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o3de/Gems/LyShine/Code/Source/UiTextComponent.cpp

5232 lines
215 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "UiTextComponent.h"
#include <AzCore/Math/Crc.h>
#include <AzCore/Math/MathUtils.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/std/string/conversions.h>
#include <AzCore/std/string/regex.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <LyShine/Bus/UiTransform2dBus.h>
#include <LyShine/Bus/UiElementBus.h>
#include <LyShine/Bus/UiLayoutManagerBus.h>
#include <LyShine/Bus/UiCanvasBus.h>
#include <LyShine/UiSerializeHelpers.h>
#include <LyShine/IRenderGraph.h>
#include <LyShine/IDraw2d.h>
#include <ILocalizationManager.h>
#include "UiSerialize.h"
#include "TextMarkup.h"
#include "UiTextComponentOffsetsSelector.h"
#include "StringUtfUtils.h"
#include "UiLayoutHelpers.h"
#include "RenderGraph.h"
#include <AtomLyIntegration/AtomFont/FFont.h>
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
namespace
{
AZStd::string DefaultDisplayedTextFunction(const AZStd::string& originalText)
{
// By default, the text component renders the string contents as-is
return originalText;
}
bool RemoveV4MarkupFlag(
[[maybe_unused]] AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& classElement)
{
int index = classElement.FindElement(AZ_CRC("SupportMarkup", 0x5e81a9c7));
if (index != -1)
{
classElement.RemoveElement(index);
}
return true;
}
bool AddV8EnableMarkupFlag(
AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& classElement)
{
// This element is a pre-version-8 text component. Prior to version 8 there was no MarkupEnabled
// flag and markup was always enabled. Going forward, for new components we want to default to
// markupEnabled = false because of the performance hit of parsing text strings for XML.
// However, we want to be backward compatible with old data so for pre-version-8 components
// we set the flag to true.
// We considered searching the text string for characters such as "<&@" and only turning it on
// if they were found. But the problem is that data patches do not come through version conversion
// currently. So there could be markup in the text string in the data patch but we would not turn
// the flag on. So the markup would stop working.
// Just for safety check that the flag doesn't already exist
int index = classElement.FindElement(AZ_CRC("MarkupEnabled"));
if (index == -1)
{
// The element does not exist (it really never should at this version)
// Add a data element, setting the flag to true
int newElementIndex = classElement.AddElementWithData<bool>(context, "MarkupEnabled", true);
if (newElementIndex == -1)
{
// Error adding the new data element
AZ_Error("Serialization", false, "AddElement failed for MarkupEnabled element");
return false;
}
}
return true;
}
bool ConvertV3FontFileNameIfDefault(
AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& classElement)
{
int index = classElement.FindElement(AZ_CRC("FontFileName", 0x44defd6f));
if (index != -1)
{
AZ::SerializeContext::DataElementNode& fontFileNameNode = classElement.GetSubElement(index);
index = fontFileNameNode.FindElement(AZ_CRC("BaseClass1", 0xd4925735));
if (index != -1)
{
AZ::SerializeContext::DataElementNode& baseClassNode = fontFileNameNode.GetSubElement(index);
index = baseClassNode.FindElement(AZ_CRC("AssetPath", 0x2c355179));
if (index != -1)
{
AZ::SerializeContext::DataElementNode& assetPathNode = baseClassNode.GetSubElement(index);
AZStd::string oldData;
if (!assetPathNode.GetData(oldData))
{
AZ_Error("Serialization", false, "Element AssetPath is not a AZStd::string.");
return false;
}
if (oldData == "default")
{
if (!assetPathNode.SetData(context, AZStd::string("default-ui")))
{
AZ_Error("Serialization", false, "Unable to set AssetPath data.");
return false;
}
// The effect indicies have flip-flopped between the "default" and "default-ui"
// fonts. Handle the conversion here.
index = classElement.FindElement(AZ_CRC("EffectIndex", 0x4d3320e3));
if (index != -1)
{
AZ::SerializeContext::DataElementNode& effectIndexNode = classElement.GetSubElement(index);
uint32 effectIndex = 0;
if (!effectIndexNode.GetData(effectIndex))
{
AZ_Error("Serialization", false, "Element EffectIndex is not an int.");
return false;
}
uint32 newEffectIndex = effectIndex;
// Only handle converting indices 1 and 0 in the rare (?) case that the user added
// their own effects to the default font.
