{* 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
math,
SysUtils,
gl,
SDL,
TextGL,
UTexture;
type
TText = class
private
SelectBool: boolean;
TextString: UTF8String;
TextTiles: array of UTF8String;
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;
Writable: boolean;
procedure SetSelect(Value: boolean);
property Selected: boolean read SelectBool write SetSelect;
procedure SetText(Value: UTF8String);
property Text: UTF8String read TextString write SetText;
procedure DeleteLastLetter; //< Deletes the rightmost letter
procedure Draw;
constructor Create; overload;
constructor Create(X, Y: real; const Text: UTF8String); overload;
constructor Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; const ParText: UTF8String; ParReflection: boolean; ParReflectionSpacing: real; ParZ: real; Writable: boolean); overload;
{
function GetMouseOverArea: TMouseOverRect;
}
end;
implementation
uses
UGraphic,
UUnicodeUtils,
StrUtils;
procedure TText.SetSelect(Value: boolean);
begin
SelectBool := Value;
// set cursor visible
SelectBlink := true;
STicks := SDL_GetTicks() div 550;
end;
procedure TText.SetText(Value: UTF8String);
var
NextPos: cardinal; // next pos of a space etc.
LastPos: cardinal; // last pos "
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
isBreak:=false;
// 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
// to do
// 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
// to do
// AddBreak(LastBreak, LastBreak + 155);
end;
end;
//end;
Inc(FirstWord)
end;
// add ending
AddBreak(LastBreak, Length(Value)+1);
end;
procedure TText.DeleteLastLetter;
begin
SetText(UTF8Copy(TextString, 1, LengthUTF8(TextString)-1));
// this exchange needs chekcing
// SetText(UTF8Copy(TextString, 1, UTF8Length(TextString)-1));
end;
procedure TText.Draw;
var
X2, Y2: real;
tmpText2, Text2: UTF8String;
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 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(ftNormal); // reset to default
end
else
begin}
// now use always:
// draw text as many strings
Y2 := Y + MoveY;
for I := 0 to High(TextTiles) do
begin
tmpText2 := TextTiles[I];
if (not (SelectBool and SelectBlink)) or (I <> High(TextTiles)) then
Text2 := TextTiles[I]
else
begin
if (Writable) then
Text2 := TextTiles[I] + '|'
else
Text2 := TextTiles[I];
end;
case Align of
1: X2 := X + MoveX - glTextWidth(tmpText2)/2; { centered }
2: X2 := X + MoveX - glTextWidth(tmpText2); { 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 = ftBold) then
Y2 := Y2 + Size * 0.93
else
Y2 := Y2 + Size * 0.72;
end;
SetFontStyle(ftNormal); // reset to default
//end;
end;
end;
constructor TText.Create;
begin
Create(0, 0, '');
end;
constructor TText.Create(X, Y: real; const Text: UTF8String);
begin
Create(X, Y, 0, ftNormal, 30, 0, 0, 0, 0, Text, false, 0, 0, false);
end;
constructor TText.Create(ParX, ParY, ParW: real;
ParStyle: integer;
ParSize, ParColR, ParColG, ParColB: real;
ParAlign: integer;
const ParText: UTF8String;
ParReflection: boolean;
ParReflectionSpacing: real;
ParZ: real;
Writable: boolean);
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;
Writable := Writable;
end;
{ add later
function TText.GetMouseOverArea: TMouseOverRect;
var
W1: real;
begin
if not(Display.Cursor_HiddenByScreen) then
begin
if (Align = 0) then
begin
Result.X := X;
Result.Y := Y;
Result.W := glTextWidth(Text);
Result.H := Size;
end;
if (Align = 1) then
begin
Result.X := X -glTextWidth(Text)/2;
Result.Y := Y;
Result.W := glTextWidth(Text);
Result.H := Size;
end;
if (Align = 2) then
begin
if (W <> 0) then
Result.X := X - W
else
Result.X := X - glTextWidth(Text);
Result.Y := Y;
if (W <> 0) then
Result.W := W
else
Result.W := glTextWidth(Text);
Result.H := Size;
end;
end;
end;
}
end.