OpenGL字體繪製

/*

 glfont.hpp

 sdragonx 2019-08-15 00:03:33

 opengl字體類,提供初學者參考學習

opengl初始化之後,創建字體
font.init(L"微軟雅黑", 32, 512);

然後在繪製函數裏面添加以下測試代碼:

//開啓2D模式,後面的800x600要根據窗口的實際客戶區大小設置,不然縮放之後效果不好
push_view2D(0, 0, 800, 600);

wchar_t* str = L"abcdef字體繪製abcdef?123456ijk微軟雅黑";

font.color = vec4ub(255, 255, 255, 128);
font.print(0, 0, str, wcslen(str));

font.tab_print(0, 32, L"abc\t123456\t7890", TEXT_MAX);

wchar_t* tabled = L"abcdef字體繪製\tabc製表符\t123456";
font.color = vec4ub(255, 0, 0, 255);
font.tab_print(0, 64, tabled, wcslen(tabled));

font.color = vec4ub(255, 0, 0, 255);
font.draw_text(0, 200, 200, 400, str, wcslen(str), PT_LEFT);
font.color = vec4ub(0, 255, 0, 255);
font.draw_text(300, 200, 200, 400, str, wcslen(str), PT_CENTER);
font.color = vec4ub(255, 0, 255, 255);
font.draw_text(600, 200, 200, 400, str, wcslen(str), PT_RIGHT);

pop_view();
//代碼結束

*/
#ifndef GLFONT_HPP_20190815000333
#define GLFONT_HPP_20190815000333

#include <windows.h>

#include <stdint.h>
#include <map>
#include <vector>

//opengl頭文件,根據環境更改
#ifdef __glew_h__
	#include <glew.h>
#elif defined(__glad_h_)
	#include <glad.h>
#else
	#include <gl/gl.h>
#endif

#if defined(__GNUC__) || defined(__clang__)
	#define TYPENAME typename
#else
	#define TYPENAME
#endif

#define CGL_DEFAULT_FONT_SIZE 16	//默認字體大小
#define TEXT_MAX UINT32_MAX 		//0xFFFFFFFF

namespace cgl{

#pragma pack(push, 1)

//大紋理裏面小圖塊結構
class teximage
{
public:
	typedef teximage this_type;

public:
	intptr_t image;					//紋理
	uint16_t x, y, width, height;	//小圖在大圖裏面的位置信息
	float u1, v1, u2, v2;			//小圖的uv座標信息

public:
	teximage():image(), x(), y(), width(), height(), u1(0.0f), v1(0.0f), u2(1.0f), v2(1.0f)
	{
	}

	this_type& operator=(const this_type& div)
	{
		image = div.image;
		x = div.x;
		y = div.y;
		width = div.width;
		height = div.height;
		u1 = div.u1;
		v1 = div.v1;
		u2 = div.u2;
		v2 = div.v2;
		return *this;
	}
};

//字符信息
//如果一個字符需要輸出到left、top的位置,字符實際位置是left+x、top+y
//輸出完畢之後,下一個字符的位置是left+next_x、top+next_y
struct char_info
{
	int16_t x;	//字符偏移位置
	int16_t y;
	int16_t next_x;//字符大小,下一字符偏移位置
	int16_t next_y;
};

//vec3<T>
template<typename T>
struct vec3
{
	T x, y, z;
};

typedef vec3<int> vec3i;
typedef vec3<float> vec3f;

//vec4<T>
template<typename T>
struct vec4
{
	union{
		T data[4];
		struct{
			T x, y, width, height;
		};
		struct{
            T red, green, blue, alpha;
        };
    };

	vec4() : x(), y(), width(), height(){/*void*/}
	vec4(T vx, T vy, T vw, T vh) : x(vx), y(vy), width(vw), height(vh){/*void*/}
};

typedef vec4<int> vec4i;
typedef vec4<float> vec4f;
typedef vec4<BYTE> vec4ub;


template<typename VT, typename TT, typename CT>
struct vtx3t2c4
{
	typedef vtx3t2c4 this_type;
	typedef vec4<CT> color_type;

