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392 lines
14 KiB
C++
392 lines
14 KiB
C++
#pragma once
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#include <cocos2d.h>
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namespace geode {
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enum class TextAlignment {
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Begin,
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Center,
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End,
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};
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enum class TextCapitalization {
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Normal,
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AllUpper,
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AllLower,
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};
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// enum only as these are flags
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enum TextStyle {
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TextStyleRegular = 0b0,
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TextStyleBold = 0b1,
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TextStyleItalic = 0b10,
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};
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// enum only as these are flags
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enum TextDecoration {
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TextDecorationNone = 0b0,
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TextDecorationUnderline = 0b1,
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TextDecorationStrikethrough = 0b10,
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};
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class TextDecorationWrapper;
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class TextLinkedButtonWrapper;
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/**
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* Utility class for creating rich text content.
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* Use to incrementally render strings, and push
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* variables to modify the renderer's state. Use
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* `begin` to start rendering to a target and
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* `end` to finish rendering.
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*
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* Works for any type of label, although relies
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* heavily on content sizes for labels and nodes.
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*
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* Not too well-performant and the rendering is
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* done linearly without so this is not suitable
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* for dynamic content. For something like a
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* static rich text -area though this can prove
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* useful. Used in MDTextArea.
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*/
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class GEODE_DLL TextRenderer : public cocos2d::CCObject {
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public:
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/**
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* Represents a label. As CCLabelBMFont and
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* CCLabelTTF have different inheritance
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* structures, this class can handle either
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* one universally. All relevant vtables are
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* stored in-class to avoid needing to
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* `dynamic_cast` everything. This way of
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* storing vtables also means that anything
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* which satisfies these 3 vtables can be used,
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* even if its true UX representation is
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* actually not a label.
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*/
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struct Label {
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/**
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* Label's CCNode vtable
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*/
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cocos2d::CCNode* m_node;
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/**
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* Label's CCLabelProtocol vtable
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*/
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cocos2d::CCLabelProtocol* m_labelProtocol;
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/**
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* Label's CCRGBAProtocol vtable
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*/
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cocos2d::CCRGBAProtocol* m_rgbaProtocol;
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/**
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* Line height. If 0, the renderer will dynamically
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* calculate line height based on content size.
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*/
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float m_lineHeight;
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explicit inline Label() {
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m_node = nullptr;
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m_labelProtocol = nullptr;
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m_rgbaProtocol = nullptr;
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m_lineHeight = .0f;
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}
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template <class T>
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Label(T* label, float lineHeight = .0f) {
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static_assert(
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std::is_base_of_v<cocos2d::CCNode, T>, "Label must inherit from CCNode!"
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);
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static_assert(
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std::is_base_of_v<cocos2d::CCLabelProtocol, T>,
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"Label must inherit from CCLabelProtocol!"
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);
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static_assert(
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std::is_base_of_v<cocos2d::CCRGBAProtocol, T>,
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"Label must inherit from CCRGBAProtocol!"
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);
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m_node = label;
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m_labelProtocol = label;
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m_rgbaProtocol = label;
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if (lineHeight) {
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m_lineHeight = lineHeight;
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}
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else {
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if constexpr (std::is_same_v<cocos2d::CCLabelBMFont, T>) {
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m_lineHeight = label->getConfiguration()->m_nCommonHeight /
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cocos2d::CC_CONTENT_SCALE_FACTOR();
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}
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}
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}
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};
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/**
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* Label generator function. The `int` parameter
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* represents the current text style flags. Use
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* to distinguish between bold, italic and
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* regular text.
