1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
/********************************************************************
*
*	File:		fsCNativeTextSprite.h
*
*	Purpose:	Cocos2d-x retained text sprite - needs to be added
*				to a scene
*
*********************************************************************/

#ifndef fsCNativeTextSpriteehdr
#define fsCNativeTextSpriteehdr

#include <Corrade/Containers/Pointer.h>
#include <Magnum/Text/Renderer.h>
#include <Magnum/Math/Matrix4.h>
#include <Magnum/Math/Matrix3.h>
#include <Magnum/Shaders/Shaders.h>
#include <Magnum/GL/Mesh.h>

#include <fsCore/fsBaseTypes.h>
#include <fsCore/fsAffineMtx2d.h>
#include <fsCore/fsRect.h>
#include <fsCore/fsStr.h>

#include "fsINative.h"

class fsIFont;
class fsRect;
class fsSColour;
class fsAffineMtx2d;
class fsStr;


class fsCNativeTextSprite : public fsINative
{
	friend class fsCNativeTextSpriteRenderData;

public:

	static Magnum::Shaders::DistanceFieldVectorGL3D  *mShader;

    void outlineSet(const fsSColour4B& pOutline, fsF32 pSize) const;
    void shadowSet(const fsSColour4B& pShadow, fsVec2d pOffset, fsF32 pBlurRadius) const;
    void glowSet(const fsSColour4B& pGlow) const;

	void alignmentSet(fsS32 pAlignH, fsS32 pAlignV);
	void initialise(const fsStr& pText, fsIFont* pFont);

	fsS32 stringWidthInPixelsGet() const;

	void formattingRectSizeSet(const fsRect& pFormattingRect);
	fsStr textGet() const;
	void textSet(const fsStr& pText);

	virtual ~fsCNativeTextSprite();<--- Destructor in derived class

protected:

	void renderDo() override;
	void matrixApplyDo(const fsAffineMtx2d& pRenderMatrix) override;
	void colourSetDo(const fsSColour4B& pColour) override;

	fsCNativeTextSprite();

private:

	void softWrap();

	fsRect mBoundingBox;

	fsIFont* mFont;
	fsAffineMtx2d mat;

	fsStr mText;

	Corrade::Containers::Pointer<Magnum::Text::Renderer2D> _dynamicText;
	Magnum::GL::Mesh _myText{Magnum::NoCreate};
	Magnum::GL::Buffer mVertices, mIndices;
	
	Magnum::Math::Matrix4<fsF32> mRenderMatrix;
	Magnum::GL::Mesh _mesh;

	fsS32 mScreenWidth, mScreenHeight;
};

#endif