LoadFontEx fix. DrawTextBoxed and DrawTextBoxedSelectable From raylib [text] example - Rectangle bounds.

This commit is contained in:
jussi
2023-11-01 23:36:31 +02:00
parent dfd66512d7
commit e61823b8bb
9 changed files with 246 additions and 26 deletions

22
API.md
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@@ -2725,10 +2725,14 @@ ColorPicker right hue bar selector overflow
## Globals - LightType
> LIGHT_DIRECTIONAL = 0
Directional light
---
> LIGHT_POINT = 1
Point light
---
@@ -5618,8 +5622,8 @@ NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 25
> RL.UpdateTextureRec( Texture texture, Rectangle rec, int{} pixels )
Update GPU texture rectangle with new data
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
Update GPU texture rectangle with new data.
Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
---
@@ -5891,7 +5895,7 @@ Load font from file with extended parameters, use NULL for fontChars to load the
> font = RL.LoadFontFromImage( Image image, Color key, int firstChar )
Load font from Image ( XNA style)
Load font from Image (XNA style)
- Success return Font
@@ -5951,6 +5955,18 @@ Draw multiple character (codepoint)
---
> RL.DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint )
Draw text using font inside rectangle limits. Function from raylib [text] example - Rectangle bounds
---
> RL.DrawTextBoxedSelectable( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint )
Draw text using font inside rectangle limits with support for text selection. Function from raylib [text] example - Rectangle bounds
---
## Text - Font info functions
---

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@@ -900,7 +900,9 @@ RL.HUEBAR_SELECTOR_OVERFLOW=20
-- Globals - LightType
---Directional light
RL.LIGHT_DIRECTIONAL=0
---Point light
RL.LIGHT_POINT=1
-- Globals - RLGL
@@ -3050,8 +3052,8 @@ function RL.UnloadRenderTexture( target ) end
---@return any RL.UpdateTexture
function RL.UpdateTexture( texture, pixels ) end
---Update GPU texture rectangle with new data
---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
---Update GPU texture rectangle with new data.
---Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
---@param texture any
---@param rec table
---@param pixels any
@@ -3287,7 +3289,7 @@ function RL.LoadFont( fileName ) end
---@return any font
function RL.LoadFontEx( fileName, fontSize, fontChars ) end
---Load font from Image ( XNA style)
---Load font from Image (XNA style)
---- Success return Font
---@param image any
---@param key table
@@ -3362,6 +3364,32 @@ function RL.DrawTextCodepoint( font, codepoint, position, fontSize, tint ) end
---@return any RL.DrawTextCodepoints
function RL.DrawTextCodepoints( font, codepoints, position, fontSize, spacing, tint ) end
---Draw text using font inside rectangle limits. Function from raylib [text] example - Rectangle bounds
---@param font any
---@param char any
---@param rec table
---@param fontSize number
---@param spacing number
---@param wordWrap boolean
---@param tint table
---@return any RL.DrawTextBoxed
function RL.DrawTextBoxed( font, char, rec, fontSize, spacing, wordWrap, tint ) end
---Draw text using font inside rectangle limits with support for text selection. Function from raylib [text] example - Rectangle bounds
---@param font any
---@param text string
---@param rec table
---@param fontSize number
---@param spacing number
---@param wordWrap boolean
---@param tint table
---@param selectStart integer
---@param selectLength integer
---@param selectTint table
---@param selectBackTint table
---@return any RL.DrawTextBoxedSelectable
function RL.DrawTextBoxedSelectable( font, text, rec, fontSize, spacing, wordWrap, tint, selectStart, selectLength, selectTint, selectBackTint ) end
-- Text - Font info functions
---Measure string size for Font

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@@ -34,6 +34,8 @@ DETAILED CHANGES:
- ADDED: GetGlyphIndex, GetGlyphInfo and GetGlyphAtlasRec.
- ADDED: SetWindowIcons, SetWindowOpacity and GetWindowHandle.
- CHANGED: Merged uluaGet*Index functions to uluaGet* functions.
- FIXED: LoadFontEx.
- ADDED: DrawTextBoxed and DrawTextBoxedSelectable From raylib [text] example - Rectangle bounds
------------------------------------------------------------------------
Release: ReiLua version 0.5.0 Using Raylib 4.5

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@@ -27,15 +27,7 @@ Bugs {
}
Needs Testing {
* UpdateTexture
* UpdateTextureRec
* LoadSoundFromWave
* LoadFont
* LoadFontEx
* LoadFontFromImage
* UpdateMesh
* LoadModelFromMesh
* RLGL - Matrix state management
* rlSetUniform
* rlSetShader
}

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@@ -17,7 +17,7 @@ function RL.process( delta )
end
if RL.IsKeyPressed( RL.KEY_SPACE ) then
textColor = RL.BLACK
textColor = RL.RED
textPos = { 192, 200 }
end
end

