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https://gitea.wildfiregames.com/0ad/0ad
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This commit enhances text rendering by leveraging FreeType and a dynamic font atlas. Previously, GUI scaling relied on bitmap fonts, which led to blurry and distorted text when scaling up. Now, we scale the font size directly using FreeType, resulting in much sharper and more readable text at any GUI scale. Key improvements: - Replaced bitmap font scaling with true font size scaling via FreeType. - Reduced glyph cache dependency on fixed positions, relying on shader scaling instead. - Switched to float-based glyph positioning for more accurate rendering and scaling. These changes ensure clean and consistent text appearance across different GUI scales.
479 lines
15 KiB
C++
479 lines
15 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "CGUIText.h"
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#include "graphics/Canvas2D.h"
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#include "graphics/FontMetrics.h"
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#include "graphics/TextRenderer.h"
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#include "gui/CGUI.h"
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#include "gui/ObjectBases/IGUIObject.h"
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#include "gui/SettingTypes/CGUIString.h"
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#include "ps/CStrInternStatic.h"
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#include <cmath>
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#include <optional>
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extern int g_xres, g_yres;
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// TODO Gee: CRect => CPoint ?
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void SGenerateTextImage::SetupSpriteCall(
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const bool left, CGUIText::SSpriteCall& spriteCall, const float width, const float y,
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const CSize2D& size, const CStr& textureName, const float bufferZone)
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{
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// TODO Gee: Temp hardcoded values
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spriteCall.m_Area.top = y + bufferZone;
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spriteCall.m_Area.bottom = y + bufferZone + size.Height;
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if (left)
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{
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spriteCall.m_Area.left = bufferZone;
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spriteCall.m_Area.right = size.Width + bufferZone;
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}
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else
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{
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spriteCall.m_Area.left = width - bufferZone - size.Width;
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spriteCall.m_Area.right = width - bufferZone;
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}
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spriteCall.m_Sprite = CGUISpriteInstance{textureName, false};
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m_YFrom = spriteCall.m_Area.top - bufferZone;
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m_YTo = spriteCall.m_Area.bottom + bufferZone;
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m_Indentation = size.Width + bufferZone * 2;
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}
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CGUIText::CGUIText(const CGUI& pGUI, const CGUIString& string, const CStrW& fontW, const float width, const float bufferZone, const EAlign align, const IGUIObject* pObject)
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{
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if (string.m_Words.empty())
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return;
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CStrIntern font(fontW.ToUTF8());
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float y = bufferZone; // drawing pointer
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float lineWidth = 0.f;
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int from = 0;
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bool firstLine = true; // Necessary because text in the first line is shorter
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// (it doesn't count the line spacing)
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// Images on the left or the right side.
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SGenerateTextImages images;
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int posLastImage = -1; // Position in the string where last img (either left or right) were encountered.
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// in order to avoid duplicate processing.
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// The calculated width of each word includes the space between the current
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// word and the next. When we're wrapping, we need subtract the width of the
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// space after the last word on the line before the wrap.
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CFontMetrics currentFont(font);
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float spaceWidth = currentFont.GetCharacterWidth(L' ');
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// Go through string word by word.
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// a word is defined as [start, end[ in string.m_Words so we skip the last item.
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for (int i = 0; i < static_cast<int>(string.m_Words.size()) - 1; ++i)
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{
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// Pre-process each line one time, so we know which floating images
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// will be added for that line.
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// Generated stuff is stored in feedback.
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CGUIString::SFeedback feedback;
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// Preliminary line height, used for word-wrapping with floating images.
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float prelimLineHeight = 0.f;
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// Width and height of all text calls generated.
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string.GenerateTextCall(pGUI, feedback, font, string.m_Words[i], string.m_Words[i+1], firstLine);
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SetupSpriteCalls(pGUI, feedback.m_Images, y, width, bufferZone, i, posLastImage, images);
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posLastImage = std::max(posLastImage, i);
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lineWidth += feedback.m_Size.Width;
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prelimLineHeight = std::max(prelimLineHeight, feedback.m_Size.Height);
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float spaceCorrection = feedback.m_EndsWithSpace ? spaceWidth : 0.f;
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// If width is 0, then there's no word-wrapping, disable NewLine.
