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/*
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* Copyright (C) 2022 Riyyi
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*
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* SPDX-License-Identifier: MIT
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*/
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#include "ruc/format/log.h"
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#include "ruc/meta/assert.h"
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#include "inferno/application.h"
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#include "inferno/component/textareacomponent.h"
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#include "inferno/render/font.h"
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#include "inferno/render/renderer.h"
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#include "inferno/render/texture.h"
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#include "inferno/scene/scene.h"
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#include "inferno/system/textareasystem.h"
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#include "inferno/window.h"
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namespace Inferno {
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TextAreaSystem::TextAreaSystem(s)
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{
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ruc::info("TextAreaSystem initialized");
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}
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TextAreaSystem::~TextAreaSystem()
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{
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}
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void TextAreaSystem::render()
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{
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auto view = m_scene->registry()->view<TransformComponent, TextAreaComponent>();
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glm::ivec2 viewport = {
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Application::the().getWindow().getWidth(),
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Application::the().getWindow().getHeight(),
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};
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for (auto [entity, transform, textarea] : view.each()) {
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// Loop through textareas content
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// Linebreak if width reached
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// Break if lines AND width reached
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// Calculate character quad
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// Submit character quad for rendering
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std::shared_ptr<Font> font = FontManager::the().load(textarea.font);
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// glm::mat4 translate = transform.translate;
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float advance = 0.0f;
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for (auto character : textarea.content) {
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std::optional<CharacterQuad> quad = calculateCharacterQuad(character, font, advance);
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if (quad) {
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RendererCharacter::the().drawCharacter(quad.value(), font->texture());
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}
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}
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}
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}
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std::optional<CharacterQuad> TextAreaSystem::calculateCharacterQuad(unsigned char character, std::shared_ptr<Font> font, float& advance)
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{
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CharacterQuad characterQuad;
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auto c = font->get(character);
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// Texture
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// ---------------------------------
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float textureWidth = static_cast<float>(font->texture()->width());
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float textureHeight = static_cast<float>(font->texture()->height());
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VERIFY(textureWidth == textureHeight, "TextAreaSystem read invalid font texture");
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// Skip empty characters
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if (c->size.x == 0 || c->size.y == 0) {
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// Jump to the next glyph
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advance += c->advance / textureWidth;
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return {};
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}
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// Position
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// ---------------------------------
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float quadWidth = c->size.x / textureWidth;
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float quadHeight = c->size.y / textureHeight;
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characterQuad.at(0).quad.position = { -quadWidth, -quadHeight, 0.0f }; // bottom left
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characterQuad.at(1).quad.position = { quadWidth, -quadHeight, 0.0f }; // bottom right
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characterQuad.at(2).quad.position = { quadWidth, quadHeight, 0.0f }; // top right
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characterQuad.at(3).quad.position = { -quadWidth, quadHeight, 0.0f }; // top left
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for (auto& quad : characterQuad) {
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quad.quad.position.x -= 0.5f;
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quad.quad.position.x += c->offset.x / (float)textureWidth;
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quad.quad.position.y -= c->offset.y / (float)textureHeight;
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quad.quad.position.x += advance;
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}
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// ruc::debug("character: {} ({}) width: {} height: {} advance: {} x: {}",
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// character, (int)character, quadWidth, quadHeight, advance, characterQuad.at(0).quad.position.x);
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// Jump to the next glyph
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advance += c->advance / textureWidth;
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// Texture coordinates
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// ---------------------------------
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glm::vec2 x {
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1 - (textureWidth - c->position.x) / textureWidth,
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1 - (textureWidth - c->position.x - c->size.x) / textureWidth
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};
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glm::vec2 y {
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(textureHeight - c->position.y - c->size.y) / textureHeight,
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(textureHeight - c->position.y) / textureHeight
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};
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characterQuad.at(0).quad.textureCoordinates = { x.x, y.x };
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characterQuad.at(1).quad.textureCoordinates = { x.y, y.x };
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characterQuad.at(2).quad.textureCoordinates = { x.y, y.y };
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characterQuad.at(3).quad.textureCoordinates = { x.x, y.y };
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return characterQuad;
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}
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} // namespace Inferno
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