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writing.lua
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446 lines (340 loc) · 12.3 KB
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local utf8len = utf8.len
local utf8off = utf8.offset
local Q = LibImplex.Q
local writingContext = LibImplex.Objects('writing')
local TOPLEFT = TOPLEFT
local TOP = TOP
local TOPRIGHT = TOPRIGHT
local LEFT = LEFT
local CENTER = CENTER
local RIGHT = RIGHT
local BOTTOMLEFT = BOTTOMLEFT
local BOTTOM = BOTTOM
local BOTTOMRIGHT = BOTTOMRIGHT
-- ----------------------------------------------------------------------------
local Font = LibImplex.class()
function Font:__init(name, ...)
self.name = name
self._coordinates = {}
self._paths = {}
self._widthToHeight = {}
for _, language in pairs({...}) do
local textureSize = language.fullSize
local texturePath = language.path
for letter, c in pairs(language.characterCoordinates) do
self._coordinates[letter] = {
c[1] / textureSize,
c[2] / textureSize,
c[3] / textureSize,
c[4] / textureSize,
}
self._paths[letter] = texturePath
self._widthToHeight[letter] = (c[2] - c[1]) / (c[4] - c[3])
end
end
end
function Font:Get(letter, size)
return self._paths[letter], self._widthToHeight[letter] * size, size, unpack(self._coordinates[letter])
end
local Univers67 = Font('Univers 67', LibImplex.Textures.Alphabet.UNIVERS67.EN, LibImplex.Textures.Alphabet.UNIVERS67.RU)
local _Monospace = Font('_Monospace', LibImplex.Textures.Alphabet.UNIVERS67.MONOSPACE)
LibImplex.Fonts = {
Univers67 = Univers67,
_Monospace = _Monospace,
}
-- ----------------------------------------------------------------------------
local Text = LibImplex.class()
local Object = writingContext._3D
local StaticObject = writingContext._3DStatic
Text.OBJECT_FACTORIES = {
Object = Object,
StaticObject = StaticObject,
}
function Text:__init(text, anchorPoint, position, orientation, size, color, maxWidth, enableOutline, objectFactory, font)
self.text = text
self.objects = {}
self.anchorPoint = anchorPoint or TOPLEFT
self.position = position or {select(2, GetUnitRawWorldPosition('player'))} -- TODO: use 3 numbers instead of tables
self.size = size or 1
self.color = color or {1, 1, 1}
self.maxWidth = maxWidth
self:Orient(orientation or {0, 0, 0})
self.useDepthBuffer = orientation[4]
self.enableOutline = enableOutline
-- self.enableOutline = true
self.outline = {}
-- self.objectFactory = objectFactory or StaticObject
self.objectFactory = objectFactory or Object
-- self.objectFactory = Object
self.font = font or Univers67
end
local LETTER_SPACING = 5
local SPACE_WIDTH = 30
-- local function splitToChars(word)
-- local chars = {}
-- local previousOffset = 1
-- for i = 1, utf8len(word) do
-- local offset = utf8off(word, i+1)
-- local letter = word:sub(previousOffset, offset-1)
-- previousOffset = offset
-- chars[i] = letter
-- end
-- return chars
-- end
local function splitToChars(s)
local chars = {}
local i = 1
local len = #s
while i <= len do
local byte = s:byte(i)
local char_len = 1
if byte >= 0x00 and byte <= 0x7F then
char_len = 1
elseif byte >= 0xC2 and byte <= 0xDF then
char_len = 2
elseif byte >= 0xE0 and byte <= 0xEF then
char_len = 3
elseif byte >= 0xF0 and byte <= 0xF4 then
char_len = 4
end
if i + char_len - 1 > len then
char_len = 1
end
local char = s:sub(i, i + char_len - 1)
table.insert(chars, char)
i = i + char_len
end
-- d({s:byte(1, #s)})
-- d(chars)
-- d('------------')
return chars
end
function Text:SplitToRows()
local spaceWidth = SPACE_WIDTH * self.size
local letterSpacing = LETTER_SPACING * self.size
self.rows = {}
local splittedText = self.text:gmatch('([^\n]*)\n?')