	VT x, y, z;
	TT u, v;
	color_type color;

	vtx3t2c4() : x(), y(), z(), u(), v(), color(){/*void*/}
	vtx3t2c4(const vec3<VT>& vtx, TT tu, TT tv, const color_type& cc) :
		x(v.x), y(v.y), z(v.z), u(tu), v(tv), color(cc) { /*void*/ }

	vtx3t2c4(VT vx, VT vy, VT vz, TT vu, TT vv, const color_type& cc) :
		x(vx), y(vy), z(vz), u(vu), v(vv), color(cc) { /*void*/ }

	this_type& operator=(const vec3<VT>& p)
	{
		x = p.x;
		y = p.y;
		z = p.z;
		return *this;
	}
};

typedef vtx3t2c4<float, float, uint8_t> vtx3f;

#pragma pack(pop)

//---------------------------------------------------------------------------
//opengl的一些擴展函數

//2D視覺模式,如果你使用的是矩陣操作,把這裏面的函數替換成矩陣操作
void push_view2D(int left, int top, int width, int height)
{
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
/*
#if CGL_COORDINATE == CGL_LOWER_LEFT
	//直角座標系
	this->ortho(left, width, top, height, 0, INT16_MAX);
	//重新設置正面,默認GL_CCW
	glFrontFace(GL_CCW);

#else*/

	//windows座標系
	glOrtho(left, left+width, top+height, top, 0, INT16_MAX);
	glFrontFace(GL_CW);
//#endif

	//十字座標系
	//glOrtho(-width/2, width/2, -height/2, height/2, 0, INT_MAX);//

	//反轉屏幕
	//glScalef(1.0f, -1.0f, 1.0f);
	//glTranslatef(0.0f, -height, 0.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(0.375f, 0.375f, 0.0f);//GL_POINTS and GL_LINES don't touch the right pixels
	glDisable(GL_DEPTH_TEST);//關閉深度測試
	glDisable(GL_CULL_FACE); //關閉面剔除
}

//還原視覺模式
void pop_view()
{
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
}

//繪圖函數,這個根據使用的庫更改和優化
void vtx_begin(const vtx3f* vtx)
{
	glVertexPointer(3, GL_FLOAT, sizeof(vtx3f), vtx);
	glTexCoordPointer(2, GL_FLOAT, sizeof(vtx3f), &vtx->u);
	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vtx3f), vtx->color.data);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
}

void vtx_end(const vtx3f* vtx)
{
	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);
}

int draw_arrays(int shape, const vtx3f* vtx, size_t pos, size_t size)
{
	vtx_begin(vtx);
	glDrawArrays(shape, pos, size);
	vtx_end(vtx);
	return 0;
}

//繪製圖片
int draw_image(intptr_t image, vec4ub color, float x, float y, float width, float height,
		float u1 = 0.0f, float v1 = 0.0f, float u2 = 1.0f, float v2 = 1.0f)
{
	vtx3f vtx[] = {
		vtx3f(x,         y,          0.0f, u1, v1, color),
		vtx3f(x + width, y,          0.0f, u2, v1, color),
		vtx3f(x + width, y + height, 0.0f, u2, v2, color),
		vtx3f(x        , y + height, 0.0f, u1, v2, color)
	};
	glBindTexture(GL_TEXTURE_2D, image);
	return draw_arrays(GL_TRIANGLE_FAN, vtx, 0, 4);
}

int draw_image(const teximage& image, vec4ub color, float x, float y, float width, float height)
{
	return draw_image(image.image, color, x, y, width, height, image.u1, image.v1, image.u2, image.v2);
}

//---------------------------------------------------------------------------
//GDI字體封裝類
//有需要的,可以把這個類替換成freetype等其他字體庫
//實現方法不變,直接替換掉這個類就好
//比如我用freetype2實現一個ftFont的類
//或者用stb_font(一個輕量級freetype庫)實現一個stbFont類

class gdifont
{
private:
	HDC m_dc;			//內存DC
	HFONT m_font;		//字體句柄
	GLYPHMETRICS m_gm;	//字符模型信息
	MAT2 m_mat;			//轉置矩陣,默認初始矩陣

	std::wstring m_ttfile;//用於保存單獨字體文件的路徑
	std::vector<BYTE> m_pixelbuf;//用於保存字符像素信息
	//std::vector<BYTE> m_fontResource;//內存字體

public:
	gdifont() : m_dc(NULL), m_font(NULL), m_ttfile(), m_pixelbuf()
	{
		//初始化字體轉置矩陣,默認初始矩陣
		//這個矩陣可以實現字體的旋轉、偏移、縮放等效果
		//2x2矩陣
		//1 0
		//0 1
		m_mat.eM11.value = 1;m_mat.eM11.fract = 0;
		m_mat.eM12.value = 0;m_mat.eM12.fract = 0;
		m_mat.eM21.value = 0;m_mat.eM21.fract = 0;
		m_mat.eM22.value = 1;m_mat.eM22.fract = 0;
	}

