Files
RobustToolbox/Robust.Client/Graphics/Drawing/DrawingHandleScreen.cs
Amy b7e0a9bc03 Make font drawing more generic (#5533)
* make richtextentry more generic

* font

* oops
2024-11-29 11:28:27 +01:00

238 lines
9.0 KiB
C#

using System;
using System.Numerics;
using System.Text;
using Robust.Client.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics
{
public abstract class DrawingHandleScreen : DrawingHandleBase
{
protected DrawingHandleScreen(Texture white) : base(white)
{
}
/// <summary>
/// Simialr to DrawLine but has dashes interspersed.
/// </summary>
/// <param name="offset">Offset from the start of the line.</param>
/// <param name="dashSize">How long a dash is.</param>
/// <param name="gapSize">How long the gap between dashes is.</param>
public void DrawDottedLine(Vector2 from, Vector2 to, Color color, float offset = 0f, float dashSize = 8f, float gapSize = 2f)
{
var lineVector = to - from;
// No drawing for you.
if (lineVector.LengthSquared() < 10f * float.Epsilon)
return;
var lineAndGap = gapSize + dashSize;
var lines = new ValueList<Vector2>();
// Minimum distance.
if (lineVector.Length() < lineAndGap)
{
lines.Add(from);
lines.Add(to);
}
else
{
var maxLength = lineVector.Length();
var normalizedLine = lineVector.Normalized();
var dashVector = normalizedLine * dashSize;
var gapVector = normalizedLine * gapSize;
var position = from;
offset %= (dashSize + gapSize);
var length = offset;
var dashLength = dashSize;
// If offset is less than gap size then start with a gap
// otherwise start with a partial line
if (offset > 0f)
{
if (offset < gapSize)
{
position += normalizedLine * offset;
length += offset;
}
else
{
dashLength = (offset - gapSize);
}
}
while (length < maxLength)
{
lines.Add(position);
position += normalizedLine * dashLength;
var lengthFromStart = (position - from).Length();
// if over length then cap the thing.
if (lengthFromStart > maxLength)
{
position = to;
}
lines.Add(position);
dashLength = dashVector.Length();
position += gapVector;
length = (position - from).Length();
}
}
DrawPrimitives(DrawPrimitiveTopology.LineList, lines.Span, color);
}
public abstract void DrawRect(UIBox2 rect, Color color, bool filled = true);
public abstract void DrawTextureRectRegion(Texture texture, UIBox2 rect, UIBox2? subRegion = null, Color? modulate = null);
public override void DrawTexture(Texture texture, Vector2 position, Color? modulate = null)
{
CheckDisposed();
DrawTextureRect(texture, UIBox2.FromDimensions(position, texture.Size), modulate);
}
public void DrawTextureRect(Texture texture, UIBox2 rect, Color? modulate = null)
{
CheckDisposed();
DrawTextureRectRegion(texture, rect, null, modulate);
}
public override void DrawCircle(Vector2 position, float radius, Color color, bool filled = true)
{
const int segments = 64;
Span<Vector2> buffer = stackalloc Vector2[segments + 1];
for (var i = 0; i <= segments; i++)
{
var angle = i / (float) segments * MathHelper.TwoPi;
var pos = new Vector2(MathF.Sin(angle), MathF.Cos(angle));
buffer[i] = position + pos * radius;
}
DrawPrimitiveTopology type = filled ? DrawPrimitiveTopology.TriangleFan : DrawPrimitiveTopology.LineStrip;
DrawPrimitives(type, buffer, color);
}
/// <summary>
/// Draw a simple string to the screen at the specified position.
/// </summary>
/// <remarks>
/// This method is primarily intended for debug purposes and does not handle things like UI scaling.
/// </remarks>
/// <returns>
/// The space taken up (horizontal and vertical) by the text.
/// </returns>
/// <param name="font">The font to render with.</param>
/// <param name="pos">The top-left corner to start drawing text at.</param>
/// <param name="str">The text to draw.</param>
/// <param name="color">The color of text to draw.</param>
public Vector2 DrawString(Font font, Vector2 pos, string str, Color color)
=> DrawString(font, pos, str, 1, color);
/// <summary>
/// Draw a simple string to the screen at the specified position.
/// </summary>
/// <remarks>
/// This method is primarily intended for debug purposes and does not handle things like UI scaling.
/// </remarks>
/// <returns>
/// The space taken up (horizontal and vertical) by the text.
/// </returns>
/// <param name="font">The font to render with.</param>
/// <param name="pos">The top-left corner to start drawing text at.</param>
/// <param name="str">The text to draw.</param>
public Vector2 DrawString(Font font, Vector2 pos, string str)
=> DrawString(font, pos, str, Color.White);
public Vector2 DrawString(Font font, Vector2 pos, ReadOnlySpan<char> str, float scale, Color color)
{
var advanceTotal = Vector2.Zero;
var baseLine = new Vector2(pos.X, font.GetAscent(scale) + pos.Y);
var lineHeight = font.GetLineHeight(scale);
foreach (var rune in str.EnumerateRunes())
{
if (rune == new Rune('\n'))
{
baseLine.X = pos.X;
baseLine.Y += lineHeight;
advanceTotal.Y += lineHeight;
continue;
}
var advance = font.DrawChar(this, rune, baseLine, scale, color);
advanceTotal.X += advance;
baseLine += new Vector2(advance, 0);
}
return advanceTotal;
}
public Vector2 GetDimensions(Font font, ReadOnlySpan<char> str, float scale)
{
var baseLine = new Vector2(0f, font.GetAscent(scale));
var lineHeight = font.GetLineHeight(scale);
var advanceTotal = new Vector2(0f, lineHeight);
foreach (var rune in str.EnumerateRunes())
{
if (rune == new Rune('\n'))
{
baseLine.Y += lineHeight;
advanceTotal.Y += lineHeight;
baseLine.X = 0f;
continue;
}
var metrics = font.GetCharMetrics(rune, scale);
if (metrics == null)
continue;
var advance = metrics.Value.Advance;
baseLine += new Vector2(advance, 0);
advanceTotal.X = MathF.Max(baseLine.X, advanceTotal.X);
}
return advanceTotal;
}
/// <summary>
/// Draws an entity.
/// </summary>
/// <param name="entity">The entity to draw</param>
/// <param name="position">The local pixel position where the entity should be drawn.</param>
/// <param name="scale">Scales the drawn entity</param>
/// <param name="worldRot">The world rotation to use when drawing the entity.
/// This impacts the sprites RSI direction. Null will retrieve the entity's actual rotation.
/// </param>
/// <param name="eyeRotation">The effective "eye" angle.
/// This will cause the entity to be rotated, and may also affect the RSI directions.
/// Draws the entity at some given angle.</param>
/// <param name="overrideDirection">RSI direction override.</param>
/// <param name="sprite">The entity's sprite component</param>
/// <param name="xform">The entity's transform component.
/// Only required if <see cref="overrideDirection"/> is null.</param>
/// <param name="xformSystem">The transform system</param>
public abstract void DrawEntity(EntityUid entity,
Vector2 position,
Vector2 scale,
Angle? worldRot,
Angle eyeRotation = default,
Shared.Maths.Direction? overrideDirection = null,
SpriteComponent? sprite = null,
TransformComponent? xform = null,
SharedTransformSystem? xformSystem = null);
}
}