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
408
dotnet/src/Graphics/Text.cs
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408
dotnet/src/Graphics/Text.cs
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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 Text : 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 Text() :
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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 text from a string
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/// </summary>
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/// <param name="str">String to display</param>
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////////////////////////////////////////////////////////////
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public Text(string str) :
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this(str, 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 text from a string and a font
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/// </summary>
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/// <param name="str">String to display</param>
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/// <param name="font">Font to use</param>
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////////////////////////////////////////////////////////////
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public Text(string str, Font font) :
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this(str, 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 text from a string, font and size
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/// </summary>
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/// <param name="str">String 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 Text(string str, Font font, uint size) :
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base(sfText_Create())
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{
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DisplayedString = str;
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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(sfText_GetX(This), sfText_GetY(This)); }
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set { sfText_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 sfText_GetRotation(This); }
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set { sfText_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(sfText_GetScaleX(This), sfText_GetScaleY(This)); }
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set { sfText_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(sfText_GetOriginX(This), sfText_GetOriginY(This)); }
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set { sfText_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 sfText_GetColor(This); }
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set { sfText_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 sfText_GetBlendMode(This); }
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set { sfText_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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sfText_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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sfText_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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/// String which is displayed
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/// </summary>
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////////////////////////////////////////////////////////////
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public string DisplayedString
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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 sfText_GetString(This);}
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set {sfText_SetString(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; sfText_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 sfText_GetSize(This);}
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set {sfText_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 sfText_GetStyle(This);}
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set {sfText_SetStyle(This, value);}
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}
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////////////////////////////////////////////////////////////
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/// <summary>
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/// Get the text rectangle on screen
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/// </summary>
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/// <returns>Text 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 sfText_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 text,
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/// in coordinates relative to the text
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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 text 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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sfText_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_DrawText(target.This, This);
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else
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sfRenderWindow_DrawTextWithShader(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_DrawText(target.This, This);
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else
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sfRenderImage_DrawTextWithShader(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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sfText_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 sfText_Create();
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_Destroy(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetPosition(IntPtr This, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetX(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetY(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetRotation(IntPtr This, float Rotation);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetRotation(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetScale(IntPtr This, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetScaleX(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetScaleY(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetOrigin(IntPtr This, float X, float Y);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetOriginX(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetOriginY(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetColor(IntPtr This, Color Color);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Color sfText_GetColor(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetBlendMode(IntPtr This, BlendMode Mode);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern BlendMode sfText_GetBlendMode(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Vector2 sfText_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 sfText_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_DrawText(IntPtr This, IntPtr String);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderWindow_DrawTextWithShader(IntPtr This, IntPtr String, IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderImage_DrawText(IntPtr This, IntPtr String);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfRenderImage_DrawTextWithShader(IntPtr This, IntPtr String, IntPtr Shader);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetWidth(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetHeight(IntPtr This);
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[DllImport("csfml-graphics", CharSet = CharSet.Ansi), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetString(IntPtr This, string Text);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetFont(IntPtr This, IntPtr Font);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetSize(IntPtr This, float Size);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_SetStyle(IntPtr This, Styles Style);
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[DllImport("csfml-graphics", CharSet = CharSet.Ansi), SuppressUnmanagedCodeSecurity]
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static extern string sfText_GetString(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern float sfText_GetSize(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Styles sfText_GetStyle(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern FloatRect sfText_GetRect(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern void sfText_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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