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if ((width != 0 && ((from != i && lineWidth - spaceCorrection + 2 * bufferZone > width) || feedback.m_NewLine)) || i == static_cast<int>(string.m_Words.size()) - 2)
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{
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if (ProcessLine(pGUI, string, font, pObject, images, align, prelimLineHeight, width, bufferZone, firstLine, y, i, from))
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return;
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lineWidth = 0.f;
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}
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}
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}
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// Loop through our images queues, to see if images have been added.
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void CGUIText::SetupSpriteCalls(
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const CGUI& pGUI,
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const std::array<std::vector<CStr>, 2>& feedbackImages,
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const float y,
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const float width,
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const float bufferZone,
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const int i,
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const int posLastImage,
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SGenerateTextImages& images)
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{
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// Check if this has already been processed.
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// Also, floating images are only applicable if Word-Wrapping is on
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if (width == 0 || i <= posLastImage)
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return;
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// Loop left/right
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for (int j = 0; j < 2; ++j)
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for (const CStr& imgname : feedbackImages[j])
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{
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SSpriteCall spriteCall;
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SGenerateTextImage image;
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// Y is if no other floating images is above, y. Else it is placed
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// after the last image, like a stack downwards.
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float _y;
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if (!images[j].empty())
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_y = std::max(y, images[j].back().m_YTo);
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else
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_y = y;
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const SGUIIcon& icon = pGUI.GetIcon(imgname);
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image.SetupSpriteCall(j == CGUIString::SFeedback::Left, spriteCall, width, _y, icon.m_Size, icon.m_SpriteName, bufferZone);
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// Check if image is the lowest thing.
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m_Size.Height = std::max(m_Size.Height, image.m_YTo);
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images[j].emplace_back(image);
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m_SpriteCalls.emplace_back(std::move(spriteCall));
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}
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}
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// Now we'll do another loop to figure out the height and width of
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// the line (the height of the largest character and the width is
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// the sum of all of the individual widths). This
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// couldn't be determined in the first loop (main loop)
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// because it didn't regard images, so we don't know
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// if all characters processed, will actually be involved
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// in that line.
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void CGUIText::ComputeLineSize(
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const CGUI& pGUI,
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const CGUIString& string,
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const CStrIntern& font,
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const bool firstLine,
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const float width,
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const float widthRangeFrom,
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const float widthRangeTo,
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const int i,
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const int tempFrom,
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CSize2D& lineSize) const
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{
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// The calculated width of each word includes the space between the current
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// word and the next. When we're wrapping, we need subtract the width of the
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// space after the last word on the line before the wrap.
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CFontMetrics currentFont(font);
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float spaceWidth = currentFont.GetCharacterWidth(L' ');
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float spaceCorrection = 0.f;
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float x = widthRangeFrom;
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for (int j = tempFrom; j <= i; ++j)
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{
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// We don't want to use feedback now, so we'll have to use another one.
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CGUIString::SFeedback feedback2;
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// Don't attach object, it'll suppress the errors
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// we want them to be reported in the final GenerateTextCall()
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// so that we don't get duplicates.
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string.GenerateTextCall(pGUI, feedback2, font, string.m_Words[j], string.m_Words[j+1], firstLine);
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// Append X value.
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x += feedback2.m_Size.Width;
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const float currentSpaceCorrection = feedback2.m_EndsWithSpace ? spaceWidth : 0.0f;
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const bool isLineOverflow = x - currentSpaceCorrection > widthRangeTo;
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if (width != 0 && isLineOverflow && j != tempFrom && !feedback2.m_NewLine)
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break;
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// Update after the line-break detection, because otherwise spaceCorrection above
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// will refer to the wrapped word and not the last-word-before-the-line-break.
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spaceCorrection = currentSpaceCorrection;
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// Let lineSize.cy be the maximum m_Height we encounter.
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lineSize.Height = std::max(lineSize.Height, feedback2.m_Size.Height);
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// If the current word is an explicit new line ("\n"),
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// break now before adding the width of this character.
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// ("\n" doesn't have a glyph, thus is given the same width as
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// the "missing glyph" character by CFont::GetCharacterWidth().)
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if (width != 0 && feedback2.m_NewLine)
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break;
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lineSize.Width += feedback2.m_Size.Width;
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}
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// Remove the space if necessary.
