/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g2d;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.BitmapFont.BitmapFontData;
import com.badlogic.gdx.graphics.g2d.BitmapFont.Glyph;
import com.badlogic.gdx.graphics.g2d.BitmapFont.HAlignment;
import com.badlogic.gdx.graphics.g2d.BitmapFont.TextBounds;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.IntArray;
import com.badlogic.gdx.utils.NumberUtils;
/** Caches glyph geometry for a BitmapFont, providing a fast way to render static text. This saves needing to compute the location
* of each glyph each frame.
* @author Nathan Sweet
* @author Matthias Mann */
public class BitmapFontCache {
private final BitmapFont font;
private float[][] vertexData;
private int[] idx;
/** Used internally to ensure a correct capacity for multi-page font vertex data. */
private int[] tmpGlyphCount;
private float x, y;
private float color = Color.WHITE.toFloatBits();
private final Color tempColor = new Color(Color.WHITE);
private final TextBounds textBounds = new TextBounds();
private boolean integer = true;
private int glyphCount = 0;
// For multi-page fonts, the vertices are not laid out in order.
// This means that we have no frame of reference for setColor(Color, int, int)
// since the "start" and "end" indices will not work here.
// So for multi-page fonts, we need to store the INDEX of the glyph in terms of the full string
private IntArray[] glyphIndices;
public BitmapFontCache (BitmapFont font) {
this(font, font.usesIntegerPositions());
}
/** Creates a new BitmapFontCache
* @param font the font to use
* @param integer whether to use integer positions and sizes. */
public BitmapFontCache (BitmapFont font, boolean integer) {
this.font = font;
this.integer = integer;
int regionsLength = font.regions.length;
if (font.regions == null || regionsLength == 0)
throw new IllegalArgumentException("The specified font must be non-null and contain at least 1 texture page");
this.vertexData = new float[regionsLength][];
this.idx = new int[regionsLength];
int vertexDataLength = vertexData.length;
if (vertexDataLength > 1) { // if we have multiple pages...
// contains the indices of the glyph in the Cache as they are added
glyphIndices = new IntArray[vertexDataLength];
for (int i = 0, n = glyphIndices.length; i < n; i++) {
glyphIndices[i] = new IntArray();
}
tmpGlyphCount = new int[vertexDataLength];
}
}
/** Sets the position of the text, relative to the position when the cached text was created.
* @param x The x coordinate
* @param y The y coodinate */
public void setPosition (float x, float y) {
translate(x - this.x, y - this.y);
}
/** Sets the position of the text, relative to its current position.
* @param xAmount The amount in x to move the text
* @param yAmount The amount in y to move the text */
public void translate (float xAmount, float yAmount) {
if (xAmount == 0 && yAmount == 0) return;
if (integer) {
xAmount = Math.round(xAmount);
yAmount = Math.round(yAmount);
}
x += xAmount;
y += yAmount;
for (int j = 0, length = vertexData.length; j < length; j++) {
float[] vertices = vertexData[j];
for (int i = 0, n = idx[j]; i < n; i += 5) {
vertices[i] += xAmount;
vertices[i + 1] += yAmount;
}
}
}
public void setColor (float color) {
if (color == this.color) return;
this.color = color;
for (int j = 0, length = vertexData.length; j < length; j++) {
float[] vertices = vertexData[j];
for (int i = 2, n = idx[j]; i < n; i += 5)
vertices[i] = color;
}
}
public void setColor (Color tint) {
final float color = tint.toFloatBits();
if (color == this.color) return;
this.color = color;
for (int j = 0, length = vertexData.length; j < length; j++) {
float[] vertices = vertexData[j];
for (int i = 2, n = idx[j]; i < n; i += 5)
vertices[i] = color;
}
}
public void setColor (float r, float g, float b, float a) {
int intBits = ((int)(255 * a) << 24) | ((int)(255 * b) << 16) | ((int)(255 * g) << 8) | ((int)(255 * r));
float color = NumberUtils.intToFloatColor(intBits);
if (color == this.color) return;
this.color = color;
for (int j = 0, length = vertexData.length; j < length; j++) {
float[] vertices = vertexData[j];
for (int i = 2, n = idx[j]; i < n; i += 5)
vertices[i] = color;
}
}
/** Sets the color of the specified characters. This may only be called after {@link #setText(CharSequence, float, float)} and
* is reset every time setText is called. */
public void setColor (Color tint, int start, int end) {
final float color = tint.toFloatBits();
if (vertexData.length == 1) { // only one page...
