1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
|
{* 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.
|