	//字體句柄
	HFONT handle()const
	{
		return m_font;
    }

	//創建字體
	int create(const wchar_t* fontname, int size, int charset = GB2312_CHARSET)
	{
		//如果需要,首先釋放資源
        if(this->handle()){
			this->dispose();
		}

		//創建內存DC
		m_dc = CreateCompatibleDC(0);

		//創建字體
		m_font = CreateFontW(
            size, // logical height of font height
            0, // logical average character width
            0, // angle of escapement
            0, // base-line orientation angle
            0, // font weight
            0, // italic attribute flag
            0, // underline attribute flag
            0, // strikeout attribute flag
            charset, // character set identifier
            0, // output precision
            0, // clipping precision
            DEFAULT_QUALITY, // output quality
            DEFAULT_PITCH | FF_SWISS, // pitch and family
            fontname // pointer to typeface name string
		);

		//綁定字體到內存DC
		SelectObject(m_dc, m_font);

		return 0;
	}

	//加載單獨的字體文件
	/*例如:
	font.load(
		"myfont.ttf",	//字體文件,windows系統支持的字體,目錄可以是絕對路徑,也可以是相對路徑
		"字體名稱",		//點開字體文件,上面顯示的字體名稱,比如“微軟雅黑”
		16,				//字體大小
        GB2312_CHARSET);//如果是中文字體,要設置中文字符集
	*/

	int load(const wchar_t* filename, const wchar_t* fontname, int size, int charset = 0)
	{
		if(this->handle()){
			this->dispose();
		}

        m_ttfile = filename;
        AddFontResourceExW(m_ttfile.c_str(), FR_PRIVATE, 0);
		this->create(fontname, size, charset);

		return 0;
	}

	//加載內存、程序資源內的字體,這個暫時懶得實現了,有需要的可以查一下WINAPI實現
	/*
	void load_memory(...)
    {
        FILE* f = fopen(filename, "rb");
        fseek(f, 0, SEEK_END);
        m_fontResource.resize(ftell(f));
        fseek(f, 0, SEEK_SET);
        fread(&m_fontResource[0], 1, m_fontResource.size(), f);
        fclose(f);

        DWORD dwFonts = 0;
		m_fontH = (HFONT)AddFontMemResourceEx(&m_fontResource[0], m_fontResource.size(), 0, &dwFonts);
    }
    */

	//釋放資源
	void dispose()
	{
		if(m_dc){
			DeleteDC(m_dc);
			m_dc = null;
		}

        if(m_font){
	    	DeleteObject(m_font);
    		m_font = null;
   		}

        if(!m_ttfile.empty()){
            RemoveFontResourceExW(m_ttfile.c_str(), FR_PRIVATE, 0);
            m_ttfile.clear();
        }

        //RemoveFontMemResourceEx(m_font);
	}

	//獲取一個字體的位圖和字符信息
	int render_char(wchar_t ch, char_info& info)
	{
		//獲取字符位圖空間大小
		int size = GetGlyphOutlineW(m_dc, ch, GGO_GRAY8_BITMAP, &m_gm, 0, NULL, &m_mat);
		//重新設置位圖緩衝區大小
		m_pixelbuf.resize(size);
		//獲得字符位圖像素信息
		GetGlyphOutlineW(m_dc, ch, GGO_GRAY8_BITMAP, &m_gm, 64*64, &m_pixelbuf[0], &m_mat);
		//GetGlyphOutline獲得的位圖像素是64階灰度,要轉換成256階灰度
		//當然如果你要通過shader渲染,並希望獲得一些其他效果,可以不轉換,或進行其他轉換
		gray256();
        //填寫一下字符信息
		info.x = m_gm.gmptGlyphOrigin.x;
		info.y = m_gm.gmptGlyphOrigin.y;
		info.next_x = m_gm.gmCellIncX;
		info.next_y = m_gm.gmBlackBoxY;
		return 0;
	}

