0ad/source/graphics/TextRenderer.h
trompetin17 690838e3dc
Add [locale] inline tag for per-locale fonts
New `[locale='xx']...[/locale]` markup lets GUI text sections render
with a locale-specific font (e.g. CJK) while the rest of the caption
keeps the current game font.

guiObject.caption = "Hello [locale='ja']世界[/locale], how do you
[locale='zh']感覺[/locale]" This is ideal for language pickers and
similar UI where you want the language name shown in its own script.

This commit unlocks richer, self-explanatory international UI while
keeping the legacy text behaviour unchanged.
2025-08-04 09:35:41 -05:00

178 lines
4.4 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_TEXTRENDERER
#define INCLUDED_TEXTRENDERER
#include "graphics/Color.h"
#include "maths/Rect.h"
#include "maths/Vector2D.h"
#include "ps/CStrIntern.h"
#include <cstddef>
#include <list>
#include <memory>
#include <string>
class CFont;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IShaderProgram; }
class CTextRenderer
{
public:
CTextRenderer();
/**
* Reset the text transform to the default, with (0,0) in the top-left corner.
*/
void ResetTranslate(const CVector2D& translate = CVector2D{});
const CVector2D& GetTranslate() const { return m_Translate; }
void Translate(float x, float y);
/**
* Set clipping rectangle, in pre-transform coordinates (i.e. text is clipped against
* this rect based purely on the x,y values passed into Put()). Text fully outside the
* clipping rectangle may not be rendered. Should be used in conjunction with SetScissors
* for precise clipping - this is just an optimisation.
*/
void SetClippingRect(const CRect& rect);
/**
* Set the color for subsequent print calls.
*/
void SetCurrentColor(const CColor& color);
/**
* Set the font for subsequent print calls.
*/
void SetCurrentFont(CStrIntern font, CStrIntern locale);
/**
* Print formatted text at (0,0) under the current transform,
* and advance the transform by the width of the text.
*/
void PrintfAdvance(const wchar_t* fmt, ...);
/**
* Print formatted text at (x,y) under the current transform.
* Does not alter the current transform.
*/
void PrintfAt(float x, float y, const wchar_t* fmt, ...);
/**
* Print text at (0,0) under the current transform,
* and advance the transform by the width of the text.
*/
void PutAdvance(const wchar_t* buf);
/**
* Print text at (x,y) under the current transform.
* Does not alter the current transform.
*/
void Put(float x, float y, const wchar_t* buf);
/**
* Print text at (x,y) under the current transform.
* Does not alter the current transform.
* @p buf must be a UTF-8 string.
*/
void Put(float x, float y, const char* buf);
/**
* Print text at (x,y) under the current transform.
* Does not alter the current transform.
* @p buf must remain valid until Render() is called.
* (This should be used to minimise memory copies when possible.)
*/
void Put(float x, float y, const std::wstring* buf);
/**
* Render all of the previously printed text calls.
*/
void Render(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader,
const CVector2D& transformScale, const CVector2D& translation);
private:
friend struct SBatchCompare;
/**
* A string (optionally owned by this object, or else pointing to an
* externally-owned string) with a position.
*/
struct SBatchRun
{
private:
SBatchRun& operator=(const SBatchRun&);
public:
SBatchRun()
: text(NULL), owned(false)
{
}
SBatchRun(const SBatchRun& str)
: x(str.x), y(str.y), owned(str.owned)
{
if (owned)
text = new std::wstring(*str.text);
else
text = str.text;
}
~SBatchRun()
{
if (owned)
delete text;
}
float x, y;
const std::wstring* text;
bool owned;
};
/**
* A list of SBatchRuns, with a single font/color/transform,
* to be rendered in a single GL call.
*/
struct SBatch
{
size_t chars; // sum of runs[i].text->size()
CVector2D translate;
CColor color;
std::shared_ptr<CFont> font;
std::list<SBatchRun> runs;
};
void PutString(float x, float y, const std::wstring* buf, bool owned);
CVector2D m_Translate;
CRect m_Clipping;
CColor m_Color;
CStrIntern m_FontName;
std::shared_ptr<CFont> m_Font;
bool m_Dirty = true;
std::list<SBatch> m_Batches;
};
#endif // INCLUDED_TEXTRENDERER