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TextDisplay.cpp
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TextDisplay.cpp
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#include "TextDisplay.h"
#include "Renderer.h"
#include "style_manager.h"
BitmapFont::BitmapFont(Renderer& renderer) : renderer(renderer) {
wil::unique_hfont font{CreateFont(-14, // Height Of Font
0, // Width Of Font
0, // Angle Of Escapement
0, // Orientation Angle
FW_NORMAL, // Font Weight
FALSE, // Italic
FALSE, // Underline
FALSE, // Strikeout
ANSI_CHARSET, // Character Set Identifier
OUT_TT_PRECIS, // Output Precision
CLIP_DEFAULT_PRECIS, // Clipping Precision
ANTIALIASED_QUALITY, // Output Quality
FF_SCRIPT | DEFAULT_PITCH, // Family And Pitch
L"Courier New")}; // Font Name
Gdiplus::Bitmap dcBitmap{5, 5, PixelFormat32bppARGB};
Gdiplus::Graphics dcGraphics{&dcBitmap};
HDC hdc = dcGraphics.GetHDC();
// Select The Font We Want
SelectObject(hdc, font.get());
glDisplayList = glGenLists(96);
// Build 96 Characters Starting At Character 32
wglUseFontBitmaps(hdc, 32, 96, glDisplayList);
dcGraphics.ReleaseHDC(hdc);
}
BitmapFont::~BitmapFont() {
glDeleteLists(glDisplayList, 96);
}
void BitmapFont::displayText(const char* text, COLORREF color, int x, int y) {
renderer.glPushOrthoMatrix();
glDisable(GL_TEXTURE_2D);
glColor3f(
GetRValue(color) / 255.0f, GetGValue(color) / 255.0f, GetBValue(color) / 255.0f);
glRasterPos2i(x, y);
glPushAttrib(GL_LIST_BIT);
glListBase(glDisplayList - 32);
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);
glPopAttrib();
glEnable(GL_TEXTURE_2D);
renderer.glPopOrthoMatrix();
}
TextDisplay::TextDisplay(Renderer& renderer, StyleManager& styleManager)
: renderer(renderer), styleManager(styleManager) {
THROW_IF_FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &d2Factory));
THROW_IF_FAILED(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(&writeFactory)));
THROW_IF_FAILED(writeFactory->GetGdiInterop(&gdiInterop));
THROW_IF_FAILED(CoCreateInstance(
CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&wicFactory)));
}
void TextDisplay::clearCache() {
texCache.clear();
}
const TextDisplay::DisplayTexture& TextDisplay::getTexture(
const std::string& text, const std::vector<size_t>& highlight) {
auto cached =
std::find_if(texCache.begin(), texCache.end(), [&](const DisplayTexture& e) {
return e.text == text && e.highlight == highlight;
});
if (cached != texCache.end()) {
cached->age = 0;
return *cached;
}
if (texCache.size() >= cache_size) {
auto oldest = std::max_element(
texCache.begin(), texCache.end(),
[](const DisplayTexture& a, const DisplayTexture& b) { return a.age < b.age; });
texCache.erase(oldest);
}
texCache.push_back(createTexture(text, highlight));
return texCache.back();
}
void TextDisplay::displayText(const std::string& text, std::vector<size_t> highlight,
int x, int y) {
const DisplayTexture& texture = getTexture(text, highlight);
renderer.glPushOrthoMatrix();
x -= texture.centerX;
y += texture.centerY;
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f, 1.0f, 1.0f);
texture.glTex.bind();
glBegin(GL_QUADS);
{
glTexCoord2f(0.0f, 0.0f); // top left
glVertex3i(x, y, 0);
glTexCoord2f(1.0f, 0.0f); // top right
glVertex3i(x + texture.texWidth, y, 0);
glTexCoord2f(1.0f, 1.0f); // bottom right
glVertex3i(x + texture.texWidth, y - texture.texHeight, 0);
glTexCoord2f(0.0f, 1.0f); // bottom left
glVertex3i(x, y - texture.texHeight, 0);
}
glEnd();
glDisable(GL_BLEND);
renderer.glPopOrthoMatrix();
}
TextDisplay::DisplayTexture TextDisplay::createTexture(
const std::string& text, const std::vector<size_t>& highlight) {
DisplayTexture displayTex;
displayTex.text = text;
displayTex.highlight = highlight;
wil::com_ptr<IDWriteTextFormat> textFormat;
{ // load font
wil::com_ptr<IDWriteFont> font{};
wil::com_ptr<IDWriteFontFamily> fontFamily{};
