + offy)); page->render_source_rects.push_back(glyph.source_rect); Render_Map.set(glyph.glyph_page, page); } offset.X += getWidthFromCharacter(currentChar); previousChar = currentChar; ++iter; } // Draw now. update_glyph_pages(); core::map<u32, CGUITTGlyphPage*>::Iterator j = Render_Map.getIterator(); while (!j.atEnd()) { core::map<u32, CGUITTGlyphPage*>::Node* n = j.getNode(); j++; if (n == 0) continue; CGUITTGlyphPage* page = n->getValue(); if (!use_transparency) color.color |= 0xff000000; if (shadow_offset) { for (size_t i = 0; i < page->render_positions.size(); ++i) page->render_positions[i] += core::vector2di(shadow_offset, shadow_offset); Driver->draw2DImageBatch(page->texture, page->render_positions, page->render_source_rects, clip, video::SColor(shadow_alpha,0,0,0), true); for (size_t i = 0; i < page->render_positions.size(); ++i) page->render_positions[i] -= core::vector2di(shadow_offset, shadow_offset); } Driver->draw2DImageBatch(page->texture, page->render_positions, page->render_source_rects, clip, color, true); } } core::dimension2d<u32> CGUITTFont::getCharDimension(const wchar_t ch) const { return core::dimension2d<u32>(getWidthFromCharacter(ch), getHeightFromCharacter(ch)); } core::dimension2d<u32> CGUITTFont::getDimension(const wchar_t* text) const { return getDimension(core::ustring(text)); } core::dimension2d<u32> CGUITTFont::getDimension(const core::ustring& text) const { // Get the maximum font height. Unfortunately, we have to do this hack as // Irrlicht will draw things wrong. In FreeType, the font size is the // maximum size for a single glyph, but that glyph may hang "under" the // draw line, increasing the total font height to beyond the set size. // Irrlicht does not understand this concept when drawing fonts. Also, I // add +1 to give it a 1 pixel blank border. This makes things like // tooltips look nicer. s32 test1 = getHeightFromCharacter((uchar32_t)'g') + 1; s32 test2 = getHeightFromCharacter((uchar32_t)'j') + 1; s32 test3 = getHeightFromCharacter((uchar32_t)'_') + 1; s32 max_font_height = core::max_(test1, core::max_(test2, test3)); core::dimension2d<u32> text_dimension(0, max_font_height); core::dimension2d<u32> line(0, max_font_height); uchar32_t previousChar = 0; core::ustring::const_iterator iter = text.begin(); for (; !iter.atEnd(); ++iter) { uchar32_t p = *iter; bool lineBreak = false; if (p == '\r') // Mac or Windows line breaks. { lineBreak = true; if (*(iter + 1) == '\n') { ++iter; p = *iter; } } else if (p == '\n') // Unix line breaks. { lineBreak = true; } // Kerning. core::vector2di k = getKerning(p, previousChar); line.Width += k.X; previousChar = p; // Check for linebreak. if (lineBreak) { previousChar = 0; text_dimension.Height += line.Height; if (text_dimension.Width < line.Width) text_dimension.Width = line.Width; line.Width = 0; line.Height = max_font_height; continue; } line.Width += getWidthFromCharacter(p); } if (text_dimension.Width < line.Width) text_dimension.Width = line.Width; return text_dimension; } inline u32 CGUITTFont::getWidthFromCharacter(wchar_t c) const { return getWidthFromCharacter((uchar32_t)c); } inline u32 CGUITTFont::getWidthFromCharacter(uchar32_t c) const { // Set the size of the face. // This is because we cache faces and the face may have been set to a different size. //FT_Set_Pixel_Sizes(tt_face, 0, size); u32 n = getGlyphIndexByChar(c); if (n > 0) { int w = Glyphs[n-1].advance.x / 64; return w; } if (c >= 0x2000) return (font_metrics.ascender / 64); else return (font_metrics.ascender / 64) / 2; } inline u32 CGUITTFont::getHeightFromCharacter(wchar_t c) const { return getHeightFromCharacter((uchar32_t)c); } inline u32 CGUITTFont::getHeightFromCharacter(uchar32_t c) const { // Set the size of the face. // This is because we cache faces and the face may have been set to a different size. //FT_Set_Pixel_Sizes(tt_face, 0, size); u32 n = getGlyphIndexByChar(c); if (n > 0) { // Grab the true height of the character, taking into account underhanging glyphs. s32 height = (font_metrics.ascender / 64) - Glyphs[n-1].offset.Y + Glyphs[n-1].source_rect.getHeight(); return height; } if (c >= 0x2000) return (font_metrics.ascender / 64); else return (font_metrics.ascender / 64) / 2; } u32 CGUITTFont::getGlyphIndexByChar(wchar_t c) const { return getGlyphIndexByChar((uchar32_t)c); } u32 CGUITTFont::getGlyphIndexByChar(uchar32_t c) const { // Get the glyph. u32 glyph = FT_Get_Char_Index(tt_face, c); // Check for a valid glyph. If it is invalid, attempt to use the replacement character. if (glyph == 0) glyph = FT_Get_Char_Index(tt_face, core::unicode::UTF_REPLACEMENT_CHARACTER); // If our glyph is already loaded, don't bother doing any batch loading code. if (glyph != 0 && Glyphs[glyph - 1].isLoaded) return glyph; // Determine our batch loading positions. u32 half_size = (batch_load_size / 2); u32 start_pos = 0; if (c > half_size) start_pos = c - half_size; u32 end_pos = start_pos + batch_load_size; // Load all our characters. do { // Get the character we are going to load. u32 char_index = FT_Get_Char_Index(tt_face, start_pos); // If the glyph hasn't been loaded yet, do it now. if (char_index) { SGUITTGlyph& glyph = Glyphs[char_index - 1]; if (!glyph.isLoaded) { glyph.preload(char_index, tt_face, Driver, size, load_flags); Glyph_Pages[glyph.glyph_page]->pushGlyphToBePaged(&glyph); } } } while (++start_pos < end_pos); // Return our original character. return glyph; } s32 CGUITTFont::getCharacterFromPos(const wchar_t* text, s32 pixel_x) const { return getCharacterFromPos(core::ustring(text), pixel_x); } s32 CGUITTFont::getCharacterFromPos(const core::ustring& text, s32 pixel_x) const { s32 x = 0; //s32 idx = 0; u32 character = 0; uchar32_t previousChar = 0; core::ustring::const_iterator iter = text.begin(); while (!iter.atEnd()) { uchar32_t c = *iter; x += getWidthFromCharacter(c); // Kerning. core::vector2di k = getKerning(c, previousChar); x += k.X; if (x >= pixel_x) return character; previousChar = c; ++iter; ++character; } return -1; } void CGUITTFont::setKerningWidth(s32 kerning) { GlobalKerningWidth = kerning; } void CGUITTFont::setKerningHeight(s32 kerning) { GlobalKerningHeight = kerning; } s32 CGUITTFont::getKerningWidth(const wchar_t* thisLetter, const wchar_t* previousLetter) const { if (tt_face == 0) return GlobalKerningWidth; if (thisLetter == 0 || previousLetter == 0) return 0; return getKerningWidth((uchar32_t)*thisLetter, (uchar32_t)*previousLetter); } s32 CGUITTFont::getKerningWidth(const uchar32_t thisLetter, const uchar32_t previousLetter) const { // Return only the kerning width. return getKerning(thisLetter, previousLetter).X; } s32 CGUITTFont::getKerningHeight() const { // FreeType 2 currently doesn't return any height kerning information. return GlobalKerningHeight; } core::vector2di CGUITTFont::getKerning(const wchar_t thisLetter, const wchar_t previousLetter) const { return getKerning((uchar32_t)thisLetter, (uchar32_t)previousLetter); } core::vector2di CGUITTFont::getKerning(const uchar32_t thisLetter, const uchar32_t previousLetter) const { if (tt_face == 0 || thisLetter == 0 || previousLetter == 0) return core::vector2di(); // Set the size of the face. // This is because we cache faces and the face may have been set to a different size. FT_Set_Pixel_Sizes(tt_face, 0, size); core::vector2di ret(GlobalKerningWidth, GlobalKerningHeight); // If we don't have kerning, no point in continuing. if (!FT_HAS_KERNING(tt_face)) return ret; // Get the kerning information. FT_Vector v; FT_Get_Kerning(tt_face, getGlyphIndexByChar(previousLetter), getGlyphIndexByChar(thisLetter), FT_KERNING_DEFAULT, &v); // If we have a scalable font, the return value will be in font points. if (FT_IS_SCALABLE(tt_face)) { // Font points, so divide by 64. ret.X += (v.x / 64); ret.Y += (v.y / 