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lineSize.Width -= spaceCorrection;
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}
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bool CGUIText::ProcessLine(
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const CGUI& pGUI,
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const CGUIString& string,
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const CStrIntern& font,
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const IGUIObject* pObject,
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const SGenerateTextImages& images,
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const EAlign align,
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const float prelimLineHeight,
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const float width,
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const float bufferZone,
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bool& firstLine,
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float& y,
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int& i,
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int& from)
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{
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// Change 'from' to 'i', but first keep a copy of its value.
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int tempFrom = from;
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from = i;
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float widthRangeFrom = bufferZone;
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float widthRangeTo = width - bufferZone;
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ComputeLineRange(images, y, width, prelimLineHeight, widthRangeFrom, widthRangeTo);
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CSize2D lineSize;
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ComputeLineSize(pGUI, string, font, firstLine, width, widthRangeFrom, widthRangeTo, i, tempFrom, lineSize);
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// Move down, because font drawing starts from the baseline
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y += lineSize.Height;
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// Do the real processing now
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const bool done = AssembleCalls(pGUI, string, font, pObject, firstLine, width, widthRangeTo, GetLineOffset(align, widthRangeFrom, widthRangeTo, lineSize), y, tempFrom, i, from);
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// Update dimensions
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m_Size.Width = std::max(m_Size.Width, lineSize.Width + bufferZone * 2);
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m_Size.Height = std::max(m_Size.Height, y + bufferZone);
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firstLine = false;
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// Now if we entered as from = i, then we want
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// i being one minus that, so that it will become
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// the same i in the next loop. The difference is that
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// we're on a new line now.
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i = from - 1;
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return done;
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}
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// Decide width of the line. We need to iterate our floating images.
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// this won't be exact because we're assuming the lineSize.cy
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// will be as our preliminary calculation said. But that may change,
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// although we'd have to add a couple of more loops to try straightening
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// this problem out, and it is very unlikely to happen noticeably if one
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// structures his text in a stylistically pure fashion. Even if not, it
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// is still quite unlikely it will happen.
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// Loop through left and right side, from and to.
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void CGUIText::ComputeLineRange(
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const SGenerateTextImages& images,
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const float y,
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const float width,
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const float prelimLineHeight,
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float& widthRangeFrom,
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float& widthRangeTo) const
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{
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// Floating images are only applicable if word-wrapping is enabled.
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if (width == 0)
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return;
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for (int j = 0; j < 2; ++j)
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for (const SGenerateTextImage& img : images[j])
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{
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// We're working with two intervals here, the image's and the line height's.
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// let's find the union of these two.
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float unionFrom, unionTo;
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unionFrom = std::max(y, img.m_YFrom);
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unionTo = std::min(y + prelimLineHeight, img.m_YTo);
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// The union is not empty
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if (unionTo > unionFrom)
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{
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if (j == 0)
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widthRangeFrom = std::max(widthRangeFrom, img.m_Indentation);
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else
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widthRangeTo = std::min(widthRangeTo, width - img.m_Indentation);
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}
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}
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}
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// compute offset based on what kind of alignment
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float CGUIText::GetLineOffset(
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const EAlign align,
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const float widthRangeFrom,
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const float widthRangeTo,
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const CSize2D& lineSize) const
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{
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switch (align)
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{
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case EAlign::LEFT:
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return widthRangeFrom;
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case EAlign::CENTER:
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return (widthRangeTo + widthRangeFrom - lineSize.Width) / 2;
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case EAlign::RIGHT:
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return widthRangeTo - lineSize.Width;
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default:
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debug_warn(L"Broken EAlign in CGUIText()");
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return 0.f;
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}
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}
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bool CGUIText::AssembleCalls(
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const CGUI& pGUI,
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const CGUIString& string,
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const CStrIntern& font,
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const IGUIObject* pObject,
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const bool firstLine,
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const float width,
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const float widthRangeTo,
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const float dx,
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const float y,
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const int tempFrom,
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const int i,
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int& from)
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{
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bool done = false;
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float x = dx;
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for (int j = tempFrom; j <= i; ++j)
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{
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// We don't want to use feedback now, so we'll have to use another one.
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CGUIString::SFeedback feedback2;
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// Defaults
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string.GenerateTextCall(pGUI, feedback2, font, string.m_Words[j], string.m_Words[j+1], firstLine, pObject);
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// Iterate all and set X/Y values
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// Since X values are not set, we need to make an internal
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// iteration with an increment that will append the internal
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// x, that is what xPointer is for.
