UnknownShadow200 98d435b110 fix licensing
2017-01-20 09:12:04 +11:00

258 lines
9.9 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Collections.Generic;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
#if ANDROID
using Android.Graphics;
#endif
namespace ClassicalSharp {
/// <summary> Class responsible for performing drawing operations on bitmaps
/// and for converting bitmaps into graphics api textures. </summary>
/// <remarks> Uses GDI+ on Windows, uses Cairo on Mono. </remarks>
public abstract partial class IDrawer2D : IDisposable {
protected IGraphicsApi graphics;
public const float Offset = 1.3f;
/// <summary>Whether chat text should be drawn and measuring using the currently bitmapped font,
/// false uses the font supplied as the DrawTextArgs argument supplied to the function. </summary>
public bool UseBitmappedChat = false;
/// <summary> Whether the shadows behind text (that uses shadows) is fully black. </summary>
public bool BlackTextShadows;
/// <summary> Sets the underlying bitmap that drawing operations will be performed on. </summary>
public abstract void SetBitmap(Bitmap bmp);
/// <summary> Draws a 2D flat rectangle of the specified dimensions at the
/// specified coordinates in the currently bound bitmap. </summary>
public abstract void DrawRect(FastColour colour, int x, int y, int width, int height);
/// <summary> Draws the outline of a 2D flat rectangle of the specified dimensions
/// at the specified coordinates in the currently bound bitmap. </summary>
public abstract void DrawRectBounds(FastColour colour, float lineWidth, int x, int y, int width, int height);
/// <summary> Clears the entire bound bitmap to the specified colour. </summary>
public abstract void Clear(FastColour colour);
/// <summary> Clears the entire given area to the specified colour. </summary>
public abstract void Clear(FastColour colour, int x, int y, int width, int height);
/// <summary> Disposes of any resources used by this class that are associated with the underlying bitmap. </summary>
public abstract void Dispose();
/// <summary> Returns a new bitmap that has 32-bpp pixel format. </summary>
public abstract Bitmap ConvertTo32Bpp(Bitmap src);
/// <summary> Returns a new bitmap that has 32-bpp pixel format. </summary>
public void ConvertTo32Bpp(ref Bitmap src) {
Bitmap newBmp = ConvertTo32Bpp(src);
src.Dispose();
src = newBmp;
}
/// <summary> Draws a string using the specified arguments and font at the
/// specified coordinates in the currently bound bitmap. </summary>
public abstract void DrawText(ref DrawTextArgs args, int x, int y);
/// <summary> Draws a string using the specified arguments and fonts at the
/// specified coordinates in the currently bound bitmap, clipping if necessary. </summary>
public abstract void DrawClippedText(ref DrawTextArgs args, int x, int y, float maxWidth, float maxHeight);
/// <summary> Draws a string using the specified arguments and the current bitmapped font at the
/// specified coordinates in the currently bound bitmap. </summary>
public abstract void DrawBitmappedText(ref DrawTextArgs args, int x, int y);
/// <summary> Draws a string using the specified arguments, using the specified font or
/// the current bitmapped font depending on 'UseBitmappedChat', at the
/// specified coordinates in the currently bound bitmap. </summary>
public void DrawChatText(ref DrawTextArgs args, int windowX, int windowY) {
if (!UseBitmappedChat)
DrawText(ref args, windowX, windowY);
else
DrawBitmappedText(ref args, windowX, windowY);
}
/// <summary> Returns the size of a bitmap needed to contain the specified text with the given arguments. </summary>
public abstract Size MeasureSize(ref DrawTextArgs args);
/// <summary> Returns the size of a bitmap needed to contain the specified text with the given arguments,
/// when drawn with the current bitmapped font. </summary>
public abstract Size MeasureBitmappedSize(ref DrawTextArgs args);
/// <summary> Returns the size of a bitmap needed to contain the specified text with the given arguments,
/// when drawn with the specified font or the current bitmapped font depending on 'UseBitmappedChat'. </summary>
public Size MeasureChatSize(ref DrawTextArgs args) {
return !UseBitmappedChat ? MeasureSize(ref args) :
MeasureBitmappedSize(ref args);
}
/// <summary> Draws the specified string from the arguments into a new bitmap,
/// then creates a 2D texture with origin at the specified window coordinates. </summary>
public Texture MakeTextTexture(ref DrawTextArgs args, int windowX, int windowY) {
return MakeTextureImpl(ref args, windowX, windowY, false);
}
/// <summary> Draws the specified string from the arguments into a new bitmap,
/// using the current bitmap font, then creates a 2D texture with origin at the