local currentRowWidth = 0
local words = {}
for textPart in splittedText do
-- for word in textPart:gmatch('%S+') do
for word in textPart:gmatch('([^ ]+)') do
local chars = splitToChars(word)
local wordLength = #chars
local wordWidth = 0
for i = 1, wordLength do
local texture, w, h, left, right, top, bottom = self.font:Get(chars[i], self.size)
wordWidth = wordWidth + w * 100
end
wordWidth = wordWidth + letterSpacing * (wordLength - 1)
if self.maxWidth and (currentRowWidth + wordWidth + spaceWidth > self.maxWidth) then
if #words > 0 then
self.rows[#self.rows+1] = {words, currentRowWidth}
words = {chars, }
currentRowWidth = wordWidth
else
self.rows[#self.rows+1] = {{chars}, wordWidth}
currentRowWidth = 0
end
else
words[#words+1] = chars
currentRowWidth = currentRowWidth + wordWidth
if #words > 1 then
currentRowWidth = currentRowWidth + spaceWidth
end
end
end
if #words > 0 then
self.rows[#self.rows+1] = {words, currentRowWidth}
words = {}
currentRowWidth = 0
end
end
end
function Text:RenderRow(index, position)
local spaceWidth = SPACE_WIDTH * self.size
local letterSpacing = LETTER_SPACING * self.size
local row = self.rows[index][1]
local rowLength = #row
local r = self.R
local cursor = position
local objectFactory = self.objectFactory
for i = 1, rowLength do
local word = row[i]
local wordLength = #word
for j = 1, wordLength do
local texture, w, h, left, right, top, bottom = self.font:Get(word[j], self.size)
cursor = cursor + r * w * 50
-- local letterObject = objectFactory(cursor, self.orientation, texture, {w, h}, self.color)
local letterObject = objectFactory()
letterObject:SetPosition(unpack(cursor))
letterObject:SetOrientation(unpack(self.orientation))
letterObject:SetTexture(texture)
letterObject:SetDimensions(w, h)
letterObject:SetColor(unpack(self.color))
letterObject:AddSystem(LibImplex.Systems.DepthBuffer)
letterObject.control:SetTextureCoords(left, right, top, bottom)
-- letterObject.control:SetDrawLevel(self.drawLevel)
-- letterObject.width = w
-- letterObject.height = h
-- TODO: add function to draw normal for text object, not for each letter separately
-- letterObject:DrawNormal(300)
cursor = cursor + r * w * 50
if i < wordLength then
cursor = cursor + r * letterSpacing
end
self.objects[#self.objects+1] = letterObject
end
if i < rowLength then
cursor = cursor + r * spaceWidth
end
end
end
local ALLOWED_ANCHOR_POINTS = {
[TOPLEFT] = true,
[TOP] = true,
[CENTER] = true,
}
function Text:Render()
self:Wipe()
self.rowHeight = self.size * 100 -- TODO: move to new place since font simplified things a bit
local r = self.R
local u = self.U
local RH = self.rowHeight
self:SplitToRows()
local START_POSITION = self.position - u * RH * 0.5 -- + RIGHT * W * 50
if self.anchorPoint == CENTER then
START_POSITION = START_POSITION + u * RH * #self.rows * 0.5
end
for i = 1, #self.rows do
if self.anchorPoint == TOPLEFT then
self:RenderRow(i, START_POSITION - u * ((i-1) * RH))
elseif self.anchorPoint == TOP or self.anchorPoint == CENTER then
self:RenderRow(i, START_POSITION - u * ((i-1) * RH) - r * (self.rows[i][2] * 0.5))
elseif self.anchorPoint == LEFT then
self:RenderRow(i, START_POSITION + u * RH * 0.5)
elseif self.anchorPoint == RIGHT then
self:RenderRow(i, START_POSITION + u * RH * 0.5 - r * (self.rows[i][2]))
elseif self.anchorPoint == BOTTOM then
self:RenderRow(i, START_POSITION + u * RH - r * (self.rows[i][2] * 0.5))
end
end
if self.enableOutline then
self:Outline()
end
end
function Text:Outline()
self:RemoveOutline()
local tlX, tlY, tlZ = self:GetRelativePointCoordinates(TOPLEFT)
