/** * @file text_render.hpp * * Text rendering. */ #pragma once #include #include #include "DiabloUI/ui_item.h" #include "engine.h" #include "engine/cel_sprite.hpp" #include "engine/rectangle.hpp" #include "utils/stdcompat/optional.hpp" namespace devilution { enum GameFontTables : uint8_t { GameFontSmall, GameFontMed, GameFontBig, }; extern std::optional pSPentSpn2Cels; void InitText(); /** * @brief Calculate pixel width of first line of text, respecting kerning * @param text Text to check, will read until first eol or terminator * @param size Font size to use * @param spacing Extra spacing to add per character * @param charactersInLine Receives characters read until newline or terminator * @return Line width in pixels */ int GetLineWidth(const char *text, GameFontTables size = GameFontSmall, int spacing = 1, int *charactersInLine = nullptr); void WordWrapGameString(char *text, size_t width, GameFontTables size = GameFontSmall, int spacing = 1); /** * @brief Draws a line of text within a clipping rectangle (positioned relative to the origin of the output buffer). * * Specifying a small width (0 to less than two characters wide) should be avoided as this causes issues when laying * out the text. To wrap based on available space use the overload taking a Point. If the rect passed through has 0 * height then the clipping area is extended to the bottom edge of the output buffer. If the clipping rectangle * dimensions extend past the edge of the output buffer text wrapping will be calculated using those dimensions (as if * the text was being rendered off screen). The text will not actually be drawn beyond the bounds of the output * buffer, this is purely to allow for clipping without wrapping. * * @param out The screen buffer to draw on. * @param text String to be drawn. * @param rect Clipping region relative to the output buffer describing where to draw the text and when to wrap long lines. * @param flags A combination of UiFlags to describe font size, color, alignment, etc. See ui_items.h for available options * @param spacing Additional space to add between characters. * This value may be adjusted if the flag UIS_FIT_SPACING is passed in the flags parameter. * @param lineHeight Allows overriding the default line height, useful for multi-line strings. * @param drawTextCursor Whether to draw an animated cursor sprite at the end of the text (default is to display nothing). * @return The number of characters rendered, including characters "drawn" outside the buffer. */ int DrawString(const CelOutputBuffer &out, const char *text, const Rectangle &rect, uint16_t flags = 0, int spacing = 1, int lineHeight = -1, bool drawTextCursor = false); /** * @brief Draws a line of text at the given position relative to the origin of the output buffer. * * This method is provided as a convenience to pass through to DrawString(..., Rectangle, ...) when no explicit * clipping/wrapping is requested. Note that this will still wrap the rendered string if it would end up being drawn * beyond the right edge of the output buffer and clip it if it would extend beyond the bottom edge of the buffer. * * @param out The screen buffer to draw on. * @param text String to be drawn. * @param position Location of the top left corner of the string relative to the top left corner of the output buffer. * @param flags A combination of UiFlags to describe font size, color, alignment, etc. See ui_items.h for available options * @param spacing Additional space to add between characters. * This value may be adjusted if the flag UIS_FIT_SPACING is passed in the flags parameter. * @param lineHeight Allows overriding the default line height, useful for multi-line strings. * @param drawTextCursor Whether to draw an animated cursor sprite at the end of the text (default is to display nothing). * @return The number of characters rendered (could be less than the string length if it wrapped past the bottom of the buffer). */ inline int DrawString(const CelOutputBuffer &out, const char *text, const Point &position, uint16_t flags = 0, int spacing = 1, int lineHeight = -1, bool drawTextCursor = false) { return DrawString(out, text, { position.x, position.y, out.w() - position.x, 0 }, flags, spacing, lineHeight, drawTextCursor); } int PentSpn2Spin(); } // namespace devilution