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@@ -14,6 +14,8 @@ int ltextDrawTextEx( lua_State *L );
int ltextDrawTextPro( lua_State *L );
int ltextDrawTextCodepoint( lua_State *L );
int ltextDrawTextCodepoints( lua_State *L );
int ltextDrawTextBoxed( lua_State *L );
int ltextDrawTextBoxedSelectable( lua_State *L );
/* Font info functions. */
int ltextMeasureText( lua_State *L );
int ltextGetGlyphIndex( lua_State *L );

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@@ -774,8 +774,8 @@ static void defineGlobals() {
assignGlobalInt( HUEBAR_SELECTOR_HEIGHT, "HUEBAR_SELECTOR_HEIGHT" ); // ColorPicker right hue bar selector height
assignGlobalInt( HUEBAR_SELECTOR_OVERFLOW, "HUEBAR_SELECTOR_OVERFLOW" ); // ColorPicker right hue bar selector overflow
/* LightType */
assignGlobalInt( LIGHT_DIRECTIONAL, "LIGHT_DIRECTIONAL" );
assignGlobalInt( LIGHT_POINT, "LIGHT_POINT" );
assignGlobalInt( LIGHT_DIRECTIONAL, "LIGHT_DIRECTIONAL" ); // Directional light
assignGlobalInt( LIGHT_POINT, "LIGHT_POINT" ); // Point light
/* RLGL Default internal render batch elements limits */
assignGlobalInt( RL_DEFAULT_BATCH_BUFFER_ELEMENTS, "RL_DEFAULT_BATCH_BUFFER_ELEMENTS" ); // Default internal render batch elements limits
assignGlobalInt( RL_DEFAULT_BATCH_BUFFERS, "RL_DEFAULT_BATCH_BUFFERS" ); // Default number of batch buffers (multi-buffering)
@@ -1945,6 +1945,8 @@ void luaRegister() {
assingGlobalFunction( "DrawTextPro", ltextDrawTextPro );
assingGlobalFunction( "DrawTextCodepoint", ltextDrawTextCodepoint );
assingGlobalFunction( "DrawTextCodepoints", ltextDrawTextCodepoints );
assingGlobalFunction( "DrawTextBoxed", ltextDrawTextBoxed );
assingGlobalFunction( "DrawTextBoxedSelectable", ltextDrawTextBoxedSelectable );
/* Font info functions. */
assingGlobalFunction( "MeasureText", ltextMeasureText );
assingGlobalFunction( "GetGlyphIndex", ltextGetGlyphIndex );