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*/
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using Font = std::function<Label(int)>;
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protected:
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cocos2d::CCPoint m_origin = cocos2d::CCPointZero;
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cocos2d::CCSize m_size = cocos2d::CCSizeZero;
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cocos2d::CCPoint m_cursor = cocos2d::CCPointZero;
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cocos2d::CCNode* m_target = nullptr;
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std::vector<Font> m_fontStack;
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std::vector<float> m_scaleStack;
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std::vector<int> m_styleStack;
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std::vector<cocos2d::ccColor3B> m_colorStack;
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std::vector<GLubyte> m_opacityStack;
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std::vector<int> m_decorationStack;
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std::vector<TextCapitalization> m_capsStack;
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std::vector<Label> m_lastRendered;
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std::vector<float> m_indentationStack;
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std::vector<float> m_wrapOffsetStack;
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std::vector<TextAlignment> m_hAlignmentStack;
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std::vector<TextAlignment> m_vAlignmentStack;
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std::vector<cocos2d::CCNode*> m_renderedLine;
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cocos2d::CCNode* m_lastRenderedNode = nullptr;
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bool init();
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Label addWrappers(
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Label const& label, bool isButton, cocos2d::CCObject* target,
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cocos2d::SEL_MenuHandler callback
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);
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bool render(std::string const& word, cocos2d::CCNode* to, cocos2d::CCLabelProtocol* label);
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float adjustLineAlignment();
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public:
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/**
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* Create a TextRenderer
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* @returns Created TextRenderer
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*/
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static TextRenderer* create();
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virtual ~TextRenderer();
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/**
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* Initialize renderer
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* @param target Target node to render to. If nullptr,
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* a new CCNode will be created.
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* @param pos Position to render to
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* @param size Size of the render area. Needed for
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* text wrapping & alignment
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*/
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void begin(
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cocos2d::CCNode* target, cocos2d::CCPoint const& pos = cocos2d::CCPointZero,
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cocos2d::CCSize const& size = cocos2d::CCSizeZero
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);
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/**
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* Finish rendering and clean up renderer
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* @param fitToContent Resize the target's content
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* size to match the rendered content
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* @param horizontalAlign Horizontal alignment of
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* the rendered text
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* @param verticalAlign Vertical alignment of
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* the rendered text
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* @returns Target that was rendered onto
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*/
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cocos2d::CCNode* end(
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bool fitToContent = true, TextAlignment horizontalAlign = TextAlignment::Begin,
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TextAlignment verticalAlign = TextAlignment::Begin
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);
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/**
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* Render a string with specific settings, bypassing
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* current variable stacks.
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* @param str String to render
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* @param font Font function to use
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* @param scale Scale of label
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* @param color Label color
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* @param opacity Label opacity
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* @param style Label style (TextStyle enum)
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* @param deco Label decorations (TextDecoration enum)
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* @param caps String capitalization
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* @param addToTarget Whether to add the created label(s)
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* onto the target
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* @param isButton If the label should be created as an
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* interactive linked button
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* @param buttonTarget Target for the label if isButton is
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* true, defaults to current renderer target
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* @param callback Callback for the label if isButton is
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* true
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* @returns Vector of rendered labels. The label may be
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* split on multiple lines if it exceeds bounds
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*/
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std::vector<Label> renderStringEx(
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std::string const& str, Font font, float scale,
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cocos2d::ccColor3B color = { 255, 255, 255 }, GLubyte opacity = 255,
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int style = TextStyleRegular, int deco = TextDecorationNone,
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TextCapitalization caps = TextCapitalization::Normal, bool addToTarget = true,
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bool isButton = false, cocos2d::CCObject* buttonTarget = nullptr,
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cocos2d::SEL_MenuHandler callback = nullptr
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);
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/**
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* Render a string to target. Uses current variable stacks
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* for styling and parameters
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* @param str String to render
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* @returns Vector of rendered labels. The label may be
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* split on multiple lines if it exceeds bounds
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*/
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std::vector<Label> renderString(std::string const& str);
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/**
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* Render a string to target as a button. Note that the
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* target should be a CCMenu for the button to do
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* anything. Uses current variable stacks for styling
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* and parameters
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* @param str String to render
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* @param buttonTarget Target for the label if isButton is
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* true, defaults to current renderer target
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* @param callback Callback for the label if isButton is
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* true
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* @returns Vector of rendered labels. The label may be
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* split on multiple lines if it exceeds bounds
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*/
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std::vector<Label> renderStringInteractive(
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std::string const& str, cocos2d::CCObject* buttonTarget,
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cocos2d::SEL_MenuHandler callback
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);
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/**
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* Render a node to the current target, use for adding
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* images & other content in the middle of text
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* @param node Node to render
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* @returns Rendered node
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*/
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cocos2d::CCNode* renderNode(cocos2d::CCNode* node);
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/**
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* Start next line
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* @param y Y offset amount from previous line. If 0,
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* will dynamically figure out based on content size
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*/
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void breakLine(float y = .0f);
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/**
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* Helper for pushing a CCLabelBMFont. Make
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* sure the const char* outlives the renderer.
