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#include "DiabloUI/text_draw.h"
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#include "DiabloUI/art_draw.h"
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#include "DiabloUI/diabloui.h"
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#include "DiabloUI/fonts.h"
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#include "DiabloUI/text.h"
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#include "DiabloUI/ttf_render_wrapped.h"
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#include "DiabloUI/ui_item.h"
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#include "utils/display.h"
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namespace devilution {
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namespace {
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TextAlignment XAlignmentFromFlags(int flags)
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{
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if ((flags & UIS_CENTER) != 0)
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return TextAlignment_CENTER;
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if ((flags & UIS_RIGHT) != 0)
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return TextAlignment_END;
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return TextAlignment_BEGIN;
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}
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int AlignXOffset(int flags, const SDL_Rect &dest, int w)
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{
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if ((flags & UIS_CENTER) != 0)
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return (dest.w - w) / 2;
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if ((flags & UIS_RIGHT) != 0)
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return dest.w - w;
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return 0;
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}
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} // namespace
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void DrawTTF(const char *text, const SDL_Rect &rectIn, int flags,
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const SDL_Color &textColor, const SDL_Color &shadowColor,
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TtfSurfaceCache &renderCache)
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{
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SDL_Rect rect(rectIn);
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if (font == nullptr || text == nullptr || *text == '\0')
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return;
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const auto xAlign = XAlignmentFromFlags(flags);
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if (renderCache.text == nullptr)
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renderCache.text = ScaleSurfaceToOutput(SDLSurfaceUniquePtr { RenderUTF8_Solid_Wrapped(font, text, textColor, rect.w, xAlign) });
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if (renderCache.shadow == nullptr)
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renderCache.shadow = ScaleSurfaceToOutput(SDLSurfaceUniquePtr { RenderUTF8_Solid_Wrapped(font, text, shadowColor, rect.w, xAlign) });
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SDL_Surface *textSurface = renderCache.text.get();
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SDL_Surface *shadowSurface = renderCache.shadow.get();
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if (textSurface == nullptr)
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return;
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SDL_Rect destRect = rect;
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ScaleOutputRect(&destRect);
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destRect.x += AlignXOffset(flags, destRect, textSurface->w);
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destRect.y += (flags & UIS_VCENTER) != 0 ? (destRect.h - textSurface->h) / 2 : 0;
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SDL_Rect shadowRect = destRect;
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++shadowRect.x;
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++shadowRect.y;
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if (SDL_BlitSurface(shadowSurface, nullptr, DiabloUiSurface(), &shadowRect) < 0)
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ErrSdl();
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if (SDL_BlitSurface(textSurface, nullptr, DiabloUiSurface(), &destRect) < 0)
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ErrSdl();
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}
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void DrawArtStr(const char *text, const SDL_Rect &rect, int flags, bool drawTextCursor)
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{
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_artFontTables size = AFT_SMALL;
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_artFontColors color = (flags & UIS_GOLD) != 0 ? AFC_GOLD : AFC_SILVER;
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if ((flags & UIS_MED) != 0)
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size = AFT_MED;
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else if ((flags & UIS_BIG) != 0)
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size = AFT_BIG;
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else if ((flags & UIS_HUGE) != 0)
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size = AFT_HUGE;
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const int x = rect.x + AlignXOffset(flags, rect, GetArtStrWidth(text, size));
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const int y = rect.y + ((flags & UIS_VCENTER) != 0 ? (rect.h - ArtFonts[size][color].h()) / 2 : 0);
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int sx = x;
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int sy = y;
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for (size_t i = 0, n = strlen(text); i < n; i++) {
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if (text[i] == '\n') {
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sx = x;
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sy += ArtFonts[size][color].h();
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continue;
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}
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uint8_t w = FontTables[size][static_cast<uint8_t>(text[i]) + 2];
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w = (w != 0) ? w : FontTables[size][0];
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DrawArt(sx, sy, &ArtFonts[size][color], static_cast<uint8_t>(text[i]), w);
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sx += w;
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}
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if (drawTextCursor && GetAnimationFrame(2, 500) != 0) {
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DrawArt(sx, sy, &ArtFonts[size][color], '|');
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}
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}
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} // namespace devilution
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