ddnet/src/engine/textrender.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_TEXTRENDER_H
#define ENGINE_TEXTRENDER_H
#include "kernel.h"
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#include <base/color.h>
#include <engine/graphics.h>
#include <cstdint>
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#include <memory>
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enum
{
TEXTFLAG_RENDER = 1 << 0,
TEXTFLAG_DISALLOW_NEWLINE = 1 << 1,
TEXTFLAG_STOP_AT_END = 1 << 2,
TEXTFLAG_ELLIPSIS_AT_END = 1 << 3,
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};
enum ETextAlignment
{
TEXTALIGN_LEFT = 0,
TEXTALIGN_CENTER = 1 << 1,
TEXTALIGN_RIGHT = 1 << 2,
TEXTALIGN_TOP = 0, // this is also 0, so the default alignment is top-left
TEXTALIGN_MIDDLE = 1 << 3,
TEXTALIGN_BOTTOM = 1 << 4,
TEXTALIGN_TL = TEXTALIGN_TOP | TEXTALIGN_LEFT,
TEXTALIGN_TC = TEXTALIGN_TOP | TEXTALIGN_CENTER,
TEXTALIGN_TR = TEXTALIGN_TOP | TEXTALIGN_RIGHT,
TEXTALIGN_ML = TEXTALIGN_MIDDLE | TEXTALIGN_LEFT,
TEXTALIGN_MC = TEXTALIGN_MIDDLE | TEXTALIGN_CENTER,
TEXTALIGN_MR = TEXTALIGN_MIDDLE | TEXTALIGN_RIGHT,
TEXTALIGN_BL = TEXTALIGN_BOTTOM | TEXTALIGN_LEFT,
TEXTALIGN_BC = TEXTALIGN_BOTTOM | TEXTALIGN_CENTER,
TEXTALIGN_BR = TEXTALIGN_BOTTOM | TEXTALIGN_RIGHT,
TEXTALIGN_MASK_HORIZONTAL = TEXTALIGN_LEFT | TEXTALIGN_CENTER | TEXTALIGN_RIGHT,
TEXTALIGN_MASK_VERTICAL = TEXTALIGN_TOP | TEXTALIGN_MIDDLE | TEXTALIGN_BOTTOM,
};
enum ETextRenderFlags
{
TEXT_RENDER_FLAG_NO_X_BEARING = 1 << 0,
TEXT_RENDER_FLAG_NO_Y_BEARING = 1 << 1,
TEXT_RENDER_FLAG_ONLY_ADVANCE_WIDTH = 1 << 2,
TEXT_RENDER_FLAG_NO_PIXEL_ALIGMENT = 1 << 3,
TEXT_RENDER_FLAG_KERNING = 1 << 4,
TEXT_RENDER_FLAG_NO_OVERSIZE = 1 << 5,
TEXT_RENDER_FLAG_NO_FIRST_CHARACTER_X_BEARING = 1 << 6,
TEXT_RENDER_FLAG_NO_LAST_CHARACTER_ADVANCE = 1 << 7,
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TEXT_RENDER_FLAG_NO_AUTOMATIC_QUAD_UPLOAD = 1 << 8,
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// text is only rendered once and then discarded (a hint for buffer creation)
TEXT_RENDER_FLAG_ONE_TIME_USE = 1 << 9,
};
Add font index, support font family variants depending on language Add `fonts/index.json` which specifies: - List of all font files that should be loaded (filenames). - Default font (specified by family name or by family and style name). - Font variants for different languages, using the name of the language file as key. - Fallback fonts. - Icon font. There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language. The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely. The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures. The font files and their licenses are also updated: - Update Source Han Sans to version 2.001. - Update Glow Sans Japanese Compressed to version 0.93. - Update Deja Vu Sans to version 2.37. - Update Font Awesome icons font to March 2023 version. Closes #6881.
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enum class EFontPreset
{
Add font index, support font family variants depending on language Add `fonts/index.json` which specifies: - List of all font files that should be loaded (filenames). - Default font (specified by family name or by family and style name). - Font variants for different languages, using the name of the language file as key. - Fallback fonts. - Icon font. There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language. The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely. The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures. The font files and their licenses are also updated: - Update Source Han Sans to version 2.001. - Update Glow Sans Japanese Compressed to version 0.93. - Update Deja Vu Sans to version 2.37. - Update Font Awesome icons font to March 2023 version. Closes #6881.
