Mercurial > games > semicongine
diff semicongine/text.nim @ 884:b93fe81ccf14
add: word-wrapping for texts
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 03 Feb 2024 19:33:12 +0700 |
parents | 98b66663e07c |
children | b9ed52c6cc93 |
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line diff
--- a/semicongine/text.nim Wed Jan 31 00:29:40 2024 +0700 +++ b/semicongine/text.nim Sat Feb 03 19:33:12 2024 +0700 @@ -1,4 +1,5 @@ import std/tables +import std/algorithm # import std/sequtils import std/unicode import std/strformat @@ -36,11 +37,13 @@ aspect_ratio: float32 # management/internal: dirty: bool # is true if any of the attributes changed + processedText: seq[Rune] # used to store processed (word-wrapper) text to preserve original lastRenderedText: seq[Rune] # stores the last rendered text, to prevent unnecessary updates mesh: Mesh const NEWLINE = Rune('\n') + SPACE = Rune(' ') POSITION_ATTRIB = SHADER_ATTRIB_PREFIX & "position" UV_ATTRIB = SHADER_ATTRIB_PREFIX & "uv" TEXT_MATERIAL_TYPE* = MaterialType( @@ -74,20 +77,20 @@ "\"" & $text.text[0 ..< min(text.text.len, 16)] & "\"" proc refresh*(text: var Text) = - if not text.dirty and text.text == text.lastRenderedText: + if not text.dirty and text.processedText == text.lastRenderedText: return # pre-calculate text-width var width = 0'f32 var lineWidths: seq[float32] - for i in 0 ..< min(text.text.len, text.maxLen): - if text.text[i] == NEWLINE: + for i in 0 ..< min(text.processedText.len, text.maxLen): + if text.processedText[i] == NEWLINE: lineWidths.add width width = 0'f32 else: - width += text.font.glyphs[text.text[i]].advance - if i < text.text.len - 1: - width += text.font.kerning[(text.text[i], text.text[i + 1])] + width += text.font.glyphs[text.processedText[i]].advance + if i < text.processedText.len - 1: + width += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] lineWidths.add width let height = float32(lineWidths.len) * text.font.lineAdvance @@ -107,8 +110,8 @@ of Right: lineWidths[lineIndex] for i in 0 ..< text.maxLen: let vertexOffset = i * 4 - if i < text.text.len: - if text.text[i] == Rune('\n'): + if i < text.processedText.len: + if text.processedText[i] == Rune('\n'): offsetX = 0 offsetY += text.font.lineAdvance text.mesh[POSITION_ATTRIB, vertexOffset + 0] = newVec3f() @@ -122,7 +125,7 @@ of Right: lineWidths[lineIndex] else: let - glyph = text.font.glyphs[text.text[i]] + glyph = text.font.glyphs[text.processedText[i]] left = offsetX + glyph.leftOffset right = offsetX + glyph.leftOffset + glyph.dimension.x top = offsetY + glyph.topOffset @@ -139,43 +142,84 @@ text.mesh[UV_ATTRIB, vertexOffset + 3] = glyph.uvs[3] offsetX += glyph.advance - if i < text.text.len - 1: - offsetX += text.font.kerning[(text.text[i], text.text[i + 1])] + if i < text.processedText.len - 1: + offsetX += text.font.kerning[(text.processedText[i], text.processedText[i + 1])] else: text.mesh[POSITION_ATTRIB, vertexOffset + 0] = newVec3f() text.mesh[POSITION_ATTRIB, vertexOffset + 1] = newVec3f() text.mesh[POSITION_ATTRIB, vertexOffset + 2] = newVec3f() text.mesh[POSITION_ATTRIB, vertexOffset + 3] = newVec3f() text.mesh.transform = translate(text.position.x, text.position.y, 0) * scale(text.scale, text.scale * text.aspect_ratio) - text.lastRenderedText = text.text + text.lastRenderedText = text.processedText text.dirty = false + +func width(text: seq[Rune], font: Font): float32 = + var currentWidth = 0'f32 + var lineWidths: seq[float32] + for i in 0 ..< text.len: + if text[i] == NEWLINE: + lineWidths.add currentWidth + currentWidth = 0'f32 + else: + if not (i == text.len - 1 and text[i].isWhiteSpace): + currentWidth += font.glyphs[text[i]].advance + if i < text.len - 1: + currentWidth += font.kerning[(text[i], text[i + 1])] + lineWidths.add currentWidth + return lineWidths.max + +func wordWrapped(text: seq[Rune], font: Font, maxWidth: float32): seq[Rune] = + var remaining: seq[seq[Rune]] = @[@[]] + for c in text: + if c == SPACE: + remaining.add newSeq[Rune]() + else: + remaining[^1].add c + remaining.reverse() + + var currentLine: seq[Rune] + + while remaining.len > 0: + var currentWord = remaining.pop() + assert not (SPACE in currentWord) + + if currentWord.len == 0: + currentLine.add SPACE + else: + assert currentWord[^1] != SPACE + # if this is the first word of the line and it is too long we need to + # split by character + if currentLine.len == 0 and (SPACE & currentWord).width(font) > maxWidth: + var subWord = @[currentWord[0]] + for c in currentWord[1 .. ^1]: + if (subWord & c).width(font) > maxWidth: + break + subWord.add c + result.add subWord & NEWLINE + remaining.add currentWord[subWord.len .. ^1] # process rest of the word in next iteration + else: + if (currentLine & SPACE & currentWord).width(font) <= maxWidth: + currentLine = currentLine & SPACE & currentWord + else: + result.add currentLine & NEWLINE + remaining.add currentWord + currentLine = @[] + if currentLine.len > 0 and currentLine != @[SPACE]: + result.add currentLine + + return result + + func text*(text: Text): seq[Rune] = text.text + proc `text=`*(text: var Text, newText: seq[Rune]) = text.text = newText[0 ..< min(newText.len, text.maxLen)] + text.processedText = text.text if text.maxWidth > 0: - # todo: do word wrap instead of character wrap - var insertNewlinesAt: seq[int] - var currentWidth = 0'f32 - - for i in 0 ..< text.text.len: - if text.text[i] == NEWLINE: - currentWidth = 0'f32 - else: - currentWidth += text.font.glyphs[text.text[i]].advance - - if currentWidth > text.maxWidth / text.scale and i > 0: - currentWidth = text.font.glyphs[text.text[i]].advance - insertNewlinesAt.add(i - 1) - - if i < text.text.len - 1: - currentWidth += text.font.kerning[(text.text[i], text.text[i + 1])] - var n = 0 - for newLinePos in insertNewlinesAt: - text.text.insert(NEWLINE, newLinePos + n) - + text.processedText = text.processedText.wordWrapped(text.font, text.maxWidth / text.scale) proc `text=`*(text: var Text, newText: string) = `text=`(text, newText.toRunes)