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#include "main.h"
#include "state.h"
#include "text.h"
#include "textures.h"
#include "lua_core.h"
// DrawTextBoxed is modified DrawTextBoxedSelectable from raylib [text] example - Rectangle bounds
// Draw text using font inside rectangle limits
static int DrawTextBoxed( Font font, const char *text, Rectangle rec, float fontSize, float spacing,
bool wordWrap, Color *tints, int tintCount, Color *backTints, int backTintCount )
{
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
Color tint = BLACK;
Color backTint = BLANK;
Vector2 mousePos = GetMousePosition();
int mouseChar = -1;
for ( int i = 0, k = 0; i < length; i++, k++)
{
if ( i < tintCount ) {
tint = tints[i];
}
if ( i < backTintCount ) {
backTint = backTints[i];
}
// 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;
// }
if ( CheckCollisionPointRec( mousePos, (Rectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor } ) ) {
mouseChar = i;
}
if ( 0 < backTint.a ) {
DrawRectangleRec((Rectangle){ rec.x + textOffsetX - 1, rec.y + textOffsetY, glyphWidth, (float)font.baseSize*scaleFactor }, backTint);
}
// Draw current character glyph
if ((codepoint != ' ') && (codepoint != '\t'))
{
// DrawTextCodepoint(font, codepoint, (Vector2){ rec.x + textOffsetX, rec.y + textOffsetY }, fontSize, isGlyphSelected? selectTint : tint);
DrawTextCodepoint( font, codepoint, (Vector2){ rec.x + textOffsetX, rec.y + textOffsetY }, fontSize, 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
}
return mouseChar;
}
/*
## Text - Font loading/unloading functions
*/
/*
> font = RL.GetFontDefault()
Get the default Font. Return as lightuserdata
- Success return Font
*/
int ltextGetFontDefault( lua_State *L ) {
lua_pushlightuserdata( L, &state->defaultFont );
return 1;
}
/*
> font = RL.LoadFont( string fileName )
Load font from file into GPU memory (VRAM)
- Failure return nil
- Success return Font
*/
int ltextLoadFont( lua_State *L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
uluaPushFont( L, LoadFont( lua_tostring( L, 1 ) ) );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> font = RL.LoadFontEx( string fileName, int fontSize, int{} codepoints )
Load font from file with extended parameters, use NULL for codepoints to load the default character set
- Failure return nil
- Success return Font
*/
int ltextLoadFontEx( lua_State *L ) {
int fontSize = luaL_checkinteger( L, 2 );
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
if ( lua_istable( L, 3 ) ) {
int codepointCount = uluaGetTableLen( L, 3 );
int codepoints[ codepointCount ];
int t = 3;
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
codepoints[i] = lua_tointeger( L, -1 );
i++;
lua_pop( L, 1 );
}
uluaPushFont( L, LoadFontEx( lua_tostring( L, 1 ), fontSize, codepoints, codepointCount ) );
return 1;
}
uluaPushFont( L, LoadFontEx( lua_tostring( L, 1 ), fontSize, NULL, 0 ) );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> font = RL.LoadFontFromImage( Image image, Color key, int firstChar )
Load font from Image (XNA style)
- Success return Font
*/
int ltextLoadFontFromImage( lua_State *L ) {
Image *image = uluaGetImage( L, 1 );
Color key = uluaGetColor( L, 2 );
int firstChar = luaL_checkinteger( L, 3 );
uluaPushFont( L, LoadFontFromImage( *image, key, firstChar ) );
return 1;
}
/*
> isReady = RL.IsFontReady( Font font )
Check if a font is ready
- Success return bool
*/
int ltextIsFontReady( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
lua_pushboolean( L, IsFontReady( *font ) );
return 1;
}
/*
> RL.UnloadFont( Font font )
Unload font from GPU memory (VRAM)
*/
int ltextUnloadFont( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
UnloadFont( *font );
return 0;
}
/*
## Text - Text drawing functions
*/
/*
> RL.DrawFPS( Vector2 pos )
Draw current FPS
*/
int ltextDrawFPS( lua_State *L ) {
Vector2 pos = uluaGetVector2( L, 1 );
DrawFPS( pos.x, pos.y );
return 0;
}
/*
> RL.DrawText( string text, Vector2 position, float fontSize, Color tint )
Draw text (using default font)
*/
int ltextDrawText( lua_State *L ) {
Vector2 position = uluaGetVector2( L, 2 );
float fontSize = luaL_checknumber( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawText( luaL_checkstring( L, 1 ), position.x, position.y, fontSize, tint );
return 0;
}
/*
> RL.DrawTextEx( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
Draw text using font and additional parameters
*/
int ltextDrawTextEx( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawTextEx( *font, luaL_checkstring( L, 2 ), position, fontSize, spacing, tint );
return 0;
}
/*
> RL.DrawTextPro( Font font, string text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint )
Draw text using Font and pro parameters (rotation)
*/
int ltextDrawTextPro( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
Vector2 position = uluaGetVector2( L, 3 );
Vector2 origin = uluaGetVector2( L, 4 );
float rotation = luaL_checknumber( L, 5 );
float fontSize = luaL_checknumber( L, 6 );
float spacing = luaL_checknumber( L, 7 );
Color tint = uluaGetColor( L, 8 );
DrawTextPro( *font, luaL_checkstring( L, 2 ), position, origin, rotation, fontSize, spacing, tint );
return 0;
}
/*
> RL.DrawTextCodepoint( Font font, int codepoint, Vector2 position, float fontSize, Color tint )
Draw one character (codepoint)
*/
int ltextDrawTextCodepoint( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
int codepoint = luaL_checkinteger( L, 2 );
Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
Color tint = uluaGetColor( L, 5 );
DrawTextCodepoint( *font, codepoint, position, fontSize, tint );
return 0;
}
/*
> RL.DrawTextCodepoints( Font font, int{} codepoints, Vector2 position, float fontSize, float spacing, Color tint )
Draw multiple character (codepoint)
*/
int ltextDrawTextCodepoints( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
Vector2 position = uluaGetVector2( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 );
Color tint = uluaGetColor( L, 6 );
int codepointCount = uluaGetTableLen( L, 2 );
int codepoints[ codepointCount ];
int t = 2;
int i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
codepoints[i] = lua_tointeger( L, -1 );
i++;
lua_pop( L, 1 );
}
DrawTextCodepoints( *font, codepoints, codepointCount, position, fontSize, spacing, tint );
return 0;
}
/*
> mouseCharId = RL.DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint )
Draw text using font inside rectangle limits. Return character id from mouse position (default -1). Function from raylib [text] example - Rectangle bounds.
