unit UMenuText;
interface
uses TextGL, UTexture, OpenGL12, SysUtils;
type
TText = class
private
SelectBool: boolean;
TextString: String;
TextTiles: Array of String;
STicks: Cardinal;
SelectBlink: Boolean;
public
X: real;
Y: real;
MoveX: real; //Some Modifier for X - Position that don't Affect the Real Y
MoveY: real; //Some Modifier for Y - Position that don't Affect the Real Y
W: real; // if text is wider than W then it is breaked
// H: real;
Size: real;
ColR: real;
ColG: real;
ColB: real;
Int: real;
Style: integer;
Visible: boolean;
Align: integer; // 0 = left, 1 = center, 2 = right
procedure SetSelect(Value: Boolean);
property Selected: Boolean read SelectBool write SetSelect;
procedure SetText(Value: String);
property Text: String read TextString write SetText;
procedure DeleteLastL; //Procedure to Delete Last Letter
procedure Draw;
constructor Create; overload;
constructor Create(X, Y: real; Tekst: string); overload;
constructor Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string); overload;
end;
implementation
uses UGraphic, StrUtils, Windows;
procedure TText.SetSelect(Value: Boolean);
begin
SelectBool := Value;
//Set Cursor Visible
SelectBlink := True;
STicks := GettickCount div 550;
end;
procedure TText.SetText(Value: String);
var
NextPos: Cardinal; //NextPos of a Space etc.
LastPos: Cardinal; //LastPos "
LastBreak: Cardinal; //Last Break
isBreak: Boolean; //True if the Break is not Caused because the Text is out of the area
FirstWord: Word; //Is First Word after Break?
Len: Word; //Length of the Tiles Array
Function Smallest(const A, B: Cardinal):Cardinal;
begin
if (A < B) then
Result := A
else
Result := B;
end;
Function GetNextPos: Boolean;
var
T1, T2, T3: Cardinal;
begin
LastPos := NextPos;
//Next Space (If Width is given)
if (W > 0) then
T1 := PosEx(' ', Value, LastPos + 1)
else T1 := Length(Value);
{//Next -
T2 := PosEx('-', Value, LastPos + 1);}
//Next Break
T3 := PosEx('\n', Value, LastPos + 1);
if T1 = 0 then
T1 := Length(Value);
{if T2 = 0 then
T2 := Length(Value); }
if T3 = 0 then
T3 := Length(Value);
//Get Nearest Pos
NextPos := Smallest(T1, T3{Smallest(T2, T3)});
if (LastPos = Length(Value)) then
NextPos := 0;
isBreak := (NextPos = T3) AND (NextPos <> Length(Value));
Result := (NextPos <> 0);
end;
procedure AddBreak(const From, bTo: Cardinal);
begin
if (isBreak) OR (bTo - From > 1) then
begin
Inc(Len);
SetLength (TextTiles, Len);
TextTiles[Len-1] := Trim(Copy(Value, From, bTo - From));
if isBreak then
LastBreak := bTo + 2
else
LastBreak := bTo + 1;
FirstWord := 0;
end;
end;
begin
//Set TExtstring
TextString := Value;
//Create Tiles
//Reset Text Array
SetLength (TextTiles, 0);
Len := 0;
//Reset Counter Vars
LastPos := 1;
NextPos := 1;
LastBreak := 1;
FirstWord := 1;
if (W > 0) then
begin
//Set Font Propertys
SetFontStyle(Style);
SetFontSize(Size);
end;
//go Through Text
While (GetNextPos) do
begin
//Break in Text
if isBreak then
begin
//Look for Break before the Break
if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) AND (NextPos-LastPos > 1) then
begin
//Not the First word after Break, so we don't have to break within a word
if (FirstWord > 1) then
begin
//Add Break before actual Position, because there the Text fits the Area
AddBreak(LastBreak, LastPos);
end
else //First Word after Break Break within the Word
begin
//ToDo
//AddBreak(LastBreak, LastBreak + 155);
end;
end;
//Add Break from Text
AddBreak(LastBreak, NextPos);
end
//Text comes out of the Text Area -> CreateBreak
else if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) then
begin
//Not the First word after Break, so we don't have to break within a word
if (FirstWord > 1) then
begin
//Add Break before actual Position, because there the Text fits the Area
AddBreak(LastBreak, LastPos);
end
else //First Word after Break -> Break within the Word
begin
//ToDo
//AddBreak(LastBreak, LastBreak + 155);
end;
end;
//end;
Inc(FirstWord)
end;
//Add Ending
AddBreak(LastBreak, Length(Value)+1);
//Set Cursor Visible
SelectBlink := True;
STicks := GettickCount div 550;
end;
Procedure TText.DeleteLastL;
var
S: String;
L: Integer;
begin
S := TextString;
L := Length(S);
if (L > 0) then
SetLength(S, L-1);
SetText(S);
end;
procedure TText.Draw;
var
X2, Y2: real;
Text2: string;
I: Integer;
begin
if Visible then begin
SetFontStyle(Style);
SetFontSize(Size);
SetFontItalic(False);
glColor3f(ColR*Int, ColG*Int, ColB*Int);
//If Selected Set Blink...
if SelectBool then
begin
I := Gettickcount div 550;
if I <> STicks then
begin //Change Visability
STicks := I;
SelectBlink := Not SelectBlink;
end;
end;
{if (False) then //No Width set Draw as one Long String
begin
if not (SelectBool AND SelectBlink) then
Text2 := Text
else
Text2 := Text + '|';
case Align of
0: X2 := X;
1: X2 := X - glTextWidth(pchar(Text2))/2;
2: X2 := X - glTextWidth(pchar(Text2));
end;
SetFontPos(X2, Y);
glPrint(PChar(Text2));
SetFontStyle(0); // reset to default
end
else
begin}
//Now Use allways:
//Draw Text as Many Strings
Y2 := Y + MoveY;
for I := 0 to high(TextTiles) do
begin
if (not (SelectBool AND SelectBlink)) OR (I <> high(TextTiles)) then
Text2 := TextTiles[I]
else
Text2 := TextTiles[I] + '|';
case Align of
0: X2 := X + MoveX;
1: X2 := X + MoveX - glTextWidth(pchar(Text2))/2;
2: X2 := X + MoveX - glTextWidth(pchar(Text2));
end;
SetFontPos(X2, Y2);
glPrint(PChar(Text2));
Y2 := Y2 + Size * 1.7;
end;
SetFontStyle(0); // reset to default
//end;
end;
end;
constructor TText.Create;
begin
Create(0, 0, '');
end;
constructor TText.Create(X, Y: real; Tekst: string);
begin
Create(X, Y, 0, 0, 10, 0, 0, 0, 0, Tekst);
end;
constructor TText.Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string);
begin
inherited Create;
X := ParX;
Y := ParY;
W := ParW;
Style := ParStyle;
Size := ParSize;
Text := ParTekst;
ColR := ParColR;
ColG := ParColG;
ColB := ParColB;
Int := 1;
Align := ParAlign;
SelectBool := false;
Visible := true;
end;
end.