Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
[Download] [Tutorials] [All Classes] [Grouped Classes] |
00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef Text_INCLUDE_ONCE 00033 #define Text_INCLUDE_ONCE 00034 00035 #include <vlGraphics/Font.hpp> 00036 #include <vlGraphics/Renderable.hpp> 00037 #include <vlCore/vlnamespace.hpp> 00038 #include <vlCore/String.hpp> 00039 #include <vlCore/Rect.hpp> 00040 #include <map> 00041 00042 namespace vl 00043 { 00050 class VLGRAPHICS_EXPORT Text: public Renderable 00051 { 00052 VL_INSTRUMENT_CLASS(vl::Text, Renderable) 00053 00054 public: 00055 Text(): mColor(1,1,1,1), mBorderColor(0,0,0,1), mBackgroundColor(1,1,1,1), mOutlineColor(0,0,0,1), mShadowColor(0,0,0,0.5f), mShadowVector(2,-2), 00056 mInterlineSpacing(5), mAlignment(AlignBottom|AlignLeft), mViewportAlignment(AlignBottom|AlignLeft), mMargin(5), mMode(Text2D), mLayout(LeftToRightText), mTextAlignment(TextAlignLeft), 00057 mBorderEnabled(false), mBackgroundEnabled(false), mOutlineEnabled(false), mShadowEnabled(false), mKerningEnabled(true) 00058 { 00059 VL_DEBUG_SET_OBJECT_NAME() 00060 } 00061 00062 const String& text() const { return mText; } 00063 void setText(const String& text) { mText = text; } 00064 00065 const fvec4& color() const { return mColor; } 00066 void setColor(const fvec4& color) { mColor = color; } 00067 00068 const fvec4& borderColor() const { return mBorderColor; } 00069 void setBorderColor(const fvec4& border_color) { mBorderColor = border_color; } 00070 00071 const fvec4& outlineColor() const { return mOutlineColor; } 00072 void setOutlineColor(const fvec4& outline_color) { mOutlineColor = outline_color; } 00073 00074 const fvec4& backgroundColor() const { return mBackgroundColor; } 00075 void setBackgroundColor(const fvec4& background_color) { mBackgroundColor = background_color; } 00076 00077 const fvec4& shadowColor() const { return mShadowColor; } 00078 void setShadowColor(const fvec4& shadow_color) { mShadowColor = shadow_color; } 00079 00080 const fvec2& shadowVector() const { return mShadowVector; } 00081 void setShadowVector(const fvec2& shadow_vector) { mShadowVector = shadow_vector; } 00082 00083 int margin() const { return mMargin; } 00084 void setMargin(int margin) { mMargin = margin; } 00085 00086 const Font* font() const { return mFont.get(); } 00087 Font* font() { return mFont.get(); } 00088 void setFont(Font* font) { mFont = font; } 00089 00090 const fmat4 matrix() const { return mMatrix; } 00091 void setMatrix(const fmat4& matrix) { mMatrix = matrix; } 00092 00093 int alignment() const { return mAlignment; } 00094 void setAlignment(int align) { mAlignment = align; } 00095 00096 int viewportAlignment() const { return mViewportAlignment; } 00097 void setViewportAlignment(int align) { mViewportAlignment = align; } 00098 00099 float interlineSpacing() const { return mInterlineSpacing; } 00100 void setInterlineSpacing(float spacing) { mInterlineSpacing = spacing; } 00101 00102 ETextMode mode() const { return mMode; } 00103 void setMode(ETextMode mode) { mMode = mode; } 00104 00105 ETextLayout layout() const { return mLayout; } 00106 void setLayout(ETextLayout layout) { mLayout = layout; } 00107 00108 ETextAlign textAlignment() const { return mTextAlignment; } 00109 void setTextAlignment(ETextAlign align) { mTextAlignment = align; } 00110 00111 bool borderEnabled() const { return mBorderEnabled; } 00112 void setBorderEnabled(bool border) { mBorderEnabled = border; } 00113 00114 bool backgroundEnabled() const { return mBackgroundEnabled; } 00115 void setBackgroundEnabled(bool background) { mBackgroundEnabled = background; } 00116 00117 bool kerningEnabled() const { return mKerningEnabled; } 00118 void setKerningEnabled(bool kerning) { mKerningEnabled = kerning; } 00119 00120 bool outlineEnabled() const { return mOutlineEnabled; } 00121 void setOutlineEnabled(bool outline) { mOutlineEnabled = outline; } 00122 00123 bool shadowEnabled() const { return mShadowEnabled; } 00124 void setShadowEnabled(bool shadow) { mShadowEnabled = shadow; } 00125 00126 virtual void render_Implementation(const Actor* actor, const Shader* shader, const Camera* camera, OpenGLContext* gl_context) const; 00127 void computeBounds_Implementation() { setBoundingBox(AABB()); setBoundingSphere(Sphere()); } 00128 AABB boundingRect() const; 00129 AABB boundingRect(const String& text) const; 00130 AABB boundingRectTransformed(vec3& a, vec3& b, vec3& c, vec3& d, const Camera* camera, const Actor* actor=NULL) const; 00131 AABB boundingRectTransformed(const Camera* camera, const Actor* actor=NULL) const; 00132 00133 void translate(float x, float y, float z); 00134 void rotate(float degrees, float x, float y, float z); 00135 void resetMatrix(); 00136 00137 // Renderable interface implementation. 00138 00139 virtual void updateDirtyBufferObject(EBufferObjectUpdateMode) {} 00140 00141 virtual void deleteBufferObject() {} 00142 00143 protected: 00144 void renderText(const Actor*, const Camera* camera, const fvec4& color, const fvec2& offset) const; 00145 void renderBackground(const Actor* actor, const Camera* camera) const; 00146 void renderBorder(const Actor* actor, const Camera* camera) const; 00147 AABB rawboundingRect(const String& text) const; 00148 00149 protected: 00150 mutable ref<Font> mFont; 00151 String mText; 00152 fvec4 mColor; 00153 fvec4 mBorderColor; 00154 fvec4 mBackgroundColor; 00155 fvec4 mOutlineColor; 00156 fvec4 mShadowColor; 00157 fvec2 mShadowVector; 00158 fmat4 mMatrix; 00159 float mInterlineSpacing; 00160 int mAlignment; 00161 int mViewportAlignment; 00162 int mMargin; 00163 ETextMode mMode; 00164 ETextLayout mLayout; 00165 ETextAlign mTextAlignment; 00166 bool mBorderEnabled; 00167 bool mBackgroundEnabled; 00168 bool mOutlineEnabled; 00169 bool mShadowEnabled; 00170 bool mKerningEnabled; 00171 }; 00172 } 00173 00174 #endif