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DEFAULT_FONT,
ICON_FONT,
};
namespace FontIcons {
// Each font icon is named according to its official name in Font Awesome
MAYBE_UNUSED static const char *FONT_ICON_PLUS = "+";
MAYBE_UNUSED static const char *FONT_ICON_MINUS = "-";
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MAYBE_UNUSED static const char *FONT_ICON_LOCK = "\xEF\x80\xA3";
MAYBE_UNUSED static const char *FONT_ICON_MAGNIFYING_GLASS = "\xEF\x80\x82";
MAYBE_UNUSED static const char *FONT_ICON_HEART = "\xEF\x80\x84";
MAYBE_UNUSED static const char *FONT_ICON_STAR = "\xEF\x80\x85";
MAYBE_UNUSED static const char *FONT_ICON_XMARK = "\xEF\x80\x8D";
MAYBE_UNUSED static const char *FONT_ICON_CIRCLE = "\xEF\x84\x91";
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MAYBE_UNUSED static const char *FONT_ICON_ARROW_ROTATE_LEFT = "\xEF\x83\xA2";
MAYBE_UNUSED static const char *FONT_ICON_ARROW_ROTATE_RIGHT = "\xEF\x80\x9E";
MAYBE_UNUSED static const char *FONT_ICON_FLAG_CHECKERED = "\xEF\x84\x9E";
MAYBE_UNUSED static const char *FONT_ICON_BAN = "\xEF\x81\x9E";
MAYBE_UNUSED static const char *FONT_ICON_CIRCLE_CHEVRON_DOWN = "\xEF\x84\xBA";
MAYBE_UNUSED static const char *FONT_ICON_SQUARE_MINUS = "\xEF\x85\x86";
MAYBE_UNUSED static const char *FONT_ICON_SQUARE_PLUS = "\xEF\x83\xBE";
MAYBE_UNUSED static const char *FONT_ICON_SORT_UP = "\xEF\x83\x9E";
MAYBE_UNUSED static const char *FONT_ICON_SORT_DOWN = "\xEF\x83\x9D";
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MAYBE_UNUSED static const char *FONT_ICON_HOUSE = "\xEF\x80\x95";
MAYBE_UNUSED static const char *FONT_ICON_NEWSPAPER = "\xEF\x87\xAA";
MAYBE_UNUSED static const char *FONT_ICON_POWER_OFF = "\xEF\x80\x91";
MAYBE_UNUSED static const char *FONT_ICON_GEAR = "\xEF\x80\x93";
MAYBE_UNUSED static const char *FONT_ICON_PEN_TO_SQUARE = "\xEF\x81\x84";
MAYBE_UNUSED static const char *FONT_ICON_CLAPPERBOARD = "\xEE\x84\xB1";
MAYBE_UNUSED static const char *FONT_ICON_EARTH_AMERICAS = "\xEF\x95\xBD";
MAYBE_UNUSED static const char *FONT_ICON_NETWORK_WIRED = "\xEF\x9B\xBF";
MAYBE_UNUSED static const char *FONT_ICON_LIST_UL = "\xEF\x83\x8A";
MAYBE_UNUSED static const char *FONT_ICON_INFO = "\xEF\x84\xA9";
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MAYBE_UNUSED static const char *FONT_ICON_SLASH = "\xEF\x9C\x95";
MAYBE_UNUSED static const char *FONT_ICON_PLAY = "\xEF\x81\x8B";
MAYBE_UNUSED static const char *FONT_ICON_PAUSE = "\xEF\x81\x8C";
MAYBE_UNUSED static const char *FONT_ICON_STOP = "\xEF\x81\x8D";
MAYBE_UNUSED static const char *FONT_ICON_CHEVRON_LEFT = "\xEF\x81\x93";
MAYBE_UNUSED static const char *FONT_ICON_CHEVRON_RIGHT = "\xEF\x81\x94";
MAYBE_UNUSED static const char *FONT_ICON_CHEVRON_UP = "\xEF\x81\xB7";
MAYBE_UNUSED static const char *FONT_ICON_CHEVRON_DOWN = "\xEF\x81\xB8";
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MAYBE_UNUSED static const char *FONT_ICON_BACKWARD = "\xEF\x81\x8A";
MAYBE_UNUSED static const char *FONT_ICON_FORWARD = "\xEF\x81\x8E";
MAYBE_UNUSED static const char *FONT_ICON_RIGHT_FROM_BRACKET = "\xEF\x8B\xB5";
MAYBE_UNUSED static const char *FONT_ICON_RIGHT_TO_BRACKET = "\xEF\x8B\xB6";
MAYBE_UNUSED static const char *FONT_ICON_ARROW_UP_RIGHT_FROM_SQUARE = "\xEF\x82\x8E";
MAYBE_UNUSED static const char *FONT_ICON_BACKWARD_STEP = "\xEF\x81\x88";
MAYBE_UNUSED static const char *FONT_ICON_FORWARD_STEP = "\xEF\x81\x91";
MAYBE_UNUSED static const char *FONT_ICON_BACKWARD_FAST = "\xEF\x81\x89";
MAYBE_UNUSED static const char *FONT_ICON_FORWARD_FAST = "\xEF\x81\x90";
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MAYBE_UNUSED static const char *FONT_ICON_KEYBOARD = "\xE2\x8C\xA8";