64); } else { // Pixel units. ret.X += v.x; ret.Y += v.y; } return ret; } void CGUITTFont::setInvisibleCharacters(const wchar_t *s) { core::ustring us(s); Invisible = us; } void CGUITTFont::setInvisibleCharacters(const core::ustring& s) { Invisible = s; } video::IImage* CGUITTFont::createTextureFromChar(const uchar32_t& ch) { u32 n = getGlyphIndexByChar(ch); const SGUITTGlyph& glyph = Glyphs[n-1]; CGUITTGlyphPage* page = Glyph_Pages[glyph.glyph_page]; if (page->dirty) page->updateTexture(); video::ITexture* tex = page->texture; // Acquire a read-only lock of the corresponding page texture. #if IRRLICHT_VERSION_MAJOR==1 && IRRLICHT_VERSION_MINOR>=8 void* ptr = tex->lock(video::ETLM_READ_ONLY); #else void* ptr = tex->lock(true); #endif video::ECOLOR_FORMAT format = tex->getColorFormat(); core::dimension2du tex_size = tex->getOriginalSize(); video::IImage* pageholder = Driver->createImageFromData(format, tex_size, ptr, true, false); // Copy the image data out of the page texture. core::dimension2du glyph_size(glyph.source_rect.getSize()); video::IImage* image = Driver->createImage(format, glyph_size); pageholder->copyTo(image, core::position2di(0, 0), glyph.source_rect); tex->unlock(); return image; } video::ITexture* CGUITTFont::getPageTextureByIndex(const u32& page_index) const { if (page_index < Glyph_Pages.size()) return Glyph_Pages[page_index]->texture; else return 0; } void CGUITTFont::createSharedPlane() { /* 2___3 | /| | / | <-- plane mesh is like this, point 2 is (0,0), point 0 is (0, -1) |/ | <-- the texture coords of point 2 is (0,0, point 0 is (0, 1) 0---1 */ using namespace core; using namespace video; using namespace scene; S3DVertex vertices[4]; u16 indices[6] = {0,2,3,3,1,0}; vertices[0] = S3DVertex(vector3df(0,-1,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(0,1)); vertices[1] = S3DVertex(vector3df(1,-1,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(1,1)); vertices[2] = S3DVertex(vector3df(0, 0,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(0,0)); vertices[3] = S3DVertex(vector3df(1, 0,0), vector3df(0,0,-1), SColor(255,255,255,255), vector2df(1,0)); SMeshBuffer* buf = new SMeshBuffer(); buf->append(vertices, 4, indices, 6); shared_plane_.addMeshBuffer( buf ); shared_plane_ptr_ = &shared_plane_; buf->drop(); //the addMeshBuffer method will grab it, so we can drop this ptr. } core::dimension2d<u32> CGUITTFont::getDimensionUntilEndOfLine(const wchar_t* p) const { core::stringw s; for (const wchar_t* temp = p; temp && *temp != '\0' && *temp != L'\r' && *temp != L'\n'; ++temp ) s.append(*temp); return getDimension(s.c_str()); } core::array<scene::ISceneNode*> CGUITTFont::addTextSceneNode(const wchar_t* text, scene::ISceneManager* smgr, scene::ISceneNode* parent, const video::SColor& color, bool center) { using namespace core; using namespace video; using namespace scene; array<scene::ISceneNode*> container; if (!Driver || !smgr) return container; if (!parent) parent = smgr->addEmptySceneNode(smgr->getRootSceneNode(), -1); // if you don't specify parent, then we add a empty node attached to the root node // this is generally undesirable. if (!shared_plane_ptr_) //this points to a static mesh that contains the plane createSharedPlane(); //if it's not initialized, we create one. dimension2d<s32> text_size(getDimension(text)); //convert from unsigned to signed. vector3df start_point(0, 0, 0), offset; /** NOTICE: Because we are considering adding texts into 3D world, all Y axis vectors are inverted. **/ // There's currently no "vertical center" concept when you apply text scene node to the 3D world. if (center) { offset.X = start_point.X = -text_size.Width / 2.f; offset.Y = start_point.Y = +text_size.Height/ 2.f; offset.X += (text_size.Width - getDimensionUntilEndOfLine(text).Width) >> 1; } // the default font material SMaterial