	//位圖寬度
	int width()const
	{
		return m_gm.gmBlackBoxX;
	}

	//位圖高度
	int height()const
	{
		return m_gm.gmBlackBoxY;
	}

	//位圖像素數據
	void* data()
	{
		return &m_pixelbuf[0];
    }

	//64階灰度轉256階灰度
	void gray256()
	{
		BYTE* p = &m_pixelbuf[0];
		int c;
		//數據行是四字節對齊的
		DWORD linewidth = (m_gm.gmBlackBoxX + 3) & 0xFFFFFFFC;
		for(size_t y=0; y<m_gm.gmBlackBoxY; ++y){
			for(size_t x = 0; x < m_gm.gmBlackBoxX; ++x){
				c = p[x];
				c *= 4;//64x4 = 256
				if(c > 255)c = 255;//約束在0~255範圍之內
				p[x] = c;
			}
			p += linewidth;//移動到下一行
		}
	}

	//測試獲取的位圖,畫到一個HDC上面
	#ifdef _DEBUG
	void paint(HDC dc)
	{
		BYTE* p = &m_pixelbuf[0];
		int c;
		//數據行是四字節對齊的
		DWORD linewidth = (m_gm.gmBlackBoxX + 3) & 0xFFFFFFFC;
		for(size_t y=0; y<m_gm.gmBlackBoxY; ++y){
			for(size_t x = 0; x < m_gm.gmBlackBoxX; ++x){
				c = p[x];
				SetPixelV(dc, x, y, RGB(c, c, c));
			}
			p += linewidth;
		}
	}
	#endif
};

//---------------------------------------------------------------------------
//imagelist 圖集類,自動把小圖拼成圖集
//
//這個簡單的圖集類,用於拼合高度大小變化不大的圖片,比如圖標
//
//有需要的,可以github搜索maxrects庫,可以把不同大小的字體拼成一個大圖
//一般使用固定大小的字體,因爲字符位圖大小相對變化不大,空間浪費也不算太大
//使用一個高度(字體高度)作爲每一行高度,每添加進一個小圖,x方向向右偏移一個位置
//到達右邊邊界,換行。
//如果到達紋理右下角,則自動添加一個紋理頁

template<typename T, typename U = int>
class imagelist
{
public:
	struct ITEM
	{
		teximage image;
		U data;
	};

	typedef const ITEM* item_type;
	typedef typename std::map<T, ITEM> map_type;
	typedef typename map_type::iterator iterator;
	typedef typename map_type::const_iterator const_iterator;

private:
	std::vector<GLuint> m_texlist;	//保存的紋理頁
	map_type m_itemlist;				//小圖信息列表,使用std::map組織,也可以根據需要用數組組織
	GLenum m_format;//紋理格式
	int m_width;	//紋理大小
	int m_height;
	int m_filter;	//紋理過濾方式
	int m_size;		//小圖塊大小,只記錄高度
	int m_u, m_v;	//當前小圖塊添加位置

public:
	imagelist():m_texlist(), m_itemlist(), m_format(GL_RGBA), m_filter(GL_LINEAR),
		m_width(512), m_height(512), m_size(16), m_u(0), m_v(0)
	{
	}

	~imagelist()
	{
		this->dispose();
	}

	//初始化創建圖集
	int create(size_t width, size_t height, size_t size, GLenum format = GL_RGBA, GLenum filter = GL_LINEAR)
	{
		this->dispose();
		m_width  = width;
		m_height = height;
		m_format = format,
		m_size   = size;
		m_filter = filter;
		m_u = m_v = 0;
		return 0;
	}

	//釋放資源
	void dispose()
	{
		m_itemlist.clear();
		if(!m_texlist.empty()){
			//刪除所有紋理頁
			glDeleteTextures(m_texlist.size(), &m_texlist[0]);
			m_texlist.clear();
		}
		m_u = m_v = 0;
	}

	//當前緩存的小圖塊數量
	size_t size()const
	{
		return m_imglist.size();
	}

	//添加一個小圖塊
	int insert(const T& index, int width, int height, GLenum format, void* data, const U& userdata)
	{
		//首先移動座標位置
		position_move(width);
		//綁定當前紋理,也就是圖集的最後一個
		glBindTexture(GL_TEXTURE_2D, m_texlist.back());
		//更新紋理局部像素
		glTexSubImage2D(GL_TEXTURE_2D, 0, m_u, m_v, width, std::min(m_size, height), format, GL_UNSIGNED_BYTE, data);
		//保存信息
		ITEM item;
		item.image.image = m_texlist.back();
		item.image.x = m_u;
		item.image.y = m_v;
		item.image.width = width;
		item.image.height = std::min(height, m_size);
		item.image.u1 = float(m_u) / m_width;
		item.image.v1 = float(m_v) / m_height;
		item.image.u2 = float(m_u+width)/m_width;
		item.image.v2 = float(m_v+std::min(m_size, height))/m_height;
		item.data = userdata;
		m_itemlist[index] = item;
		//x方向移動座標
		m_u += width + 1;//做一個像素的間距
		return index;
	}