if (newEffectIndex == 1)
{
newEffectIndex = 0;
}
else if (newEffectIndex == 0)
{
newEffectIndex = 1;
}
if (!effectIndexNode.SetData(context, newEffectIndex))
{
AZ_Error("Serialization", false, "Unable to set EffectIndex data.");
return false;
}
}
}
}
}
}
return true;
}
//! Migrate legacy shrink-to-fit setting to new ShrinkToFit enum.
//!
//! As of V8 of text component, the "shrink to fit" setting was a value of
//! the WrapTextSetting enum. With V9, a new ShrinkToFit enum was introduced
//! and offered an additional "width-only" option (previously, shrink-to-fit
//! only performed uniform scaling along both axes).
bool ConvertV8ShrinkToFitSetting(
AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& classElement)
{
int index = classElement.FindElement(AZ_CRC("WrapTextSetting"));
if (index != -1)
{
AZ::SerializeContext::DataElementNode& wrapTextSettingNode = classElement.GetSubElement(index);
int oldWrapTextValue = 0;
if (!wrapTextSettingNode.GetData<int>(oldWrapTextValue))
{
AZ_Error("Serialization", false, "Element WrapTextSetting is not an int.");
return false;
}
// Check if WrapTextSetting is set to the legacy "ShrinkToFit" enum value.
static const int shrinkToFitValue = 2;
const bool shrinkToFitSettingNeedsUpdating = oldWrapTextValue == shrinkToFitValue;
if (shrinkToFitSettingNeedsUpdating)
{
// It wasn't possible to word-wrap and have shrink-to-fit before, so we just
// reset the wrap text setting to NoWrap to maintain backwards compatibilty.
if (!wrapTextSettingNode.SetData<int>(context, static_cast<int>(UiTextInterface::WrapTextSetting::NoWrap)))
{
AZ_Error("Serialization", false, "Unable to set WrapTextSetting to NoWrap (%d).", static_cast<int>(UiTextInterface::WrapTextSetting::NoWrap));
return false;
}
// If ShrinkToFit doesn't exist yet, add it
index = classElement.FindElement(AZ_CRC("ShrinkToFit"));
if (index == -1)
{
index = classElement.AddElement<int>(context, "ShrinkToFit");
if (index == -1)
{
// Error adding the new sub element
AZ_Error("Serialization", false, "Failed to create ShrinkToFit node");
return false;
}
}
// Legacy shrink-to-fit only applied uniform scaling along both axes. So here we use
// the Uniform setting of ShrinkToFit to maintain backwards compatibility.
AZ::SerializeContext::DataElementNode& shrinkToFitNode = classElement.GetSubElement(index);
if (!shrinkToFitNode.SetData<int>(context, static_cast<int>(UiTextInterface::ShrinkToFit::Uniform)))
{
AZ_Error("Serialization", false, "Unable to set ShrinkToFit to Uniform (%d).", static_cast<int>(UiTextInterface::ShrinkToFit::Uniform));
return false;
}
}
}
return true;
}
//! Remove an older OverflowMode setting that no longer has any effect.
//!
//! There used to be an overflow mode setting called "ResizeToText". It
//! was removed, but some canvases still have the enum value set to it,
//! which would now set those text fields to ellipsis, which isn't intended.
//!
//! Reset the field back to zero (overflow) since the property hasn't had any
//! effect since ResizeToText was removed anyways.
bool ConvertV8LegacyOverflowModeSetting(
AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& classElement)
{
int index = classElement.FindElement(AZ_CRC("OverflowMode"));
if (index != -1)
{
AZ::SerializeContext::DataElementNode& overflowModeSettingNode = classElement.GetSubElement(index);
int oldOverflowModeValue = 0;
if (!overflowModeSettingNode.GetData<int>(oldOverflowModeValue))
{
AZ_Error("Serialization", false, "Element OverflowMode is not an int.");
return false;
}
// Check if OverflowMode is set to the legacy "ResizeToText" enum value.
static const int legacyResizeToTextValue = 2;
const bool overflowModeSettingNeedsUpdating = oldOverflowModeValue == legacyResizeToTextValue;
if (overflowModeSettingNeedsUpdating)
{
// This value enum was removed without version conversion. Since it hasn't had any effect
// up to this point, we just reset the OverflowMode back to default (overflow).
if (!overflowModeSettingNode.SetData<int>(context, static_cast<int>(UiTextInterface::OverflowMode::OverflowText)))
{
AZ_Error("Serialization", false, "Unable to set OverflowMode to OverflowText (%d).", static_cast<int>(UiTextInterface::OverflowMode::OverflowText));
return false;
}
}
}
return true;
}
void SanitizeUserEnteredNewlineChar(AZStd::string& stringToSanitize)
{
// Convert user-entered newline delimiters to proper ones before wrapping
// the text so they can be correctly accounted for.
static const AZStd::string NewlineDelimiter("\n");
static const AZStd::regex UserInputNewlineDelimiter("\\\\n");
stringToSanitize = AZStd::regex_replace(stringToSanitize, UserInputNewlineDelimiter, NewlineDelimiter);
}
//! Builds a list of DrawBatch objects from a XML tag tree.
//!
//! A DrawBatch is essentially render "state" for text. This method tries
//! to determine what the current state is that should be applied based
//! on the tag tree traversal. Once all of a tag's children are
//! traversed, and a new DrawBatch was created, the batch is popped off
//! the batch stack and moved into the DrawBatch output list.
//!
//! Example usage:
//!
//! TextMarkup::Tag markupRoot;
//! if (TextMarkup::ParseMarkupBuffer(markupText, markupRoot))
//! {
//! AZStd::stack<UiTextComponent::DrawBatch> batchStack;
//! AZStd::stack<FontFamily*> fontFamilyStack;
//! fontFamilyStack.push(m_fontFamily.get());
//! BuildDrawBatches(drawBatches, batchStack, fontFamilyStack, &markupRoot);
//! }
//!
//! \param output List of DrawBatch objects built based on tag tree contents
//! \param fontFamilyRefs List of Font Family's that output (strongly) references.
//! \param inlineImages List of Inline Images that are created while building the draw batches
//! \param fontHeight The height of the font
//! \param fontAscent The ascent of the font
//! \param batchStack The DrawBatch on "top" of the stack is the state that is currently active.
//! \param fontFamilyStack The FontFamily on top of the stack is the font family that's currently active.
//! The font family can change when the font tag is encountered.
//! \param currentTag Current tag being visited in the parsed tag tree.
void BuildDrawBatches(
UiTextComponent::DrawBatchContainer& output,
UiTextComponent::FontFamilyRefSet& fontFamilyRefs,
UiTextComponent::InlineImageContainer& inlineImages,
float fontHeight,
float fontAscent,
AZStd::stack<UiTextComponent::DrawBatch>& batchStack,
AZStd::stack<FontFamily*>& fontFamilyStack,
const TextMarkup::Tag* currentTag,
int& clickableId)
{
TextMarkup::TagType type = currentTag->GetType();
const bool isRoot = type == TextMarkup::TagType::Root;
bool newBatchStackPushed = false;
// Root tag doesn't push any new state
if (!isRoot)
{
if (batchStack.empty())
{
batchStack.push(UiTextComponent::DrawBatch());
newBatchStackPushed = true;
// For new batches, use the Font Family's "normal" font by default
batchStack.top().font = fontFamilyStack.top()->normal;
}
// Prevent creating a new DrawBatch if the "current" batch has
// no text associated with it yet.
else if (!batchStack.top().text.empty())
{
// Create a copy of the top
batchStack.push(batchStack.top());
newBatchStackPushed = true;
// We assume that a DrawBatch will eventually get its own
// text assigned, but in case no character was specified
// in the markup, we explicitly clear the text here to avoid
// showing duplicate text.
batchStack.top().text.clear();
}
}
// We need the previous batch for all cases except the root case
// (where there is no previous batch). To streamline handling this
// case, we just create an unused default-constructed DrawBatch
// for the root case.
const UiTextComponent::DrawBatch& prevBatch = batchStack.empty() ? UiTextComponent::DrawBatch() : batchStack.top();
bool newFontFamilyPushed = false;
switch (type)
{
case TextMarkup::TagType::Text:
{
batchStack.top().text = (static_cast<const TextMarkup::TextTag*>(currentTag))->text;
// Replace escaped newlines with actual newlines
batchStack.top().text = AZStd::regex_replace(batchStack.top().text, AZStd::regex("\\\\n"), "\n");
break;
}
case TextMarkup::TagType::Image:
{
const TextMarkup::ImageTag* pImageTag = static_cast<const TextMarkup::ImageTag*>(currentTag);
// Image tag isn't affected by any other tag so add a new draw batch directly to the output
UiTextComponent::InlineImage::VAlign vAlign = UiTextComponent::InlineImage::VAlign::Baseline;
if (pImageTag->m_vAlign == "baseline")
{
vAlign = UiTextComponent::InlineImage::VAlign::Baseline;
}
else if (pImageTag->m_vAlign == "top")
{
vAlign = UiTextComponent::InlineImage::VAlign::Top;
}
else if (pImageTag->m_vAlign == "center")
{
vAlign = UiTextComponent::InlineImage::VAlign::Center;
}
else if (pImageTag->m_vAlign == "bottom")
{
vAlign = UiTextComponent::InlineImage::VAlign::Bottom;
}
float imageHeight = fontAscent;
if (pImageTag->m_height == "fontHeight")
{
imageHeight = fontHeight;
}
else if (pImageTag->m_height == "fontAscent")
{
imageHeight = fontAscent;
}
else if (!pImageTag->m_height.empty())
{
imageHeight = AZ::GetMax(0.0f, AZStd::stof(pImageTag->m_height));
}
UiTextComponent::InlineImage* inlineImage = new UiTextComponent::InlineImage(pImageTag->m_imagePathname,
imageHeight,
pImageTag->m_scale,
vAlign,
pImageTag->m_yOffset,
pImageTag->m_leftPadding,
pImageTag->m_rightPadding);
inlineImages.push_back(inlineImage);
UiTextComponent::DrawBatch drawBatch;
drawBatch.image = inlineImages.back();
output.push_back(drawBatch);
break;
}
case TextMarkup::TagType::Bold:
{
if (prevBatch.font == fontFamilyStack.top()->bold)
{
// adjacent bold tags, no need to push a new batch
break;
}
else if (prevBatch.font == fontFamilyStack.top()->italic)
{
// We're on a bold tag, but current font applied is
// italic, so we apply the bold-italic font.
batchStack.top().font = fontFamilyStack.top()->boldItalic;
}
else
{
batchStack.top().font = fontFamilyStack.top()->bold;
}
break;
}
case TextMarkup::TagType::Italic:
{
if (prevBatch.font == fontFamilyStack.top()->italic)
{
// adjacent italic tags, no need to push a new batch
break;
}
else if (prevBatch.font == fontFamilyStack.top()->bold)
{
// We're on an italic tag, but current font applied is
// bold, so we apply the bold-italic font.
batchStack.top().font = fontFamilyStack.top()->boldItalic;
}
else
{
batchStack.top().font = fontFamilyStack.top()->italic;
}
break;
}
case TextMarkup::TagType::Anchor:
{
const TextMarkup::AnchorTag* pAnchorTag = static_cast<const TextMarkup::AnchorTag*>(currentTag);
batchStack.top().action = pAnchorTag->action;
batchStack.top().data = pAnchorTag->data;
batchStack.top().clickableId = ++clickableId;
break;
}
case TextMarkup::TagType::Font:
{
const TextMarkup::FontTag* pFontTag = static_cast<const TextMarkup::FontTag*>(currentTag);
if (!(pFontTag->face.empty()))
{
FontFamilyPtr pFontFamily = gEnv->pCryFont->GetFontFamily(pFontTag->face.c_str());
if (!pFontFamily)
{
pFontFamily = gEnv->pCryFont->LoadFontFamily(pFontTag->face.c_str());
}
// Still need to check for pFontFamily validity since
// Font Family load could have failed.