/// specified window coordinates. </summary>
public Texture MakeBitmappedTextTexture(ref DrawTextArgs args, int windowX, int windowY) {
return MakeTextureImpl(ref args, windowX, windowY, true);
}
/// <summary> Draws the specified string from the arguments into a new bitmap,
/// using the specified font or the current bitmapped font depending on 'UseBitmappedChat',
/// then creates a 2D texture with origin at the specified window coordinates. </summary>
public Texture MakeChatTextTexture(ref DrawTextArgs args, int windowX, int windowY) {
return MakeTextureImpl(ref args, windowX, windowY, UseBitmappedChat);
}
Texture MakeTextureImpl(ref DrawTextArgs args, int windowX, int windowY, bool bitmapped) {
Size size = bitmapped ? MeasureBitmappedSize(ref args) : MeasureSize(ref args);
if (size == Size.Empty)
return new Texture(-1, windowX, windowY, 0, 0, 1, 1);
using (Bitmap bmp = CreatePow2Bitmap(size)) {
SetBitmap(bmp);
args.SkipPartsCheck = true;
if (!bitmapped)
DrawText(ref args, 0, 0);
else
DrawBitmappedText(ref args, 0, 0);
Dispose();
return Make2DTexture(bmp, size, windowX, windowY);
}
}
/// <summary> Disposes of all native resources used by this class. </summary>
/// <remarks> You will no longer be able to perform measuring or drawing calls after this. </remarks>
public abstract void DisposeInstance();
/// <summary> Creates a 2D texture with origin at the specified window coordinates. </summary>
public Texture Make2DTexture(Bitmap bmp, Size used, int windowX, int windowY) {
int texId = graphics.CreateTexture(bmp, true);
return new Texture(texId, windowX, windowY, used.Width, used.Height,
(float)used.Width / bmp.Width, (float)used.Height / bmp.Height);
}
/// <summary> Creates a power-of-2 sized bitmap larger or equal to to the given size. </summary>
public static Bitmap CreatePow2Bitmap(Size size) {
return Platform.CreateBmp(Utils.NextPowerOf2(size.Width), Utils.NextPowerOf2(size.Height));
}
public FastColour[] Colours = new FastColour[256];
public IDrawer2D() { InitColours(); }
public void InitColours() {
for (int i = 0; i < Colours.Length; i++)
Colours[i] = default(FastColour);
for (int i = 0; i <= 9; i++)
Colours['0' + i] = FastColour.GetHexEncodedCol(i, 191, 64);
for (int i = 10; i <= 15; i++) {
Colours['a' + i - 10] = FastColour.GetHexEncodedCol(i, 191, 64);
Colours['A' + i - 10] = Colours['a' + i - 10];
}
}
protected List<TextPart> parts = new List<TextPart>(64);
protected struct TextPart {
public string Text;
public FastColour Col;
public TextPart(string text, FastColour col) {
Text = text;
Col = col;
}
}
protected void GetTextParts(string value) {
parts.Clear();
if (String.IsNullOrEmpty(value)) {
} else if (value.IndexOf('&') == -1) {
parts.Add(new TextPart(value, Colours['f']));
} else {
SplitText(value);
}
}
/// <summary> Splits the input string by recognised colour codes. (e.g &amp;f) </summary>
protected void SplitText(string value) {
char code = 'f';
for (int i = 0; i < value.Length; i++) {
int nextCol = value.IndexOf('&', i);
int partLength = nextCol == -1 ? value.Length - i : nextCol - i;
if (partLength > 0) {
string part = value.Substring(i, partLength);
parts.Add(new TextPart(part, Colours[code]));
}
i += partLength + 1;
if (nextCol >= 0 && nextCol + 1 < value.Length) {
if (!ValidColour(value[nextCol + 1])) {
i--; // include character that isn't a valid colour.
} else {
code = value[nextCol + 1];
}
}
}
}
/// <summary> Returns whenever the given character is a valid colour code. </summary>
public bool ValidColour(char c) {
return (int)c < 256 && Colours[c].A > 0;
}
/// <summary> Returns the last valid colour code in the given input,
/// or \0 if no valid colour code was found. </summary>
public char LastColour(string input, int start) {
if (start >= input.Length)
start = input.Length - 1;
for (int i = start; i >= 0; i--) {
if (input[i] != '&') continue;
if (i < input.Length - 1 && ValidColour(input[i + 1]))
return input[i + 1];
}
return '\0';
}
public static bool IsWhiteColour(char c) {
return c == '\0' || c == 'f' || c == 'F';
}
public void ReducePadding(ref Texture tex, int point) {
ReducePadding(ref tex, point, 4);
}
public void ReducePadding(ref int height, int point) {
ReducePadding(ref height, point, 4);
}
public void ReducePadding(ref Texture tex, int point, int scale) {
if (!UseBitmappedChat) return;
point = AdjTextSize(point);
int padding = (tex.Height - point) / scale;
float vAdj = (float)padding / Utils.NextPowerOf2(tex.Height);
tex.V1 += vAdj; tex.V2 -= vAdj;
tex.Height -= (short)(padding * 2);
}
public void ReducePadding(ref int height, int point, int scale) {
if (!UseBitmappedChat) return;
point = AdjTextSize(point);
int padding = (height - point) / scale;
height -= padding * 2;
}
}
}