float[] vertices = vertexData[0];
for (int i = start * 20 + 2, n = end * 20; i < n; i += 5)
vertices[i] = color;
} else {
int pageCount = vertexData.length;
// for each page...
for (int i = 0; i < pageCount; i++) {
float[] vertices = vertexData[i];
// we need to loop through the indices and determine whether the glyph is inside begin/end
for (int j = 0, n = glyphIndices[i].size; j < n; j++) {
int gInd = glyphIndices[i].items[j];
// break early if the glyph is outside our bounds
if (gInd >= end) break;
// if the glyph is inside start and end, then change it's colour
if (gInd >= start) { // && gInd < end
// modify color index
for (int off = 0; off < 20; off += 5)
vertices[off + (j * 20 + 2)] = color;
}
}
}
}
}
public void draw (SpriteBatch spriteBatch) {
TextureRegion[] regions = font.getRegions();
for (int j = 0, n = vertexData.length; j < n; j++) {
if (idx[j] >= 0) { //ignore if this texture has no glyphs
float[] vertices = vertexData[j];
spriteBatch.draw(regions[j].getTexture(), vertices, 0, idx[j]);
}
}
}
public void draw (SpriteBatch spriteBatch, int start, int end) {
if (vertexData.length == 1) { // i.e. 1 page
spriteBatch.draw(font.getRegion().getTexture(), vertexData[0], start * 20, (end - start) * 20);
} else { // i.e. multiple pages
// TODO: bounds check?
// We basically need offset and len for each page
// Different pages might have different offsets and lengths
// Some pages might not need to be rendered at all..
int pageCount = vertexData.length;
TextureRegion[] regions = font.getRegions();
// for each page...
for (int i = 0; i < pageCount; i++) {
int offset = -1;
int count = 0;
// we need to loop through the indices and determine where we begin within the start/end bounds
for (int j = 0, n = glyphIndices[i].size; j < n; j++) {
int glyphIndex = glyphIndices[i].items[j];
// break early if the glyph is outside our bounds
if (glyphIndex >= end) break;
// determine if this glyph is "inside" our start/end bounds
// if so; use the first match of that for the offset
if (offset == -1 && glyphIndex >= start) offset = j;
// we also need to determine the length of our vertices array...
// we do so by counting the glyphs within our bounds
if (glyphIndex >= start) // && gInd < end
count++;
}
// this page isn't necessary to be rendered
if (offset == -1 || count == 0) continue;
// render the page vertex data with our determined offset and length
spriteBatch.draw(regions[i].getTexture(), vertexData[i], offset * 20, count * 20);
}
}
}
public void draw (SpriteBatch spriteBatch, float alphaModulation) {
if (alphaModulation == 1) {
draw(spriteBatch);
return;
}
Color color = getColor();
float oldAlpha = color.a;
color.a *= alphaModulation;
setColor(color);
draw(spriteBatch);
color.a = oldAlpha;
setColor(color);
}
public Color getColor () {
float floatBits = color;
int intBits = NumberUtils.floatToIntColor(color);
Color color = tempColor;
color.r = (intBits & 0xff) / 255f;
color.g = ((intBits >>> 8) & 0xff) / 255f;
color.b = ((intBits >>> 16) & 0xff) / 255f;
color.a = ((intBits >>> 24) & 0xff) / 255f;
return color;
}
/** Removes all glyphs in the cache. */
public void clear () {
x = 0;
y = 0;
glyphCount = 0;
for (int i = 0, n = idx.length; i < n; i++) {
if (glyphIndices != null) glyphIndices[i].clear();
idx[i] = 0;
}
}
private void requireSequence (CharSequence seq, int start, int end) {
int newGlyphCount = end - start;
if (vertexData.length == 1) {
