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/**
* @file text_render.hpp
*
* Text rendering.
*/
#pragma once
#include <cstdint>
#include <string>
#include <utility>
#include <vector>
#include <SDL.h>
#include "DiabloUI/ui_flags.hpp"
#include "engine.h"
#include "engine/cel_sprite.hpp"
#include "engine/rectangle.hpp"
#include "utils/stdcompat/optional.hpp"
#include "utils/stdcompat/string_view.hpp"
namespace devilution {
enum GameFontTables : uint8_t {
GameFont12,
GameFont24,
GameFont30,
GameFont42,
GameFont46,
FontSizeDialog,
};
enum text_color : uint8_t {
ColorUiGold,
ColorUiSilver,
ColorUiGoldDark,
ColorUiSilverDark,
ColorDialogWhite,
ColorDialogYellow,
ColorGold,
ColorBlack,
ColorWhite,
ColorWhitegold,
ColorRed,
ColorBlue,
ColorButtonface,
ColorButtonpushed,
};
/**
* @brief A format argument for `DrawStringWithColors`.
*/
class DrawStringFormatArg {
public:
enum class Type {
StringView,
Int
};
DrawStringFormatArg(string_view value, UiFlags flags)
: type_(Type::StringView)
, string_view_value_(value)
, flags_(flags)
{
}
DrawStringFormatArg(int value, UiFlags flags)
: type_(Type::Int)
, int_value_(value)
, flags_(flags)
{
}
Type GetType() const
{
return type_;
}
string_view GetFormatted() const
{
if (type_ == Type::StringView)
return string_view_value_;
return formatted_;
}
void SetFormatted(std::string &&value)
{
formatted_ = std::move(value);
}
bool HasFormatted() const
{
return type_ == Type::StringView || !formatted_.empty();
}
int GetIntValue() const
{
return int_value_;
}
UiFlags GetFlags() const
{
return flags_;
}
private:
Type type_;
union {
string_view string_view_value_;
int int_value_;
};
UiFlags flags_;
std::string formatted_;
};
/**
* @brief Small text selection cursor.
*
* Also used in the stores and the quest log.
*/
extern OptionalOwnedCelSprite pSPentSpn2Cels;
void LoadSmallSelectionSpinner();
void UnloadFonts(GameFontTables size, text_color color);
/**
* @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(string_view text, GameFontTables size = GameFont12, int spacing = 1, int *charactersInLine = nullptr);
/**
* @brief Calculate pixel width of first line of text, respecting kerning
* @param fmt An fmt::format string.
* @param args Format arguments.
* @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(string_view fmt, DrawStringFormatArg *args, std::size_t argsLen, GameFontTables size, int spacing, int *charactersInLine = nullptr);
int GetLineHeight(string_view text, GameFontTables fontIndex);
/**
* @brief Builds a multi-line version of the given text so it'll fit within the given width.
*
* This function will not break words, if the given width is smaller than the width of the longest word in the given
* font then it will likely overflow the output region.
*
* @param text Source text
* @param width Width in pixels of the output region
* @param size Font size to use for the width calculation
* @param spacing Any adjustment to apply between each character
* @return A copy of the source text with newlines inserted where appropriate
*/
[[nodiscard]] std::string WordWrapString(string_view text, unsigned width, GameFontTables size = GameFont12, 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.
* @return The number of bytes rendered, including characters "drawn" outside the buffer.
*/
uint32_t DrawString(const Surface &out, string_view text, const Rectangle &rect, UiFlags flags = UiFlags::None, int spacing = 1, int lineHeight = -1);
/**
* @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.
*/
inline void DrawString(const Surface &out, string_view text, const Point &position, UiFlags flags = UiFlags::None, int spacing = 1, int lineHeight = -1)
{
DrawString(out, text, { position, { out.w() - position.x, 0 } }, flags, spacing, lineHeight);
}
/**
* @brief Draws a line of text with different colors for certain parts of the text.
*
* @example DrawStringWithColors(out, "Press {} to start", {{"Ⓧ", UiFlags::ColorBlue}}, UiFlags::ColorWhite)
*
* @param out Output buffer to draw the text on.
* @param fmt An fmt::format string.
* @param args Format arguments.
* @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.
*/
void DrawStringWithColors(const Surface &out, string_view fmt, DrawStringFormatArg *args, std::size_t argsLen, const Rectangle &rect, UiFlags flags = UiFlags::None, int spacing = 1, int lineHeight = -1);
inline void DrawStringWithColors(const Surface &out, string_view fmt, std::vector<DrawStringFormatArg> args, const Rectangle &rect, UiFlags flags = UiFlags::None, int spacing = 1, int lineHeight = -1)
{
return DrawStringWithColors(out, fmt, args.data(), args.size(), rect, flags, spacing, lineHeight);
}
uint8_t PentSpn2Spin();
void UnloadFonts();
} // namespace devilution