	//查詢圖塊信息
	item_type items(const T& index)const
	{
		const_iterator itr = m_itemlist.find(index);
		if(itr != m_itemlist.end()){
			return &itr->second;
		}
		else{
			return null;
		}
	}

	//查詢圖塊是否存在
	bool exist(const T& index)const
	{
		return items(index);
	}

private:
	void position_move(int width)
	{
		GLuint tex = 0;
		width += 1;//做一個像素的間距
		if(m_u + width > m_width){//換行
			m_u = 0;
			m_v += m_size + 1;
		}

		//創建新紋理頁
		if(m_texlist.empty() || m_v + m_size > m_height){
			glGenTextures(1, &tex);
			glBindTexture(GL_TEXTURE_2D, tex);
			glTexImage2D(GL_TEXTURE_2D, 0, m_format, m_width, m_height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);

			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_filter);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_filter);

			m_texlist.push_back(tex);
			m_u = 0;
			m_v = 0;
		}
	}

	teximage* BindTexture(int index)
	{
		iterator itr = m_imglist.find(index);
		if(itr!=m_imglist.end())
		{
			glBindTexture(GL_TEXTURE_2D, itr->second.image.image);
			return &itr->second.image;
		}
		return NULL;
	}
};

//---------------------------------------------------------------------------
//glfont 字體類
//
//gles對GL_ALPHA8支持貌似不好,可以替換成GL_RGBA(需要將256灰度轉換成RGBA格式)
//或者使用GL_RED等單通道格式,通過shader渲染字體
//

//draw_text字符串繪製參數
#define PT_LEFT      0x00000000
#define PT_RIGHT     0x00000001
#define PT_CENTER    0x00000002
#define PT_SHADOW    0x00010000
#define PT_CALCRECT  0x80000000

class glfont
{
public:
	typedef imagelist<wchar_t, char_info> imagelist_type;

	typedef TYPENAME imagelist_type::item_type char_item;

	//const static int SHADOW_SIZE = 2;	//陰影大小,帶陰影的字體,這個實現代碼太長
	enum{
		TEXTURE_SIZE = 1024,	//默認紋理大小

		TEX_FORMAT = GL_ALPHA8,	//PC默認使用GL_ALPHA8紋理格式
		SRC_FORMAT = GL_ALPHA,	//位圖數據默認格式

		TAB_WIDTH = 4			//製表符寬度
	};

	struct PT_WORD
	{
		const wchar_t* begin;
		const wchar_t* end;
		size_t width;
	};

private:
	gdifont m_font;		//字體類,可以替換成其他字體類
	std::wstring m_name;//字體名字
	int m_size;			//字體大小
	imagelist_type m_imagelist;//圖集類

public:
	vec4ub color;	//字體顏色

public:
	glfont() : m_font(), m_name(), m_size(), m_imagelist(), color(255, 255, 255, 255)
	{

	}

	void init(const wchar_t* fontname, int size = CGL_DEFAULT_FONT_SIZE, int texture_size = TEXTURE_SIZE)
	{
		m_name = fontname;
		m_size = size;
		//m_imagelist = imagelist;
		m_font.create(fontname, size);
		m_imagelist.create(texture_size, texture_size, size, TEX_FORMAT, GL_NEAREST);
	}

	void clear()
	{
		m_imagelist.dispose();
	}

	void dispose()
	{
		m_imagelist.dispose();
		m_size = 0;
	}

	//獲得字符item
	char_item char_items(wchar_t ch)
	{
		if(!m_imagelist.exist(ch)){
			make_char(ch);
		}
		return m_imagelist.items(ch);
	}

	//獲得字符寬度
	int char_width(wchar_t ch)
	{
        char_item item;
		if(!m_imagelist.exist(ch)){
			make_char(ch);
		}
		item = m_imagelist.items(ch);
		return item ? item->data.next_x : 0;
    }

	//獲取字符高度
	int char_height() { return m_size; }

	//獲取字符串寬度
	int text_width(const wchar_t* text, size_t length)
	{
        int width = 0;
		for(size_t i=0; i<length; ++i){
			width += char_width(text[i]);
		}
		return width;
    }