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float xPointer = 0.f;
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for (STextCall& tc : feedback2.m_TextCalls)
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{
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tc.m_Pos = CVector2D(x + xPointer, y);
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xPointer += tc.m_Size.Width;
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if (tc.m_pSpriteCall)
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tc.m_pSpriteCall->m_Area += tc.m_Pos - CSize2D(0, tc.m_pSpriteCall->m_Area.GetHeight());
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}
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x += feedback2.m_Size.Width;
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if (width != 0) // only if word-wrapping is applicable
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{
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// Check if we need to wrap, using the same algorithm as ComputeLineSize
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// This means we must ignore the 'space before the next word' for the purposes of wrapping.
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CFontMetrics currentFont(font);
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float spaceWidth = currentFont.GetCharacterWidth(L' ');
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float spaceCorrection = feedback2.m_EndsWithSpace ? spaceWidth : 0.f;
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if (feedback2.m_NewLine)
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{
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from = j + 1;
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// Sprite call can exist within only a newline segment,
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// therefore we need this.
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if (!feedback2.m_SpriteCalls.empty())
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{
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auto newEnd = std::remove_if(feedback2.m_TextCalls.begin(), feedback2.m_TextCalls.end(), [](const STextCall& call) { return !call.m_pSpriteCall; });
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m_TextCalls.insert(
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m_TextCalls.end(),
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std::make_move_iterator(feedback2.m_TextCalls.begin()),
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std::make_move_iterator(newEnd));
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m_SpriteCalls.insert(
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m_SpriteCalls.end(),
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std::make_move_iterator(feedback2.m_SpriteCalls.begin()),
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std::make_move_iterator(feedback2.m_SpriteCalls.end()));
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}
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break;
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}
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else if (x - spaceCorrection > widthRangeTo && j == tempFrom)
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{
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// The first word overrides the width limit, what we do,
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// in those cases, is just drawing that word even
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// though it'll extend the object.
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// Ergo: do not break, since we want it to be added to m_TextCalls.
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from = j+1;
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// To avoid doing redundant computations, set up j to exit the loop right away.
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j = i + 1;
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}
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else if (x - spaceCorrection > widthRangeTo)
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{
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from = j;
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break;
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}
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}
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// Add the whole feedback2.m_TextCalls to our m_TextCalls.
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m_TextCalls.insert(
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m_TextCalls.end(),
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std::make_move_iterator(feedback2.m_TextCalls.begin()),
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std::make_move_iterator(feedback2.m_TextCalls.end()));
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m_SpriteCalls.insert(
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m_SpriteCalls.end(),
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std::make_move_iterator(feedback2.m_SpriteCalls.begin()),
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std::make_move_iterator(feedback2.m_SpriteCalls.end()));
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if (j == static_cast<int>(string.m_Words.size()) - 2)
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done = true;
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}
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return done;
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}
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void CGUIText::Draw(CGUI& pGUI, CCanvas2D& canvas, const CGUIColor& DefaultColor, const CVector2D& pos, CRect clipping) const
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{
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const bool isClipped = clipping != CRect();
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std::optional<CCanvas2D::ScopedScissor> scopedScissor;
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if (isClipped)
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{
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if (clipping.GetWidth() <= 0.0f || clipping.GetHeight() <= 0.0f)
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return;
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scopedScissor.emplace(canvas, clipping);
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}
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CTextRenderer textRenderer;
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textRenderer.SetClippingRect(clipping);
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textRenderer.Translate(0.0f, 0.0f);
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for (const STextCall& tc : m_TextCalls)
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{
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// If this is just a placeholder for a sprite call, continue
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if (tc.m_pSpriteCall)
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continue;
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textRenderer.SetCurrentColor(tc.m_UseCustomColor ? tc.m_Color : DefaultColor);
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textRenderer.SetCurrentFont(tc.m_Font);
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textRenderer.Put(pos.X + tc.m_Pos.X, pos.Y + tc.m_Pos.Y, &tc.m_String);
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}
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canvas.DrawText(textRenderer);
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for (const SSpriteCall& sc : m_SpriteCalls)
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pGUI.DrawSprite(sc.m_Sprite, canvas, sc.m_Area + pos);
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}
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