mat; mat.setFlag(video::EMF_LIGHTING, true); mat.setFlag(video::EMF_ZWRITE_ENABLE, false); mat.setFlag(video::EMF_NORMALIZE_NORMALS, true); mat.ColorMaterial = video::ECM_NONE; mat.MaterialType = use_transparency ? video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_SOLID; mat.MaterialTypeParam = 0.01f; mat.DiffuseColor = color; wchar_t current_char = 0, previous_char = 0; u32 n = 0; array<u32> glyph_indices; while (*text) { current_char = *text; bool line_break=false; if (current_char == L'\r') // Mac or Windows breaks { line_break = true; if (*(text + 1) == L'\n') // Windows line breaks. current_char = *(++text); } else if (current_char == L'\n') // Unix breaks { line_break = true; } if (line_break) { previous_char = 0; offset.Y -= tt_face->size->metrics.ascender / 64; offset.X = start_point.X; if (center) offset.X += (text_size.Width - getDimensionUntilEndOfLine(text+1).Width) >> 1; ++text; } else { n = getGlyphIndexByChar(current_char); if (n > 0) { glyph_indices.push_back( n ); // Store glyph size and offset informations. SGUITTGlyph const& glyph = Glyphs[n-1]; u32 texw = glyph.source_rect.getWidth(); u32 texh = glyph.source_rect.getHeight(); s32 offx = glyph.offset.X; s32 offy = (font_metrics.ascender / 64) - glyph.offset.Y; // Apply kerning. vector2di k = getKerning(current_char, previous_char); offset.X += k.X; offset.Y += k.Y; vector3df current_pos(offset.X + offx, offset.Y - offy, 0); dimension2d<u32> letter_size = dimension2d<u32>(texw, texh); // Now we copy planes corresponding to the letter size. IMeshManipulator* mani = smgr->getMeshManipulator(); IMesh* meshcopy = mani->createMeshCopy(shared_plane_ptr_); #if IRRLICHT_VERSION_MAJOR==1 && IRRLICHT_VERSION_MINOR>=8 mani->scale(meshcopy, vector3df((f32)letter_size.Width, (f32)letter_size.Height, 1)); #else mani->scaleMesh(meshcopy, vector3df((f32)letter_size.Width, (f32)letter_size.Height, 1)); #endif ISceneNode* current_node = smgr->addMeshSceneNode(meshcopy, parent, -1, current_pos); meshcopy->drop(); current_node->getMaterial(0) = mat; current_node->setAutomaticCulling(EAC_OFF); current_node->setIsDebugObject(true); //so the picking won't have any effect on individual letter //current_node->setDebugDataVisible(EDS_BBOX); //de-comment this when debugging container.push_back(current_node); } offset.X += getWidthFromCharacter(current_char); previous_char = current_char; ++text; } } update_glyph_pages(); //only after we update the textures can we use the glyph page textures. for (u32 i = 0; i < glyph_indices.size(); ++i) { u32 n = glyph_indices[i]; SGUITTGlyph const& glyph = Glyphs[n-1]; ITexture* current_tex = Glyph_Pages[glyph.glyph_page]->texture; f32 page_texture_size = (f32)current_tex->getSize().Width; //Now we calculate the UV position according to the texture size and the source rect. // // 2___3 // | /| // | / | <-- plane mesh is like this, point 2 is (0,0), point 0 is (0, -1) // |/ | <-- the texture coords of point 2 is (0,0, point 0 is (0, 1) // 0---1 // f32 u1 = glyph.source_rect.UpperLeftCorner.X / page_texture_size; f32 u2 = u1 + (glyph.source_rect.getWidth() / page_texture_size); f32 v1 = glyph.source_rect.UpperLeftCorner.Y / page_texture_size; f32 v2 = v1 + (glyph.source_rect.getHeight() / page_texture_size); //we can be quite sure that this is IMeshSceneNode, because we just added them in the above loop. IMeshSceneNode* node = static_cast<IMeshSceneNode*>(container[i]); S3DVertex* pv = static_cast<S3DVertex*>(node->getMesh()->getMeshBuffer(0)->getVertices()); //pv[0].TCoords.Y = pv[1].TCoords.Y = (letter_size.Height - 1) / static_cast<f32>(letter_size.Height); //pv[1].TCoords.X = pv[3].TCoords.X = (letter_size.Width - 1) / static_cast<f32>(letter_size.Width); pv[0].TCoords = vector2df(u1, v2); pv[1].TCoords = vector2df(u2, v2); pv[2].TCoords = vector2df(u1, v1); pv[3].TCoords = vector2df(u2, v1); container[i]->getMaterial(0).setTexture(0, current_tex); } return container; } } // end namespace gui } // end namespace irr