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@@ -4,6 +4,144 @@
#include "textures.h"
#include "lua_core.h"
// DrawTextBoxed and DrawTextBoxedSelectable from raylib [text] example - Rectangle bounds
// Draw text using font inside rectangle limits with support for text selection
static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint)
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scaleFactor = fontSize/(float)font.baseSize; // Character rectangle scaling factor
// Word/character wrapping mechanism variables
enum { MEASURE_STATE = 0, DRAW_STATE = 1 };
int state = wordWrap? MEASURE_STATE : DRAW_STATE;
int startLine = -1; // Index where to begin drawing (where a line begins)
int endLine = -1; // Index where to stop drawing (where a line ends)
int lastk = -1; // Holds last value of the character position
for (int i = 0, k = 0; i < length; i++, k++)
{
// Get next codepoint from byte string and glyph index in font
int codepointByteCount = 0;
int codepoint = GetCodepoint(&text[i], &codepointByteCount);
int index = GetGlyphIndex(font, codepoint);
// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
// but we need to draw all of the bad bytes using the '?' symbol moving one byte
if (codepoint == 0x3f) codepointByteCount = 1;
i += (codepointByteCount - 1);
float glyphWidth = 0;
if (codepoint != '\n')
{
glyphWidth = (font.glyphs[index].advanceX == 0) ? font.recs[index].width*scaleFactor : font.glyphs[index].advanceX*scaleFactor;
if (i + 1 < length) glyphWidth = glyphWidth + spacing;
}
// NOTE: When wordWrap is ON we first measure how much of the text we can draw before going outside of the rec container
// We store this info in startLine and endLine, then we change states, draw the text between those two variables
// and change states again and again recursively until the end of the text (or until we get outside of the container).
// When wordWrap is OFF we don't need the measure state so we go to the drawing state immediately
// and begin drawing on the next line before we can get outside the container.
if (state == MEASURE_STATE)
{
// TODO: There are multiple types of spaces in UNICODE, maybe it's a good idea to add support for more
// Ref: http://jkorpela.fi/chars/spaces.html
if ((codepoint == ' ') || (codepoint == '\t') || (codepoint == '\n')) endLine = i;
if ((textOffsetX + glyphWidth) > rec.width)
{
endLine = (endLine < 1)? i : endLine;
if (i == endLine) endLine -= codepointByteCount;
if ((startLine + codepointByteCount) == endLine) endLine = (i - codepointByteCount);
state = !state;
}
else if ((i + 1) == length)
{
endLine = i;
state = !state;
}
else if (codepoint == '\n') state = !state;
if (state == DRAW_STATE)
{
textOffsetX = 0;
i = startLine;
glyphWidth = 0;
// Save character position when we switch states
int tmp = lastk;
lastk = k - 1;
k = tmp;
}
}
else
{
if (codepoint == '\n')
{
if (!wordWrap)
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
}
else
{
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetX = 0;
}
// When text overflows rectangle height limit, just stop drawing
if ((textOffsetY + font.baseSize*scaleFactor) > rec.height) break;
// Draw selection background
bool isGlyphSelected = false;
if ((selectStart >= 0) && (k >= selectStart) && (k < (selectStart + selectLength)))
{
DrawRectangleRec((Rectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, selectBackTint);
isGlyphSelected = true;
}
// Draw current character glyph
if ((codepoint != ' ') && (codepoint != '\t'))
{
DrawTextCodepoint(font, codepoint, (Vector2){ rec.x + textOffsetX, rec.y + textOffsetY }, fontSize, isGlyphSelected? selectTint : tint);
}
}
if (wordWrap && (i == endLine))
{
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
textOffsetX = 0;
startLine = endLine;
endLine = -1;
glyphWidth = 0;
selectStart += lastk - k;
k = lastk;
state = !state;
}
}
if ((textOffsetX != 0) || (codepoint != ' ')) textOffsetX += glyphWidth; // avoid leading spaces
}
}
// Draw text using font inside rectangle limits
static void DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint)
{
DrawTextBoxedSelectable(font, text, rec, fontSize, spacing, wordWrap, tint, 0, 0, WHITE, WHITE);
}
/*
## Text - Loading
*/
@@ -54,8 +192,8 @@ int ltextLoadFontEx( lua_State *L ) {
if ( lua_istable( L, 3 ) ) {
int glyphCount = uluaGetTableLen( L, 3 );
int fontChars[ glyphCount ];
int t = lua_gettop( L );
int t = 3;
int i = 0;
lua_pushnil( L );
@@ -82,7 +220,7 @@ int ltextLoadFontEx( lua_State *L ) {
/*
> font = RL.LoadFontFromImage( Image image, Color key, int firstChar )
Load font from Image ( XNA style)
Load font from Image (XNA style)
- Success return Font
*/
@@ -239,6 +377,46 @@ int ltextDrawTextCodepoints( lua_State *L ) {
return 0;
}
/*
> RL.DrawTextBoxed(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint )
Draw text using font inside rectangle limits. Function from raylib [text] example - Rectangle bounds
*/
int ltextDrawTextBoxed( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
Rectangle rec = uluaGetRectangle( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 );
bool wordWrap = uluaGetBoolean( L, 6 );
Color tint = uluaGetColor( L, 7 );
DrawTextBoxedSelectable( *font, luaL_checkstring( L, 2 ), rec, fontSize, spacing, wordWrap, tint, 0, 0, WHITE, WHITE );
return 0;
}
/*
> RL.DrawTextBoxedSelectable( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint )
Draw text using font inside rectangle limits with support for text selection. Function from raylib [text] example - Rectangle bounds
*/
int ltextDrawTextBoxedSelectable( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
Rectangle rec = uluaGetRectangle( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 );
bool wordWrap = uluaGetBoolean( L, 6 );
Color tint = uluaGetColor( L, 7 );
int selectStart = luaL_checkinteger( L, 8 );
int selectLength = luaL_checkinteger( L, 9 );
Color selectTint = uluaGetColor( L, 10 );
Color selectBackTint = uluaGetColor( L, 11 );
DrawTextBoxedSelectable( *font, luaL_checkstring( L, 2 ), rec, fontSize, spacing, wordWrap, tint, selectStart, selectLength, selectTint, selectBackTint );
return 0;
}
/*
## Text - Font info functions
*/

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@@ -1123,14 +1123,14 @@ int ltexturesUpdateTexture( lua_State *L ) {
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
int t = lua_gettop( L );
int i = 0;
unsigned int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
size_t colLen = uluaGetTableLen( L, lua_gettop( L ) );
int t2 = lua_gettop( L );
int j = 0;
unsigned int j = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
@@ -1151,8 +1151,8 @@ int ltexturesUpdateTexture( lua_State *L ) {
/*
> RL.UpdateTextureRec( Texture texture, Rectangle rec, int{} pixels )
Update GPU texture rectangle with new data
NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
Update GPU texture rectangle with new data.
Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format
*/
int ltexturesUpdateTextureRec( lua_State *L ) {
Texture *texture = uluaGetTexture( L, 1 );
@@ -1162,14 +1162,14 @@ int ltexturesUpdateTextureRec( lua_State *L ) {
unsigned char *pixels = malloc( len * 4 * sizeof( unsigned char ) );
int t = lua_gettop( L );
int i = 0;
unsigned int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
size_t colLen = uluaGetTableLen( L, lua_gettop( L ) );
int t2 = lua_gettop( L );
int j = 0;
unsigned int j = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {