💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_SCENE_TEXT_HPP
#define ANTKEEPER_SCENE_TEXT_HPP
#include <engine/scene/object.hpp>
#include <engine/utility/fundamental-types.hpp>
#include <engine/gl/vertex-array.hpp>
#include <engine/gl/vertex-buffer.hpp>
#include <engine/render/material.hpp>
#include <engine/type/bitmap-font.hpp>
#include <engine/type/text-direction.hpp>
namespace scene {
/**
* Text scene object.
*/
class text: public object<text>
{
public:
/// Constructs a text object.
text();
void render(render::context& ctx) const override;
/**
* Manually updates the text object if its font has been updated or altered in any way.
*/
void refresh();
/**
* Sets the text material.
*
* @param material Text material.
*/
void set_material(std::shared_ptr<render::material> material);
/**
* Sets the text font.
*
* @param font Pointer to a font.
*/
void set_font(const type::bitmap_font* font);
/**
* Sets the direction of the text.
*
* @param direction Text direction.
*/
void set_direction(type::text_direction direction);
/**
* Sets the text content.
*
* @param content UTF-8 string of text.
*/
void set_content(const std::string& content);
/**
* Sets the text color.
*
* Text color is passed to the text's material shader as a vertex color.
*
* @param color RGBA color.
*/
void set_color(const float4& color);
/// Returns the text material.
[[nodiscard]] inline std::shared_ptr<render::material> get_material() const noexcept
{
return m_render_op.material;
}
/// Returns the text font.
[[nodiscard]] inline const type::bitmap_font* get_font() const noexcept
{
return m_font;
}
/// Returns the text direction.
[[nodiscard]] inline const type::text_direction& get_direction() const noexcept
{
return m_direction;
}
/// Returns the text content.
[[nodiscard]] inline const std::string& get_content() const noexcept
{
return m_content_u8;
}
/// Returns the text color.
[[nodiscard]] inline const float4& get_color() const noexcept
{
return m_color;
}
[[nodiscard]] inline const aabb_type& get_bounds() const noexcept override
{
return m_world_bounds;
}
private:
void update_content();
void update_color();
virtual void transformed();
mutable render::operation m_render_op;
aabb_type m_local_bounds{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}};
aabb_type m_world_bounds{{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}};
const type::bitmap_font* m_font{nullptr};
type::text_direction m_direction{type::text_direction::ltr};
std::string m_content_u8;
std::u32string m_content_u32;
float4 m_color{1.0f, 0.0f, 1.0f, 1.0f};
std::size_t m_vertex_stride{0};
std::size_t m_vertex_count{0};
std::vector<std::byte> m_vertex_data;
std::unique_ptr<gl::vertex_array> m_vao;
std::unique_ptr<gl::vertex_buffer> m_vbo;
};
} // namespace scene
#endif // ANTKEEPER_SCENE_TEXT_HPP