require(0, newGlyphCount); // don't scan sequence if we just have one page
} else {
for (int i = 0, n = tmpGlyphCount.length; i < n; i++)
tmpGlyphCount[i] = 0;
// determine # of glyphs in each page
while (start < end) {
Glyph g = font.data.getGlyph(seq.charAt(start++));
if (g == null) continue;
tmpGlyphCount[g.page]++;
}
// require that many for each page
for (int i = 0, n = tmpGlyphCount.length; i < n; i++)
require(i, tmpGlyphCount[i]);
}
}
private void require (int page, int glyphCount) {
if (glyphIndices != null) {
if (glyphCount > glyphIndices[page].items.length)
glyphIndices[page].ensureCapacity(glyphCount - glyphIndices[page].items.length);
}
int vertexCount = idx[page] + glyphCount * 20;
float[] vertices = vertexData[page];
if (vertices == null) {
vertexData[page] = new float[vertexCount];
} else if (vertices.length < vertexCount) {
float[] newVertices = new float[vertexCount];
System.arraycopy(vertices, 0, newVertices, 0, idx[page]);
vertexData[page] = newVertices;
}
}
private float addToCache (CharSequence str, float x, float y, int start, int end) {
float startX = x;
BitmapFont font = this.font;
Glyph lastGlyph = null;
BitmapFontData data = font.data;
if (data.scaleX == 1 && data.scaleY == 1) {
while (start < end) {
lastGlyph = data.getGlyph(str.charAt(start++));
if (lastGlyph != null) {
addGlyph(lastGlyph, x + lastGlyph.xoffset, y + lastGlyph.yoffset, lastGlyph.width, lastGlyph.height);
x += lastGlyph.xadvance;
break;
}
}
while (start < end) {
char ch = str.charAt(start++);
Glyph g = data.getGlyph(ch);
if (g != null) {
x += lastGlyph.getKerning(ch);
lastGlyph = g;
addGlyph(lastGlyph, x + g.xoffset, y + g.yoffset, g.width, g.height);
x += g.xadvance;
}
}
} else {
float scaleX = data.scaleX, scaleY = data.scaleY;
while (start < end) {
lastGlyph = data.getGlyph(str.charAt(start++));
if (lastGlyph != null) {
addGlyph(lastGlyph, //
x + lastGlyph.xoffset * scaleX, //
y + lastGlyph.yoffset * scaleY, //
lastGlyph.width * scaleX, //
lastGlyph.height * scaleY);
x += lastGlyph.xadvance * scaleX;
break;
}
}
while (start < end) {
char ch = str.charAt(start++);
Glyph g = data.getGlyph(ch);
if (g != null) {
x += lastGlyph.getKerning(ch) * scaleX;
lastGlyph = g;
addGlyph(lastGlyph, //
x + g.xoffset * scaleX, //
y + g.yoffset * scaleY, //
g.width * scaleX, //
g.height * scaleY);
x += g.xadvance * scaleX;
}
}
}
return x - startX;
}
private void addGlyph (Glyph glyph, float x, float y, float width, float height) {
float x2 = x + width;
float y2 = y + height;
final float u = glyph.u;
final float u2 = glyph.u2;
final float v = glyph.v;
final float v2 = glyph.v2;
final int page = glyph.page;
if (glyphIndices != null) {
glyphIndices[page].add(glyphCount++);
}
final float[] vertices = vertexData[page];
if (integer) {
x = Math.round(x);
y = Math.round(y);
x2 = Math.round(x2);
y2 = Math.round(y2);
}
int idx = this.idx[page];
this.idx[page] += 20;
vertices[idx++] = x;
vertices[idx++] = y;
vertices[idx++] = color;
vertices[idx++] = u;
vertices[idx++] = v;
vertices[idx++] = x;
vertices[idx++] = y2;
vertices[idx++] = color;
vertices[idx++] = u;
vertices[idx++] = v2;
vertices[idx++] = x2;
vertices[idx++] = y2;
vertices[idx++] = color;
vertices[idx++] = u2;
vertices[idx++] = v2;
vertices[idx++] = x2;
vertices[idx++] = y;
vertices[idx++] = color;
vertices[idx++] = u2;
vertices[idx] = v;
}
/** Clears any cached glyphs and adds glyphs for the specified text.
* @see #addText(CharSequence, float, float, int, int) */
public TextBounds setText (CharSequence str, float x, float y) {
clear();
return addText(str, x, y, 0, str.length());
}
/** Clears any cached glyphs and adds glyphs for the specified text.
* @see #addText(CharSequence, float, float, int, int) */
public TextBounds setText (CharSequence str, float x, float y, int start, int end) {
clear();
return addText(str, x, y, start, end);
}
/** Adds glyphs for the specified text.
* @see #addText(CharSequence, float, float, int, int) */
public TextBounds addText (CharSequence str, float x, float y) {
return addText(str, x, y, 0, str.length());
}
/** Adds glyphs for the the specified text.
* @param x The x position for the left most character.
* @param y The y position for the top of most capital letters in the font (the {@link BitmapFont#getCapHeight() cap height}).
* @param start The first character of the string to draw.
* @param end The last character of the string to draw (exclusive).
* @return The bounds of the cached string (the height is the distance from y to the baseline). */
public TextBounds addText (CharSequence str, float x, float y, int start, int end) {
requireSequence(str, start, end);
y += font.data.ascent;
textBounds.width = addToCache(str, x, y, start, end);
textBounds.height = font.data.capHeight;
return textBounds;
}
/** Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (\n).
* @see #addMultiLineText(CharSequence, float, float, float, HAlignment) */
public TextBounds setMultiLineText (CharSequence str, float x, float y) {
clear();
return addMultiLineText(str, x, y, 0, HAlignment.LEFT);
}
/** Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (\n).
* @see #addMultiLineText(CharSequence, float, float, float, HAlignment) */
public TextBounds setMultiLineText (CharSequence str, float x, float y, float alignmentWidth, HAlignment alignment) {
clear();
return addMultiLineText(str, x, y, alignmentWidth, alignment);
}
/** Adds glyphs for the specified text, which may contain newlines (\n).
* @see #addMultiLineText(CharSequence, float, float, float, HAlignment) */
public TextBounds addMultiLineText (CharSequence str, float x, float y) {
return addMultiLineText(str, x, y, 0, HAlignment.LEFT);
}
/** Adds glyphs for the specified text, which may contain newlines (\n). Each line is aligned horizontally within a rectangle of
* the specified width.
* @param x The x position for the left most character.
* @param y The y position for the top of most capital letters in the font (the {@link BitmapFont#getCapHeight() cap height}).
* @param alignment The horizontal alignment of wrapped line.
* @return The bounds of the cached string (the height is the distance from y to the baseline of the last line). */
public TextBounds addMultiLineText (CharSequence str, float x, float y, float alignmentWidth, HAlignment alignment) {
BitmapFont font = this.font;
int length = str.length();
requireSequence(str, 0, length);
y += font.data.ascent;
float down = font.data.down;
float maxWidth = 0;
float startY = y;
int start = 0;
int numLines = 0;
while (start < length) {
int lineEnd = BitmapFont.indexOf(str, '\n', start);
float xOffset = 0;
if (alignment != HAlignment.LEFT) {
float lineWidth = font.getBounds(str, start, lineEnd).width;
xOffset = alignmentWidth - lineWidth;
if (alignment == HAlignment.CENTER) xOffset /= 2;
}
float lineWidth = addToCache(str, x + xOffset, y, start, lineEnd);
maxWidth = Math.max(maxWidth, lineWidth);
start = lineEnd + 1;
y += down;
numLines++;
}
textBounds.width = maxWidth;
textBounds.height = font.data.capHeight + (numLines - 1) * font.data.lineHeight;
return textBounds;
}
/** Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (\n) and is automatically
* wrapped within the specified width.
* @see #addWrappedText(CharSequence, float, float, float, HAlignment) */
public TextBounds setWrappedText (CharSequence str, float x, float y, float wrapWidth) {
clear();
return addWrappedText(str, x, y, wrapWidth, HAlignment.LEFT);
}
/** Clears any cached glyphs and adds glyphs for the specified text, which may contain newlines (\n) and is automatically
* wrapped within the specified width.
* @see #addWrappedText(CharSequence, float, float, float, HAlignment) */
public TextBounds setWrappedText (CharSequence str, float x, float y, float wrapWidth, HAlignment alignment) {
clear();
return addWrappedText(str, x, y, wrapWidth, alignment);
}
/** Adds glyphs for the specified text, which may contain newlines (\n) and is automatically wrapped within the specified width.
* @see #addWrappedText(CharSequence, float, float, float, HAlignment) */
public TextBounds addWrappedText (CharSequence str, float x, float y, float wrapWidth) {
return addWrappedText(str, x, y, wrapWidth, HAlignment.LEFT);
}
/** Adds glyphs for the specified text, which may contain newlines (\n) and is automatically wrapped within the specified width.
* @param x The x position for the left most character.
* @param y The y position for the top of most capital letters in the font (the {@link BitmapFont#getCapHeight() cap height}).
* @param alignment The horizontal alignment of wrapped line.
* @return The bounds of the cached string (the height is the distance from y to the baseline of the last line). */
public TextBounds addWrappedText (CharSequence str, float x, float y, float wrapWidth, HAlignment alignment) {
BitmapFont font = this.font;
int length = str.length();
requireSequence(str, 0, length);
y += font.data.ascent;
float down = font.data.down;
if (wrapWidth <= 0) wrapWidth = Integer.MAX_VALUE;
float maxWidth = 0;
int start = 0;
int numLines = 0;
while (start < length) {
int newLine = BitmapFont.indexOf(str, '\n', start);
// Eat whitespace at start of line.
while (start < newLine) {
if (!BitmapFont.isWhitespace(str.charAt(start))) break;
start++;
}
int lineEnd = start + font.computeVisibleGlyphs(str, start, newLine, wrapWidth);
int nextStart = lineEnd + 1;
if (lineEnd < newLine) {
// Find char to break on.
while (lineEnd > start) {
if (BitmapFont.isWhitespace(str.charAt(lineEnd))) break;
lineEnd--;
}
if (lineEnd == start) {
if (nextStart > start + 1) nextStart--;
lineEnd = nextStart; // If no characters to break, show all.
} else {
nextStart = lineEnd;
// Eat whitespace at end of line.
while (lineEnd > start) {
if (!BitmapFont.isWhitespace(str.charAt(lineEnd - 1))) break;
lineEnd--;
}
}
}
if (lineEnd > start) {
float xOffset = 0;
if (alignment != HAlignment.LEFT) {
float lineWidth = font.getBounds(str, start, lineEnd).width;
xOffset = wrapWidth - lineWidth;
if (alignment == HAlignment.CENTER) xOffset /= 2;
}
float lineWidth = addToCache(str, x + xOffset, y, start, lineEnd);
maxWidth = Math.max(maxWidth, lineWidth);
}
start = nextStart;
y += down;
numLines++;
}
textBounds.width = maxWidth;
textBounds.height = font.data.capHeight + (numLines - 1) * font.data.lineHeight;
return textBounds;
}
/** Returns the size of the cached string. The height is the distance from the top of most capital letters in the font (the
* {@link BitmapFont#getCapHeight() cap height}) to the baseline of the last line of text. */
public TextBounds getBounds () {
return textBounds;
}
/** Returns the x position of the cached string, relative to the position when the string was cached. */
public float getX () {
return x;
}
/** Returns the y position of the cached string, relative to the position when the string was cached. */
public float getY () {
return y;
}
public BitmapFont getFont () {
return font;
}
/** Specifies whether to use integer positions or not. Default is to use them so filtering doesn't kick in as badly.
* @param use */
public void setUseIntegerPositions (boolean use) {
this.integer = use;
}
/** @return whether this font uses integer positions for drawing. */
public boolean usesIntegerPositions () {
return integer;
}
public float[] getVertices () {
return getVertices(0);
}
public float[] getVertices (int page) {
return vertexData[page];
}
}