local trX, trY, trZ = self:GetRelativePointCoordinates(TOPRIGHT)
local brX, brY, brZ = self:GetRelativePointCoordinates(BOTTOMRIGHT)
local blX, blY, blZ = self:GetRelativePointCoordinates(BOTTOMLEFT)
self.outline[1] = LibImplex.Lines.Line(tlX, tlY, tlZ, trX, trY, trZ)
self.outline[2] = LibImplex.Lines.Line(trX, trY, trZ, brX, brY, brZ)
self.outline[3] = LibImplex.Lines.Line(brX, brY, brZ, blX, blY, blZ)
self.outline[4] = LibImplex.Lines.Line(blX, blY, blZ, tlX, tlY, tlZ)
end
function Text:RemoveOutline()
for i = 1, #self.outline do
self.outline[i]:Delete()
self.outline[i] = nil
end
end
function Text:Rerender()
if #self.objects > 0 then
self:Render()
end
end
function Text:Anchor(anchorPoint, position)
assert(ALLOWED_ANCHOR_POINTS[anchorPoint], 'Bad anchor point')
self.anchorPoint = anchorPoint
self.position = position
self:Rerender()
end
function Text:SetSize(size)
self.size = size
self:Rerender()
end
function Text:SetDrawLevel(drawLevel)
self.drawLevel = drawLevel
self:Rerender()
end
function Text:Orient(orientation)
-- TODO: recheck if I can do something with it
-- self.orientation = {orientation[3], orientation[2], orientation[1], orientation[4]}
self.orientation = {orientation[3], orientation[2], orientation[1]}
local q = Q.FromEuler(unpack(self.orientation))
self.R = Q.RotateVectorByQuaternion({1, 0, 0}, q)
self.U = Q.RotateVectorByQuaternion({0, 1, 0}, q)
self.F = Q.RotateVectorByQuaternion({0, 0, 1}, q)
self:Rerender()
end
function Text:SetAlpha(alpha)
self.alpha = alpha
local objects = self.objects
for i = 1, #objects do
objects[i]:SetAlpha(alpha)
end
end
function Text:SetColor(color)
self.color = color
local objects = self.objects
for i = 1, #objects do
objects[i]:SetColor(unpack(color))
end
end
function Text:SetMaxWidth(maxWidth)
self.maxWidth = maxWidth
self:Rerender()
end
function Text:Wipe()
for i = 1, #self.objects do
self.objects[i]:Delete()
self.objects[i] = nil
end
self:RemoveOutline()
end
function Text:GetMaxRowWidth()
if #self.rows < 1 then return 0 end
local maxRowWidth = 0
for rowIndex = 1, #self.rows do
local row = self.rows[rowIndex]
if row[2] > maxRowWidth then
maxRowWidth = row[2]
end
end
return maxRowWidth
end
local function getShift(anchor)
-- center => anchor
local right, up = 0, 0
if anchor == TOPLEFT then right = -0.5 up = 0.5
elseif anchor == TOP then right = 0 up = 0.5
elseif anchor == TOPRIGHT then right = 0.5 up = 0.5
elseif anchor == LEFT then right = -0.5 up = 0
elseif anchor == CENTER then right = 0 up = 0
elseif anchor == RIGHT then right = 0.5 up = 0
elseif anchor == BOTTOMLEFT then right = -0.5 up = -0.5
elseif anchor == BOTTOM then right = 0 up = -0.5
elseif anchor == BOTTOMRIGHT then right = 0.5 up = -0.5
else
error('Bad anchor')
end
return right, up
end
function Text:GetRelativePointCoordinates(anchorPoint, offsetRight, offsetUp, offsetForward)
offsetRight = offsetRight or 0
offsetUp = offsetUp or 0
offsetForward = offsetForward or 0
local baseRight, baseUp = getShift(self.anchorPoint)
local targetRight, targetUp = getShift(anchorPoint)
local width = self:GetMaxRowWidth()
local height = self.rowHeight * #self.rows
local totalRight = (targetRight - baseRight) * width + offsetRight
local totalUp = (targetUp - baseUp) * height + offsetUp
return unpack(self.position + self.R * totalRight + self.U * totalUp + self.F * offsetForward)
end
Text.Delete = Text.Wipe
-- ----------------------------------------------------------------------------
LibImplex = LibImplex or {}
LibImplex.Text = Text