wil::com_ptr<IDWriteLocalizedStrings> familyNames{};
LOGFONT logFont = styleManager.getTitleFont();
THROW_IF_FAILED(gdiInterop->CreateFontFromLOGFONT(&logFont, &font));
THROW_IF_FAILED(font->GetFontFamily(&fontFamily));
THROW_IF_FAILED(fontFamily->GetFamilyNames(&familyNames));
std::wstring fontFamilyName{};
UINT32 fontFamilyLength = 0;
THROW_IF_FAILED(familyNames->GetStringLength(0, &fontFamilyLength));
fontFamilyName.resize(fontFamilyLength + 1);
THROW_IF_FAILED(
familyNames->GetString(0, fontFamilyName.data(), fontFamilyLength + 1));
float fontSize = float(abs(logFont.lfHeight));
THROW_IF_FAILED(writeFactory->CreateTextFormat(
fontFamilyName.c_str(), NULL, font->GetWeight(), font->GetStyle(),
font->GetStretch(), fontSize, L"en-us", &textFormat));
}
THROW_IF_FAILED(textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER));
THROW_IF_FAILED(textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR));
// calculate text size
pfc::stringcvt::string_wide_from_utf8 w_text(text.c_str());
wil::com_ptr<IDWriteTextLayout> textLayout;
THROW_IF_FAILED(writeFactory->CreateTextLayout(
w_text.get_ptr(), w_text.length(), textFormat.get(), float(renderer.winWidth),
float(renderer.winHeight), &textLayout));
DWRITE_TEXT_METRICS textMetrics{};
THROW_IF_FAILED(textLayout->GetMetrics(&textMetrics));
// Make the texture size a power of two
int minTexWidth = int(ceil(textMetrics.width));
int minTexHeight = int(ceil(textMetrics.height));
displayTex.centerX = int(ceil(textMetrics.width / 2));
displayTex.centerY = int(ceil(textMetrics.height / 2));
auto drawOffset = D2D1::Point2F(-ceil(textMetrics.left), -ceil(textMetrics.top));
displayTex.texWidth = 1;
while (displayTex.texWidth < minTexWidth)
displayTex.texWidth = displayTex.texWidth << 1;
displayTex.texHeight = 1;
while (displayTex.texHeight < minTexHeight)
displayTex.texHeight = displayTex.texHeight << 1;
wil::com_ptr<IWICBitmap> bitmap;
wil::com_ptr<ID2D1RenderTarget> renderTarget;
try {
// Use BGR for Vista support
THROW_IF_FAILED(wicFactory->CreateBitmap(displayTex.texWidth, displayTex.texHeight,
GUID_WICPixelFormat32bppPBGRA,
WICBitmapCacheOnDemand, &bitmap));
THROW_IF_FAILED(d2Factory->CreateWicBitmapRenderTarget(
bitmap.get(), D2D1::RenderTargetProperties(), &renderTarget));
} catch (const wil::ResultException& e) {
throw std::runtime_error(
PFC_string_formatter()
<< "Failed to create WIC bitmap or render target for DirectWrite:\n"
<< std::system_category().message(e.GetErrorCode()).c_str() << " [0x"
<< pfc::format_hex((unsigned int)e.GetErrorCode()) << "]\n\n"
<< "If you are running Windows Vista, please install the \"Platform Update "
"for Windows Vista\".");
}
wil::com_ptr<ID2D1SolidColorBrush> textBrush;
auto color = styleManager.getTitleColorF();
// Swap Red and Blue so we can treat this BGR image as RGB
THROW_IF_FAILED(renderTarget->CreateSolidColorBrush(
D2D1::ColorF(color[2], color[1], color[0], 1.0f), &textBrush));
if (highlight.size() > 0) {
wil::com_ptr<ID2D1SolidColorBrush> highlightBrush;
THROW_IF_FAILED(
renderTarget->CreateSolidColorBrush(textBrush->GetColor(), &highlightBrush));
textBrush->SetOpacity(0.4f);
for (t_size pos : highlight) {
textLayout->SetDrawingEffect(highlightBrush.get(), DWRITE_TEXT_RANGE{pos, 1});
}
}
renderTarget->BeginDraw();
renderTarget->DrawTextLayout(drawOffset, textLayout.get(), textBrush.get());
renderTarget->EndDraw();
wil::com_ptr<IWICBitmapLock> bitmapLock;
WICRect lockRect{0, 0, displayTex.texWidth, displayTex.texHeight};
THROW_IF_FAILED(bitmap->Lock(&lockRect, WICBitmapLockRead, &bitmapLock));
WICInProcPointer bitmapData;
UINT dataSize;
THROW_IF_FAILED(bitmapLock->GetDataPointer(&dataSize, &bitmapData));
displayTex.glTex.bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, displayTex.texWidth, displayTex.texHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, bitmapData);
return displayTex;
}