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*/
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void pushBMFont(char const* bmFont);
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void pushFont(Font const& font);
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void popFont();
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Font getCurrentFont() const;
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void pushScale(float scale);
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void popScale();
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float getCurrentScale() const;
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void pushStyleFlags(int style);
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void popStyleFlags();
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int getCurrentStyle() const;
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void pushColor(cocos2d::ccColor3B const& color);
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void popColor();
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cocos2d::ccColor3B getCurrentColor() const;
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void pushOpacity(GLubyte opacity);
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void popOpacity();
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GLubyte getCurrentOpacity() const;
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void pushDecoFlags(int deco);
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void popDecoFlags();
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int getCurrentDeco() const;
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void pushCaps(TextCapitalization caps);
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void popCaps();
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TextCapitalization getCurrentCaps() const;
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void pushIndent(float indent);
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void popIndent();
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float getCurrentIndent() const;
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void pushWrapOffset(float wrapOffset);
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void popWrapOffset();
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float getCurrentWrapOffset() const;
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void pushVerticalAlign(TextAlignment align);
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void popVerticalAlign();
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TextAlignment getCurrentVerticalAlign() const;
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void pushHorizontalAlign(TextAlignment align);
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void popHorizontalAlign();
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TextAlignment getCurrentHorizontalAlign() const;
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void moveCursor(cocos2d::CCPoint const& pos);
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cocos2d::CCPoint getCursorPos();
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};
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/**
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* Wrapper node for adding decorations (strikethrough,
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* underline) to an arbitary label. Is not agnostic of
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* font and as such will always render simple lines
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*/
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class TextDecorationWrapper : public cocos2d::CCNodeRGBA, public cocos2d::CCLabelProtocol {
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protected:
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int m_deco;
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TextRenderer::Label m_label;
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bool init(
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TextRenderer::Label const& label, int decoration, cocos2d::ccColor3B const& color,
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GLubyte opacity
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);
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void draw() override;
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public:
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static TextDecorationWrapper* create(
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TextRenderer::Label const& label, int decoration, cocos2d::ccColor3B const& color,
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GLubyte opacity
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);
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static TextDecorationWrapper* wrap(
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TextRenderer::Label const& label, int decoration, cocos2d::ccColor3B const& color,
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GLubyte opacity
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);
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void setColor(cocos2d::ccColor3B const& color) override;
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void setOpacity(GLubyte opacity) override;
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void updateDisplayedColor(cocos2d::ccColor3B const& color) override;
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void updateDisplayedOpacity(GLubyte opacity) override;
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void setString(char const* text) override;
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char const* getString() override;
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};
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/**
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* Wrapper node for making a label clickable.
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* Note that this should always be the top
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* wrapper above all other wrappers
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*/
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class TextLinkedButtonWrapper :
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public cocos2d::CCMenuItemSprite,
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public cocos2d::CCLabelProtocol {
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protected:
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TextRenderer::Label m_label;
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GLubyte m_opacity;
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cocos2d::ccColor3B m_color;
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std::vector<TextLinkedButtonWrapper*> m_linked;
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bool init(
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TextRenderer::Label const& label, cocos2d::CCObject* target,
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cocos2d::SEL_MenuHandler handler
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);
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public:
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static TextLinkedButtonWrapper* create(
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TextRenderer::Label const& label, cocos2d::CCObject* target,
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cocos2d::SEL_MenuHandler handler
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);
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static TextLinkedButtonWrapper* wrap(
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TextRenderer::Label const& label, cocos2d::CCObject* target,
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cocos2d::SEL_MenuHandler handler
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);
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void link(TextLinkedButtonWrapper* other);
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void selectedWithoutPropagation(bool selected);
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void selected() override;
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void unselected() override;
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void setColor(cocos2d::ccColor3B const& color) override;
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void setOpacity(GLubyte opacity) override;
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void updateDisplayedColor(cocos2d::ccColor3B const& color) override;
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void updateDisplayedOpacity(GLubyte opacity) override;
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void setString(char const* text) override;
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char const* getString() override;
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};
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}
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