FS#90 - Improve Unicode string classes
Added the sf::String class to replace (and enhance) sf::Unicode::Text FS#138 - Rename sf::String to sf::Text git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1286 4e206d99-4929-0410-ac5d-dfc041789085
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46 changed files with 3003 additions and 1725 deletions
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using System;
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using System.Security;
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using System.Runtime.InteropServices;
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namespace SFML
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{
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namespace Graphics
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{
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////////////////////////////////////////////////////////////
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/// <summary>
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/// This class defines a graphical 2D text, that can be drawn on screen
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/// </summary>
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////////////////////////////////////////////////////////////
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public class String2D : Drawable
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{
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Enumerate the string drawing styles
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/// </summary>
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////////////////////////////////////////////////////////////
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[Flags]
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public enum Styles
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{
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/// <summary>Regular characters, no style</summary>
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Regular = 0,
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/// <summary> Characters are bold</summary>
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Bold = 1 << 0,
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/// <summary>Characters are in italic</summary>
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Italic = 1 << 1,
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/// <summary>Characters are underlined</summary>
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Underlined = 1 << 2
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Default constructor
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/// </summary>
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////////////////////////////////////////////////////////////
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public String2D() :
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this("")
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{
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Construct the string from a text
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/// </summary>
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/// <param name="text">Text to display</param>
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////////////////////////////////////////////////////////////
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public String2D(string text) :
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this(text, Font.DefaultFont)
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{
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Construct the string from a text and a font
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/// </summary>
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/// <param name="text">Text to display</param>
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/// <param name="font">Font to use</param>
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////////////////////////////////////////////////////////////
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public String2D(string text, Font font) :
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this(text, font, 30)
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{
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Construct the string from a text, font and size
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/// </summary>
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/// <param name="text">Text to display</param>
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/// <param name="font">Font to use</param>
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/// <param name="size">Base characters size</param>
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////////////////////////////////////////////////////////////
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public String2D(string text, Font font, uint size) :
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base(sfString_Create())
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{
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Text = text;
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Font = font;
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Size = size;
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Position of the object on screen
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/// </summary>
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////////////////////////////////////////////////////////////
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public override Vector2 Position
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{
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get { return new Vector2(sfString_GetX(This), sfString_GetY(This)); }
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set { sfString_SetPosition(This, value.X, value.Y); }
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Rotation of the object, defined in degrees
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/// </summary>
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////////////////////////////////////////////////////////////
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public override float Rotation
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{
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get { return sfString_GetRotation(This); }
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set { sfString_SetRotation(This, value); }
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Vertical and horizontal scale of the object
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/// </summary>
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////////////////////////////////////////////////////////////
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public override Vector2 Scale
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{
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get { return new Vector2(sfString_GetScaleX(This), sfString_GetScaleY(This)); }
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set { sfString_SetScale(This, value.X, value.Y); }
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Origin of the transformation of the object
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/// (center of translation, rotation and scale)
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/// </summary>
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////////////////////////////////////////////////////////////
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public override Vector2 Origin
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{
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get { return new Vector2(sfString_GetOriginX(This), sfString_GetOriginY(This)); }
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set { sfString_SetOrigin(This, value.X, value.Y); }
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Global color of the object
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/// </summary>
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////////////////////////////////////////////////////////////
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public override Color Color
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{
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get { return sfString_GetColor(This); }
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set { sfString_SetColor(This, value); }
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Blending mode of the object
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/// </summary>
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////////////////////////////////////////////////////////////
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public override BlendMode BlendMode
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{
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get { return sfString_GetBlendMode(This); }
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set { sfString_SetBlendMode(This, value); }
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Transform a point from global coordinates into local coordinates
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/// (ie it applies the inverse of object's origin, translation, rotation and scale to the point)
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/// </summary>
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/// <param name="point">Point to transform</param>
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/// <returns>Transformed point</returns>
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////////////////////////////////////////////////////////////
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public override Vector2 TransformToLocal(Vector2 point)
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{
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Vector2 Transformed;
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sfString_TransformToLocal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
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return Transformed;
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Transform a point from local coordinates into global coordinates
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/// (ie it applies the object's origin, translation, rotation and scale to the point)
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/// </summary>
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/// <param name="point">Point to transform</param>
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/// <returns>Transformed point</returns>
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////////////////////////////////////////////////////////////
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public override Vector2 TransformToGlobal(Vector2 point)
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{
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Vector2 Transformed;
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sfString_TransformToGlobal(This, point.X, point.Y, out Transformed.X, out Transformed.Y);
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return Transformed;
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Text displayed
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/// </summary>
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////////////////////////////////////////////////////////////
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public string Text
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{
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// TODO : use unicode functions
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// (convert from UTF-16 to UTF-32, and find how to marshal System.String as sfUint32*...)
