+#include "BlendedSprite.hpp"
#include "Font.hpp"
#include "Format.hpp"
+#include "Text.hpp"
#include "Texture.hpp"
+#include "Viewport.hpp"
#include <algorithm>
#include <cstring>
}
+int Font::Style() const noexcept {
+ return TTF_GetFontStyle(handle);
+}
+
+void Font::Style(int s) const noexcept {
+ TTF_SetFontStyle(handle, s);
+}
+
+int Font::Outline() const noexcept {
+ return TTF_GetFontOutline(handle);
+}
+
+void Font::Outline(int px) noexcept {
+ TTF_SetFontOutline(handle, px);
+}
+
+
+int Font::Hinting() const noexcept {
+ return TTF_GetFontHinting(handle);
+}
+
+void Font::Hinting(int h) const noexcept {
+ TTF_SetFontHinting(handle, h);
+}
+
bool Font::Kerning() const noexcept {
return TTF_GetFontKerning(handle);
}
}
+const char *Font::FamilyName() const noexcept {
+ return TTF_FontFaceFamilyName(handle);
+}
+
+const char *Font::StyleName() const noexcept {
+ return TTF_FontFaceStyleName(handle);
+}
+
+
bool Font::HasGlyph(Uint16 c) const noexcept {
return TTF_GlyphIsProvided(handle, c);
}
return size;
}
-Texture Font::Render(const char *text, SDL_Color color) const {
- SDL_Surface *srf = TTF_RenderUTF8_Blended(handle, text, color);
+Texture Font::Render(const char *text) const {
+ Texture tex;
+ Render(text, tex);
+ return tex;
+}
+
+void Font::Render(const char *text, Texture &tex) const {
+ SDL_Surface *srf = TTF_RenderUTF8_Blended(handle, text, { 0xFF, 0xFF, 0xFF, 0xFF });
if (!srf) {
throw std::runtime_error(TTF_GetError());
}
- Texture tex;
tex.Bind();
tex.Data(*srf, false);
tex.FilterLinear();
SDL_FreeSurface(srf);
- return tex;
}
}
+Text::Text() noexcept
+: tex()
+, sprite()
+, bg(1.0f, 1.0f, 1.0f, 0.0f)
+, fg(1.0f, 1.0f, 1.0f, 1.0f)
+, size(0.0f)
+, pos(0.0f)
+, grav(Gravity::NORTH_WEST)
+, pivot(Gravity::NORTH_WEST)
+, dirty(false)
+, visible(false) {
+
+}
+
+void Text::Set(const Font &font, const char *text) {
+ font.Render(text, tex);
+ size = font.TextSize(text);
+ dirty = true;
+}
+
+void Text::Update() {
+ sprite.LoadRect(size.x, size.y, align(pivot, size));
+ dirty = false;
+}
+
+void Text::Render(Viewport &viewport) noexcept {
+ if (dirty) {
+ Update();
+ }
+ BlendedSprite &prog = viewport.SpriteProgram();
+ viewport.SetCursor(pos, grav);
+ prog.SetM(viewport.Cursor());
+ prog.SetTexture(tex);
+ prog.SetBG(bg);
+ prog.SetFG(fg);
+ sprite.Draw();
+}
+
+
Texture::Texture()
: handle(0)
, width(0)