	//輸出一個字符
	int put_char(int x, int y, wchar_t ch, int flag = 0)
	{
		char_item item = m_imagelist.items(ch);
		if(!item){
			make_char(ch);
			item = m_imagelist.items(ch);
		}
		draw_image(item->image,
			color,
			x + item->data.x,
			y + m_size - item->data.y,
			item->image.width,
			item->image.height);

		return item->data.next_x;
	}

	//繪製一行字體,不支持製表符
	int print(int x, int y, const wchar_t* text, size_t length)
	{
		if(length == TEXT_MAX)length = wcslen(text);
		for(size_t i=0; i<length; ++i){
			x += put_char(x, y, text[i]);
		}
		return 0;
	}

	//繪製一行字體,支持製表符
	int tab_print(int x, int y, const wchar_t* text, size_t length)
	{
		int tab = TAB_WIDTH * (this->char_height() >> 1);
		if(length == TEXT_MAX)length = wcslen(text);
		for(size_t i=0; i<length; ++i)
		{
			if(text[i] == '\t'){
				x = align_next(x, tab);
			}
			else{
				x += put_char(x, y, text[i]);
			}
		}
		return 0;
	}

	//仿GDI函數DrawText
	int draw_text(
		int left, int top, int width, int height,
		const wchar_t* text,
		size_t length,
		int style);

private:
	int make_char(wchar_t ch);

	//根據當前位置n,計算下一個tab的對齊位置 next_tab_position
	int align_next(int n, int align)
	{
		n = n - n % align + align;
		return n;
	}

	int get_tabled_line(const wchar_t* &l_end, const wchar_t* end, int width);
};

//緩存一個字符
int glfont::make_char(wchar_t ch)
{
	char_info info;

	//數據行4字節對齊
	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

	//渲染字符
	m_font.render_char(ch, info);

	//添加到圖集
	return m_imagelist.insert(ch, m_font.width(), m_font.height(), GL_ALPHA, m_font.data(), info);
}

//返回下一個字符的繪製位置-1表示換行
int glfont::get_tabled_line(const wchar_t* &l_end, const wchar_t* end, int width)
{
	int tab = TAB_WIDTH * (this->char_height() >> 1);
	int n;// = 0;
	int l_width = 0;

	for(; l_end < end; ++l_end){
		if(*l_end == '\r'){
			continue;
		}
		else if(*l_end == '\n'){//next line
			break;
		}
		//else if(*l_end == ' ')//add word
		else if(*l_end == '\t'){
			n = align_next(l_width, tab);
			if(n < width){
				l_width = n;
			}
			else{
				//break;
				return l_width;
			}
		}
		else{
			n = this->char_width(*l_end);
			if(l_width + n < width){
				l_width += n;
			}
			else{//next line
				//break;
				return l_width;
			}
		}
	}
	return l_width;
}

int glfont::draw_text(int left, int top, int width, int height, const wchar_t* text, size_t length, int style)
{
	int px = 0, py = top;	//字符繪製位置
	//int chwidth = 0;		//字符寬度
	int ch_size = this->char_height();
	if(length == TEXT_MAX)length = wcslen(text);
	int tab = TAB_WIDTH * (ch_size >> 1);

	//vec4ub c = dc->color;

	const wchar_t* end = text + length;
	const wchar_t* l_begin;
	const wchar_t* l_end = text;
	int l_width = 0;
	std::vector<PT_WORD> words;

	int x = 0;

	while(l_end < end)
	{
		//l_width = 0;
		l_begin = l_end;
		//word_begin = l_end;
		//get line
		l_width = get_tabled_line(l_end, end, width);


		px = left;
		if(style & PT_RIGHT){
			px += width - l_width;
		}
		else if(style & PT_CENTER){
			px += (width - l_width) / 2;
		}
		if(l_begin != l_end && !(style & PT_CALCRECT)){
			if(style & PT_SHADOW){
				//dc->color = shadow_color;
				//draw_shadow(dc, px, py, text+begin, end-begin);
			}
			//dc->color = c;

			x = 0;
			for(; l_begin < l_end; ++l_begin)
			{
				if(*l_begin == '\t'){
					x = align_next(x, tab);
					continue;
				}
				else if(*l_begin == '\r' || *l_begin == '\n'){
					continue;
				}
				x += put_char(px + x, py, *l_begin);
			}
		}

		if(*l_end == '\n'){//next line
			++l_end;
		}

		py += ch_size + (ch_size / 8);// 1/8 line space
		if(int(top + height) < py + ch_size){
			break;
		}
	}

	return py - top;
}


}//end namespace cgl

#endif //GLFONT_HPP_20190815000333

 

發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章