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get {return sfString_GetText(This);}
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set {sfString_SetText(This, value);}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Font used to display the text
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/// </summary>
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////////////////////////////////////////////////////////////
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public Font Font
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{
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get {return myFont;}
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set {myFont = value; sfString_SetFont(This, value != null ? value.This : IntPtr.Zero);}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Base size of characters
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/// </summary>
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////////////////////////////////////////////////////////////
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public float Size
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{
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get {return sfString_GetSize(This);}
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set {sfString_SetSize(This, value);}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Style of the text (see Styles enum)
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/// </summary>
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////////////////////////////////////////////////////////////
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public Styles Style
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{
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get {return sfString_GetStyle(This);}
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set {sfString_SetStyle(This, value);}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Get the string rectangle on screen
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/// </summary>
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/// <returns>String rectangle in global coordinates (doesn't include rotation)</returns>
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////////////////////////////////////////////////////////////
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public FloatRect GetRect()
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{
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return sfString_GetRect(This);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Return the visual position of the Index-th character of the string,
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/// in coordinates relative to the string
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/// (note : translation, origin, rotation and scale are not applied)
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/// </summary>
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/// <param name="index">Index of the character</param>
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/// <returns>Position of the Index-th character (end of string if Index is out of range)</returns>
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////////////////////////////////////////////////////////////
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public Vector2 GetCharacterPos(uint index)
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{
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Vector2 Pos;
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sfString_GetCharacterPos(This, index, out Pos.X, out Pos.Y);
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return Pos;
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Render the object into the given render window
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/// </summary>
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/// <param name="target">Target render window</param>
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/// <param name="shader">Shader to apply</param>
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////////////////////////////////////////////////////////////
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internal override void Render(RenderWindow target, Shader shader)
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{
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if (shader == null)
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sfRenderWindow_DrawString(target.This, This);
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else
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sfRenderWindow_DrawStringWithShader(target.This, This, shader.This);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Render the object into the given render image
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/// </summary>
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/// <param name="target">Target render image</param>
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/// <param name="shader">Shader to apply</param>
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////////////////////////////////////////////////////////////
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internal override void Render(RenderImage target, Shader shader)
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{
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if (shader == null)
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sfRenderImage_DrawString(target.This, This);
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else
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sfRenderImage_DrawStringWithShader(target.This, This, shader.This);
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Handle the destruction of the object
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/// </summary>
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/// <param name="disposing">Is the GC disposing the object, or is it an explicit call ?</param>
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////////////////////////////////////////////////////////////
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protected override void Destroy(bool disposing)
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{
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sfString_Destroy(This);
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}
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private Font myFont = Font.DefaultFont;
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#region Imports
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern IntPtr sfString_Create();
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_Destroy(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetPosition(IntPtr This, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetX(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetY(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetRotation(IntPtr This, float Rotation);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetRotation(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetScale(IntPtr This, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetScaleX(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetScaleY(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetOrigin(IntPtr This, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetOriginX(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetOriginY(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetColor(IntPtr This, Color Color);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Color sfString_GetColor(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetBlendMode(IntPtr This, BlendMode Mode);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern BlendMode sfString_GetBlendMode(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Vector2 sfString_TransformToLocal(IntPtr This, float PointX, float PointY, out float X, out float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Vector2 sfString_TransformToGlobal(IntPtr This, float PointX, float PointY, out float X, out float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderWindow_DrawString(IntPtr This, IntPtr String);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderWindow_DrawStringWithShader(IntPtr This, IntPtr String, IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderImage_DrawString(IntPtr This, IntPtr String);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderImage_DrawStringWithShader(IntPtr This, IntPtr String, IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetWidth(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetHeight(IntPtr This);
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[DllImport("csfml-graphics", CharSet = CharSet.Ansi), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetText(IntPtr This, string Text);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetFont(IntPtr This, IntPtr Font);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetSize(IntPtr This, float Size);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_SetStyle(IntPtr This, Styles Style);
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[DllImport("csfml-graphics", CharSet = CharSet.Ansi), SuppressUnmanagedCodeSecurity]
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static extern string sfString_GetText(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfString_GetSize(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Styles sfString_GetStyle(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern FloatRect sfString_GetRect(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfString_GetCharacterPos(IntPtr This, uint Index, out float X, out float Y);
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#endregion
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}
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}
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}
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