- Success return int
*/
int ltextDrawTextBoxed( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
const char *text = luaL_checkstring( L, 2 );
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 );
lua_pushinteger( L, DrawTextBoxed( *font, text, rec, fontSize, spacing, wordWrap, &tint, 1, NULL, 0 ) );
return 1;
}
/*
> mouseCharId = RL.DrawTextBoxedTinted( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tints, Color backTints )
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character id from mouse position (default -1)
- Success return int
*/
int ltextDrawTextBoxedTinted( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
const char *text = luaL_checkstring( L, 2 );
Rectangle rec = uluaGetRectangle( L, 3 );
float fontSize = luaL_checknumber( L, 4 );
float spacing = luaL_checknumber( L, 5 );
bool wordWrap = uluaGetBoolean( L, 6 );
int tintCount = uluaGetTableLen( L, 7 );
int backTintCount = uluaGetTableLen( L, 8 );
Color tints[ tintCount ];
Color backTints[ backTintCount ];
/* Tints. */
int t = 7, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
tints[i] = uluaGetColor( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
/* Back tints. */
t = 8; i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
backTints[i] = uluaGetColor( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
lua_pushinteger( L, DrawTextBoxed( *font, text, rec, fontSize, spacing, wordWrap, tints, tintCount, backTints, backTintCount ) );
return 1;
}
/*
## Text - Text font info functions
*/
/*
> size = RL.SetTextLineSpacing( int spacing )
Set vertical line spacing when drawing with line-breaks
*/
int ltextSetTextLineSpacing( lua_State *L ) {
int spacing = luaL_checkinteger( L, 1 );
SetTextLineSpacing( spacing );
}
/*
> size = RL.MeasureText( Font font, string text, float fontSize, float spacing )
Measure string size for Font
- Success return Vector2
*/
int ltextMeasureText( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
float fontSize = luaL_checknumber( L, 3 );
float spacing = luaL_checknumber( L, 4 );
uluaPushVector2( L, MeasureTextEx( *font, luaL_checkstring( L, 2 ), fontSize, spacing ) );
return 1;
}
/*
> index = RL.GetGlyphIndex( Font font, int codepoint )
Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
- Success return int
*/
int ltextGetGlyphIndex( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
int codepoint = luaL_checkinteger( L, 2 );
lua_pushinteger( L, GetGlyphIndex( *font, codepoint ) );
return 1;
}
/*
> glyphInfo = RL.GetGlyphInfo( Font font, int codepoint )
Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.
Return Image as lightuserdata
- Success return GlyphInfo
*/
int ltextGetGlyphInfo( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
int codepoint = luaL_checkinteger( L, 2 );
int id = GetGlyphIndex( *font, codepoint );
uluaPushGlyphInfo( L, font->glyphs[id], &font->glyphs[id].image );
return 1;
}
/*
> rect = RL.GetGlyphAtlasRec( Font font, int codepoint )
Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
- Success return Rectangle
*/
int ltextGetGlyphAtlasRec( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
int codepoint = luaL_checkinteger( L, 2 );
uluaPushRectangle( L, GetGlyphAtlasRec( *font, codepoint ) );
return 1;
}
/*
> baseSize = RL.GetFontBaseSize( Font font )
Get font base size (default chars height)
- Success return int
*/
int ltextGetFontBaseSize( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
lua_pushinteger( L, font->baseSize );
return 1;
}
/*
> glyphCount = RL.GetFontGlyphCount( Font font )
Get font number of glyph characters
- Success return int
*/
int ltextGetFontGlyphCount( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
lua_pushinteger( L, font->glyphCount );
return 1;
}
/*
> glyphPadding = RL.GetFontGlyphPadding( Font font )
Get font padding around the glyph characters
- Success return int
*/
int ltextGetFontGlyphPadding( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
lua_pushinteger( L, font->glyphPadding );
return 1;
}
/*
> texture = RL.GetFontTexture( Font font )
Get font texture atlas containing the glyphs. Return as lightuserdata
- Success return Texture
*/
int ltextGetFontTexture( lua_State *L ) {
Font *font = uluaGetFont( L, 1 );
// uluaPushTexture( L, font->texture );
lua_pushlightuserdata( L, &font->texture );
return 1;
}
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