MAYBE_UNUSED static const char *FONT_ICON_ELLIPSIS = "\xEF\x85\x81";
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MAYBE_UNUSED static const char *FONT_ICON_FOLDER = "\xEF\x81\xBB";
MAYBE_UNUSED static const char *FONT_ICON_FOLDER_OPEN = "\xEF\x81\xBC";
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MAYBE_UNUSED static const char *FONT_ICON_FOLDER_TREE = "\xEF\xA0\x82";
MAYBE_UNUSED static const char *FONT_ICON_FILM = "\xEF\x80\x88";
MAYBE_UNUSED static const char *FONT_ICON_VIDEO = "\xEF\x80\xBD";
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MAYBE_UNUSED static const char *FONT_ICON_MAP = "\xEF\x89\xB9";
MAYBE_UNUSED static const char *FONT_ICON_IMAGE = "\xEF\x80\xBE";
MAYBE_UNUSED static const char *FONT_ICON_MUSIC = "\xEF\x80\x81";
MAYBE_UNUSED static const char *FONT_ICON_FILE = "\xEF\x85\x9B";
MAYBE_UNUSED static const char *FONT_ICON_PENCIL = "\xEF\x8C\x83";
MAYBE_UNUSED static const char *FONT_ICON_TRASH = "\xEF\x87\xB8";
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MAYBE_UNUSED static const char *FONT_ICON_ARROWS_LEFT_RIGHT = "\xEF\x8C\xB7";
MAYBE_UNUSED static const char *FONT_ICON_ARROWS_UP_DOWN = "\xEF\x81\xBD";
MAYBE_UNUSED static const char *FONT_ICON_CIRCLE_PLAY = "\xEF\x85\x84";
MAYBE_UNUSED static const char *FONT_ICON_BORDER_ALL = "\xEF\xA1\x8C";
MAYBE_UNUSED static const char *FONT_ICON_EYE = "\xEF\x81\xAE";
MAYBE_UNUSED static const char *FONT_ICON_EYE_SLASH = "\xEF\x81\xB0";
MAYBE_UNUSED static const char *FONT_ICON_EYE_DROPPER = "\xEF\x87\xBB";
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MAYBE_UNUSED static const char *FONT_ICON_DICE_ONE = "\xEF\x94\xA5";
MAYBE_UNUSED static const char *FONT_ICON_DICE_TWO = "\xEF\x94\xA8";
MAYBE_UNUSED static const char *FONT_ICON_DICE_THREE = "\xEF\x94\xA7";
MAYBE_UNUSED static const char *FONT_ICON_DICE_FOUR = "\xEF\x94\xA4";
MAYBE_UNUSED static const char *FONT_ICON_DICE_FIVE = "\xEF\x94\xA3";
MAYBE_UNUSED static const char *FONT_ICON_DICE_SIX = "\xEF\x94\xA6";
MAYBE_UNUSED static const char *FONT_ICON_LAYER_GROUP = "\xEF\x97\xBD";
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MAYBE_UNUSED static const char *FONT_ICON_UNDO = "\xEF\x8B\xAA";
MAYBE_UNUSED static const char *FONT_ICON_REDO = "\xEF\x8B\xB9";
MAYBE_UNUSED static const char *FONT_ICON_ARROWS_ROTATE = "\xEF\x80\xA1";
MAYBE_UNUSED static const char *FONT_ICON_QUESTION = "\x3F";
} // end namespace FontIcons
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enum ETextCursorSelectionMode
{
// ignore any kind of selection
TEXT_CURSOR_SELECTION_MODE_NONE = 0,
// calculates the selection based on the mouse press and release cursor position
TEXT_CURSOR_SELECTION_MODE_CALCULATE,
// sets the selection based on the character start and end count(these values have to be decoded character offsets)
TEXT_CURSOR_SELECTION_MODE_SET,
};
enum ETextCursorCursorMode
{
// ignore any kind of cursor
TEXT_CURSOR_CURSOR_MODE_NONE = 0,
// calculates the cursor based on the mouse release cursor position
TEXT_CURSOR_CURSOR_MODE_CALCULATE,
// sets the cursor based on the current character (this value has to be decoded character offset)
TEXT_CURSOR_CURSOR_MODE_SET,
};
struct STextBoundingBox
{
float m_X;
float m_Y;
float m_W;
float m_H;
float Right() const { return m_X + m_W; }
float Bottom() const { return m_Y + m_H; }
vec2 Size() const { return vec2(m_W, m_H); }
void MoveBy(vec2 Offset)
{
m_X += Offset.x;
m_Y += Offset.y;
}
};
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// Allow to render multi colored text in one go without having to call TextEx() multiple times.
// Needed to allow multi colored multi line texts
struct STextColorSplit
{
int m_CharIndex; // Which index within the text should the split occur
int m_Length; // How long is the split
ColorRGBA m_Color; // The color the text should be starting from m_CharIndex
STextColorSplit(int CharIndex, int Length, const ColorRGBA &Color) :
m_CharIndex(CharIndex), m_Length(Length), m_Color(Color) {}
};
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class CTextCursor
{
public:
int m_Flags;
int m_LineCount;
int m_GlyphCount;
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int m_CharCount;
int m_MaxLines;
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float m_StartX;
float m_StartY;
float m_LineWidth;
float m_X, m_Y;
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float m_MaxCharacterHeight;
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float m_LongestLineWidth;
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float m_FontSize;
float m_AlignedFontSize;
float m_LineSpacing;
float m_AlignedLineSpacing;
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ETextCursorSelectionMode m_CalculateSelectionMode;
float m_SelectionHeightFactor;
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Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
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// these coordinates are respected if selection mode is set to calculate @see ETextCursorSelectionMode
vec2 m_PressMouse;
// these coordinates are respected if selection/cursor mode is set to calculate @see ETextCursorSelectionMode / @see ETextCursorCursorMode
vec2 m_ReleaseMouse;
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// note m_SelectionStart can be bigger than m_SelectionEnd, depending on how the mouse cursor was dragged
// also note, that these are the character offsets decoded
int m_SelectionStart;
int m_SelectionEnd;
ETextCursorCursorMode m_CursorMode;
bool m_ForceCursorRendering;
// note this is the decoded character offset
int m_CursorCharacter;
Port line input and IME support from 0.7 Port the line input (UI edit boxes, chat, console) and Input Method Editor (IME) support from upstream. Closes #4397. General ------------------------------ Fix issues with the text input. Closes #4346. Closes #4524. Word skipping (when holding Ctrl) is overhauled to be consistent with the Windows / Firefox experience that I took as reference. Improve usability by not blinking (i.e. always rendering) the caret shortly after is has been moved. UI text input ------------------------------ Fix inconsistent mouse-based left and right scrolling (closes #4347). Support smooth left and right scrolling. Chat ------------------------------ Support keyboard-based text selection of the chat input. Mouse-based selection could be support in the future when we decide to add something like an ingame UI cursor. Support smooth up and down scrolling of the chat input, removing the old hack that offsets the input string to simulate scrolling. Console ------------------------------ Also support mouse-based text selection of the command input. Only text from either the command input or the console log can be selected at the same time. This ensures that Ctrl+C will always copy the text that is currently visually selected in the console. Check for Ctrl+C input event in event handler instead of in render function, to hopefully fix the issue that copying does not work sometimes (closes #5974 until further notice). When Ctrl+C is used to copy text from the console log, the selection is cleared. This should make it more clear when text was copied from the log. Fix an issue that was preventing the console log selection from being cleared, when all log lines are selected. Remove Ctrl+A/E hotkeys that move cursor to beginning/end respectively. Ctrl+A now selectes all text like for all other inputs. Home and End keys can still be used to go the beginning and end. Remove Ctrl+U/K hotkeys that clear everything before/after the cursor respectively. Hold shift and use Home/End to select everything instead. IME support ------------------------------ Render list of IME candidates in the client on Windows, so the candidate list can also be viewed in fullscreen mode. There is no API available to retrieve a candidate list on the other operating systems. Improve composition rendering by underlining the composition text instead of putting it in square brackets. Track active input globally to properly activate and deactivate IME through the SDL functions. Closes #1030. Closes #1008. Password rendering ------------------------------ Fix rendering of passwords containing unicode. Instead of rendering one star character for each UTF-8 `char`, render on star for every unicode codepoint. Show the composition text also for passwords. Without seeing the composition text it's hard to type a password containing those characters. The candidate window exposes the composition anyway. If you don't want to expose your password this way, e.g. while streaming, you could: 1. Use a latin password and switch off the IME for the password input with the IME hotkey. 2. Blank your screen with an external program while you are streaming and entering passwords. 3. Use binds to authenticate in rcon or to set the server browser password. Refactoring ------------------------------ Move all text input logic and general rendering to `CLineInput`. A `CLineInput` is associated with a particular `char` buffer given as a pointer either in the constructor or with `SetBuffer`. The maximum byte size of the buffer must also be specified. The maximum length in unicode codepoints can also be specified separately (e.g. on upstream, name are limited by the number of unicode codepoints instead). Add `CLineInputBuffered`, which is a `CLineInput` that own a `char` buffer of a fixed size, which is specified as a template argument. As `CLineInput` does not own a buffer anymore, this reduces duplicate code for line inputs that need their own buffer. Add `CLineInputNumber` which has additional convenience functions to consider the text as an `int` or `float`, to reduce duplicate code in those cases. In the future we could also add an input filter function so that only numbers can be entered in the number input. Add `CLineInput::SetClipboardLineCallback` to handle the case that multiple lines of text are pasted into a lineinput. This reduces duplicate code, as this behavior was previously implemented separately for chat and console. The behavior is also fixed to be consistent with the console on Windows, so the first line being pasted edits the current input text and then sends it instead of being sent on its own without the existing input text. Add `CalcFontSizeAndBoundingBox` to UI to reduce duplicate code. Expose `CalcAlignedCursorPos` as static member function to reuse it for line input. Dispatch input events to UI inputs through the event handler instead of storing them in a duplicate buffer. Use `size_t` for line input cursor position, length etc. and for `str_utf8_stats`. Add `IButtonColorFunction` to UI to describe a functions that defines colors for the Default, Active and Hovered states of UI elements. Add some default button color functions. Use button color function to reduce duplicate code in scrollbar rendering. Use `vec2` instead of two `floats` to represent the mouse positions in the text renderer. Remove `CaretPosition` again, as it does not calculate the correct Y position near line breaks due to the wrapping being different when not rendering the entire string. Instead, calculate the exact caret position when rending a text container and store the caret position in the text cursor for later use. IME usage guide (Windows) ------------------------------ 1. Install the respective language and the Microsoft-IME keyboard (e.g. for Chinese, Japanese or Korean). 2. Launch the game (or a text editor to first try out the IME). Note that Windows may track the input language separately for every application. You can change this in the Windows input settings so the input language is changed globally. 2. Switch the input language using the hotkey Windows+Space or another hotkey that you configured in the Windows input settings (Alt+Shift is the default, but you should consider disabling it, to avoid accidentally changing the input language while playing). 3. Switch from Latin/English input mode to the respective asian input mode. - Chinese: Use Ctrl+Space to switch between English and Chinese input mode. You can change this hotkey in the IME's settings. - Japanese: Use Ctrl+Space to switch between Alphanumeric and Hiragana/Katakana input mode. You can change this hotkey in the IME's settings. - Korean: Use Right Alt to switch between English and Hangul input mode. You cannot change this hotkey as of yet. - Note that the input mode is also tracked per application, but there is no setting to change this behavior as far as I know, so you'll need to switch for every application separately. 4. Start typing. The underlined text is the current composition text. While a composition is active, you can only edit the composition text. Confirm the composition with Space or by selecting a candidate from the candidate list with the arrow keys. Cancel the composition with Escape or by using Backspace to delete the composition text. Note that not all languages offer a candidate list. SDL version-specific issues ------------------------------ - 2.26.5, 2.24.2, 2.0.22: IME candidates work. But there are minor bugs when moving the composition cursor. - 2.0.18, 2.0.20: IME candidates work. - 2.0.16 (our current version): IME candidates cannot be determined with Windows API. Windows tries to draw the composition window like before, so this does not work in fullscreen mode. - 2.0.8 (upstream 0.7): IME candidates work. But this SDL version is too old for us.
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vec2 m_CursorRenderedPosition;
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// Color splits of the cursor to allow multicolored text
std::vector<STextColorSplit> m_vColorSplits;
float Height() const
{
return m_LineCount * (m_AlignedFontSize + m_AlignedLineSpacing);
}
STextBoundingBox BoundingBox() const
{
return {m_StartX, m_StartY, m_LongestLineWidth, Height()};
}
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void Reset()
{
m_Flags = 0;
m_LineCount = 0;
m_GlyphCount = 0;
m_CharCount = 0;
m_MaxLines = 0;
m_StartX = 0;
m_StartY = 0;
m_LineWidth = 0;
m_X = 0;
m_Y = 0;
m_MaxCharacterHeight = 0;
m_LongestLineWidth = 0;
m_FontSize = 0;
m_AlignedFontSize = 0;
m_LineSpacing = 0;
m_CalculateSelectionMode = TEXT_CURSOR_SELECTION_MODE_NONE;
m_SelectionHeightFactor = 0;
m_PressMouse = vec2();
m_ReleaseMouse = vec2();
m_SelectionStart = 0;
m_SelectionEnd = 0;
m_CursorMode = TEXT_CURSOR_CURSOR_MODE_NONE;
m_ForceCursorRendering = false;
m_CursorCharacter = 0;
m_CursorRenderedPosition = vec2();
m_vColorSplits.clear();
}
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};
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struct STextContainerUsages
{
int m_Dummy = 0;
};
struct STextContainerIndex
{
int m_Index;
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std::shared_ptr<STextContainerUsages> m_UseCount =
std::make_shared<STextContainerUsages>(STextContainerUsages());
STextContainerIndex() { Reset(); }
bool Valid() const { return m_Index >= 0; }
void Reset() { m_Index = -1; }
};
struct STextSizeProperties
{
float *m_pHeight = nullptr;
float *m_pAlignedFontSize = nullptr;
float *m_pMaxCharacterHeightInLine = nullptr;
int *m_pLineCount = nullptr;
};
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class ITextRender : public IInterface
{
MACRO_INTERFACE("textrender")
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public:
virtual void SetCursor(CTextCursor *pCursor, float x, float y, float FontSize, int Flags) const = 0;
virtual void MoveCursor(CTextCursor *pCursor, float x, float y) const = 0;
virtual void SetCursorPosition(CTextCursor *pCursor, float x, float y) const = 0;
Add font index, support font family variants depending on language Add `fonts/index.json` which specifies: - List of all font files that should be loaded (filenames). - Default font (specified by family name or by family and style name). - Font variants for different languages, using the name of the language file as key. - Fallback fonts. - Icon font. There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language. The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely. The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures. The font files and their licenses are also updated: - Update Source Han Sans to version 2.001. - Update Glow Sans Japanese Compressed to version 0.93. - Update Deja Vu Sans to version 2.37. - Update Font Awesome icons font to March 2023 version. Closes #6881.
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virtual void LoadFonts() = 0;
virtual void SetFontPreset(EFontPreset FontPreset) = 0;
virtual void SetFontLanguageVariant(const char *pLanguageFile) = 0;
virtual void SetRenderFlags(unsigned Flags) = 0;
virtual unsigned GetRenderFlags() const = 0;
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ColorRGBA DefaultTextColor() const { return ColorRGBA(1, 1, 1, 1); }
ColorRGBA DefaultTextOutlineColor() const { return ColorRGBA(0, 0, 0, 0.3f); }
ColorRGBA DefaultTextSelectionColor() const { return ColorRGBA(1.0f, 1.0f, 1.0f, 0.5f); }
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//
virtual void TextEx(CTextCursor *pCursor, const char *pText, int Length = -1) = 0;
virtual bool CreateTextContainer(STextContainerIndex &TextContainerIndex, CTextCursor *pCursor, const char *pText, int Length = -1) = 0;
virtual void AppendTextContainer(STextContainerIndex TextContainerIndex, CTextCursor *pCursor, const char *pText, int Length = -1) = 0;
// either creates a new text container or appends to a existing one
virtual bool CreateOrAppendTextContainer(STextContainerIndex &TextContainerIndex, CTextCursor *pCursor, const char *pText, int Length = -1) = 0;
// just deletes and creates text container
virtual void RecreateTextContainer(STextContainerIndex &TextContainerIndex, CTextCursor *pCursor, const char *pText, int Length = -1) = 0;
virtual void RecreateTextContainerSoft(STextContainerIndex &TextContainerIndex, CTextCursor *pCursor, const char *pText, int Length = -1) = 0;
virtual void DeleteTextContainer(STextContainerIndex &TextContainerIndex) = 0;
virtual void UploadTextContainer(STextContainerIndex TextContainerIndex) = 0;
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virtual void RenderTextContainer(STextContainerIndex TextContainerIndex, const ColorRGBA &TextColor, const ColorRGBA &TextOutlineColor) = 0;
virtual void RenderTextContainer(STextContainerIndex TextContainerIndex, const ColorRGBA &TextColor, const ColorRGBA &TextOutlineColor, float X, float Y) = 0;
virtual STextBoundingBox GetBoundingBoxTextContainer(STextContainerIndex TextContainerIndex) = 0;
virtual void UploadEntityLayerText(void *pTexBuff, size_t PixelSize, size_t TexWidth, size_t TexHeight, int TexSubWidth, int TexSubHeight, const char *pText, int Length, float x, float y, int FontSize) = 0;
virtual int AdjustFontSize(const char *pText, int TextLength, int MaxSize, int MaxWidth) const = 0;
virtual float GetGlyphOffsetX(int FontSize, char TextCharacter) const = 0;
Add font index, support font family variants depending on language Add `fonts/index.json` which specifies: - List of all font files that should be loaded (filenames). - Default font (specified by family name or by family and style name). - Font variants for different languages, using the name of the language file as key. - Fallback fonts. - Icon font. There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language. The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely. The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures. The font files and their licenses are also updated: - Update Source Han Sans to version 2.001. - Update Glow Sans Japanese Compressed to version 0.93. - Update Deja Vu Sans to version 2.37. - Update Font Awesome icons font to March 2023 version. Closes #6881.
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virtual int CalculateTextWidth(const char *pText, int TextLength, int FontWidth, int FontSize) const = 0;
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// old foolish interface
virtual void TextColor(float r, float g, float b, float a) = 0;
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virtual void TextColor(ColorRGBA rgb) = 0;
virtual void TextOutlineColor(float r, float g, float b, float a) = 0;
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virtual void TextOutlineColor(ColorRGBA rgb) = 0;
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virtual void TextSelectionColor(float r, float g, float b, float a) = 0;
virtual void TextSelectionColor(ColorRGBA rgb) = 0;
virtual void Text(float x, float y, float Size, const char *pText, float LineWidth = -1.0f) = 0;
virtual float TextWidth(float Size, const char *pText, int StrLength = -1, float LineWidth = -1.0f, int Flags = 0, const STextSizeProperties &TextSizeProps = {}) = 0;
virtual STextBoundingBox TextBoundingBox(float Size, const char *pText, int StrLength = -1, float LineWidth = -1.0f, float LineSpacing = 0.0f, int Flags = 0) = 0;
virtual ColorRGBA GetTextColor() const = 0;
virtual ColorRGBA GetTextOutlineColor() const = 0;
virtual ColorRGBA GetTextSelectionColor() const = 0;
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virtual void OnPreWindowResize() = 0;
virtual void OnWindowResize() = 0;
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};
class IEngineTextRender : public ITextRender
{
MACRO_INTERFACE("enginetextrender")
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public:
virtual void Init() = 0;
Add font index, support font family variants depending on language Add `fonts/index.json` which specifies: - List of all font files that should be loaded (filenames). - Default font (specified by family name or by family and style name). - Font variants for different languages, using the name of the language file as key. - Fallback fonts. - Icon font. There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language. The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely. The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures. The font files and their licenses are also updated: - Update Source Han Sans to version 2.001. - Update Glow Sans Japanese Compressed to version 0.93. - Update Deja Vu Sans to version 2.37. - Update Font Awesome icons font to March 2023 version. Closes #6881.
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virtual void Shutdown() override = 0;
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};
extern IEngineTextRender *CreateEngineTextRender();
#endif