{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 2
* of the License, or (at your option) any later version.
*
* This program 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 this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UMenuText;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
TextGL,
UTexture,
gl,
math,
SysUtils,
SDL;
type
TText = class
private
SelectBool: boolean;
TextString: string;
TextTiles: array of string;
STicks: cardinal;
SelectBlink: boolean;
public
X: real;
Y: real;
Z: 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; //text wider than W is broken
// H: real;
Size: real;
ColR: real;
ColG: real;
ColB: real;
Alpha: real;
Int: real;
Style: integer;
Visible: boolean;
Align: integer; // 0 = left, 1 = center, 2 = right
//Reflection
Reflection: boolean;
ReflectionSpacing: real;
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; Text: string); overload;
constructor Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParText: string; ParReflection: boolean; ParReflectionSpacing: real; ParZ: real); overload;
end;
implementation
uses UGraphic,
StrUtils;
procedure TText.SetSelect(Value: boolean);
begin
SelectBool := Value;
//Set Cursor Visible
SelectBlink := True;
STicks := SDL_GetTicks() 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 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 := min(T1, T3{min(T2, T3)});
if (LastPos = cardinal(Length(Value))) then
NextPos := 0;
isBreak := (NextPos = T3) and (NextPos <> cardinal(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;
//Set Cursor Visible
SelectBlink := True;
STicks := SDL_GetTicks() div 550;
//Exit if there is no Need to Create Tiles
if (W <= 0) and (Pos('\n', Value) = 0) then
begin
SetLength (TextTiles, 1);
TextTiles[0] := Value;
Exit;
end;
//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 Properties
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(Copy(Value, LastBreak, NextPos - LastBreak + 1)) > W) AND (NextPos-LastPos > 1) then
begin
isBreak := False;
//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;
isBreak := True;
//Add Break from Text
AddBreak(LastBreak, NextPos);
end
//Text comes out of the Text Area -> CreateBreak
else if (glTextWidth(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);
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;
Ticks: Cardinal;
begin
if Visible then
begin
SetFontStyle(Style);
SetFontSize(Size);
SetFontItalic(False);
glColor4f(ColR*Int, ColG*Int, ColB*Int, Alpha);
//Reflection
if Reflection = true then
SetFontReflection(true, ReflectionSpacing)
else
SetFontReflection(false,0);
//if selected set blink...
if SelectBool then
begin
Ticks := SDL_GetTicks() div 550;
if Ticks <> STicks then
begin //Change Visability
STicks := Ticks;
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(Text2)/2;
2: X2 := X - glTextWidth(Text2);
end;
SetFontPos(X2, Y);
glPrint(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
1: X2 := X + MoveX - glTextWidth(Text2)/2; { centered }
2: X2 := X + MoveX - glTextWidth(Text2); { right aligned }
else X2 := X + MoveX; { left aligned (default) }
end;
SetFontPos(X2, Y2);
SetFontZ(Z);
glPrint(Text2);
{if Size >= 10 then
Y2 := Y2 + Size * 0.93
else}
if (Style = 1) then
Y2 := Y2 + Size * 0.93
else
Y2 := Y2 + Size * 0.72;
end;
SetFontStyle(0); // reset to default
//end;
end;
end;
constructor TText.Create;
begin
Create(0, 0, '');
end;
constructor TText.Create(X, Y: real; Text: string);
begin
Create(X, Y, 0, 0, 30, 0, 0, 0, 0, Text, false, 0, 0);
end;
constructor TText.Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParText: string; ParReflection: boolean; ParReflectionSpacing: real; ParZ:real);
begin
inherited Create;
Alpha := 1;
X := ParX;
Y := ParY;
W := ParW;
Z := ParZ;
Style := ParStyle;
Size := ParSize;
Text := ParText;
ColR := ParColR;
ColG := ParColG;
ColB := ParColB;
Int := 1;
Align := ParAlign;
SelectBool := false;
Visible := true;
Reflection:= ParReflection;
ReflectionSpacing:= ParReflectionSpacing;
end;
end.