if (pFontFamily)
{
// Important to strongly reference the Font Family
// here otherwise it will de-ref once we go out of
// scope (and possibly unload).
fontFamilyRefs.insert(pFontFamily);
if (fontFamilyStack.top() != pFontFamily.get())
{
fontFamilyStack.push(pFontFamily.get());
newFontFamilyPushed = true;
// Reset font to default face for new font family
batchStack.top().font = pFontFamily->normal;
}
}
else
{
AZ_Warning("UiTextComponent", false, "Failed to find font family referenced in markup (BuildDrawBatches): %s", pFontTag->face.c_str());
}
}
const bool newColorNeeded = pFontTag->color != prevBatch.color;
const bool tagHasValidColor = pFontTag->color != TextMarkup::ColorInvalid;
if (newColorNeeded && tagHasValidColor)
{
batchStack.top().color = pFontTag->color;
}
break;
}
default:
{
break;
}
}
// We only want to push a DrawBatch when it has text to display. We
// store character data in separate tags. So when a bold tag is
// traversed, we haven't yet visited its child character data:
// <b> <!-- Bold tag DrawBatch created, no text yet -->
// <ch>Child character data here</ch>
// </b>
if (!batchStack.empty() && !batchStack.top().text.empty())
{
output.push_back(batchStack.top());
}
// Depth-first traversal of children tags.
auto iter = currentTag->children.begin();
for (; iter != currentTag->children.end(); ++iter)
{
BuildDrawBatches(output, fontFamilyRefs, inlineImages, fontHeight, fontAscent, batchStack, fontFamilyStack, *iter, clickableId);
}
// Children visited, clear newly created DrawBatch state.
if (newBatchStackPushed)
{
batchStack.pop();
}
// Clear FontFamily state also.
if (newFontFamilyPushed)
{
fontFamilyStack.pop();
}
}
void BuildDrawBatchesAndAssignClickableIds(
UiTextComponent::DrawBatchContainer& output,
UiTextComponent::FontFamilyRefSet& fontFamilyRefs,
UiTextComponent::InlineImageContainer& inlineImages,
float fontHeight,
float fontAscent,
AZStd::stack<UiTextComponent::DrawBatch>& batchStack,
AZStd::stack<FontFamily*>& fontFamilyStack,
const TextMarkup::Tag* currentTag)
{
int clickableId = -1;
BuildDrawBatches(
output,
fontFamilyRefs,
inlineImages,
fontHeight,
fontAscent,
batchStack,
fontFamilyStack,
currentTag,
clickableId
);
}
//! Use the given width and font context to insert newline breaks in the given DrawBatchList.
//! This code is largely adapted from FFont::WrapText to work with DrawBatch objects.
void InsertNewlinesToWrapText(
UiTextComponent::DrawBatchContainer& drawBatches,
const STextDrawContext& ctx,
float elementWidth)
{
if (drawBatches.empty())
{
return;
}
// Keep track of the last space char we encountered as ideal
// locations for inserting newlines for word-wrapping. We also need
// to track which DrawBatch contained the last-encountered space.
const char* pLastSpace = NULL;
UiTextComponent::DrawBatch* lastSpaceBatch = nullptr;
int lastSpace = -1;
int lastSpaceIndexInBatch = -1;
float lastSpaceWidth = 0.0f;
int curChar = 0;
float curLineWidth = 0.0f;
float biggestLineWidth = 0.0f;
// When iterating over batches, we need to know the previous
// character, which we can only obtain if we keep track of the last
// batch we iterated on.
UiTextComponent::DrawBatch* prevBatch = &drawBatches.front();
// Map draw batches to text indices where spaces should be restored
// (more details below); this happens after we've inserted newlines
// for word-wrapping.
using SpaceIndices = AZStd::vector < int >;
AZStd::unordered_map<UiTextComponent::DrawBatch*, SpaceIndices> batchSpaceIndices;
// Iterate over all drawbatches, calculating line length and add newlines
// when element width is exceeded. Reset line length when a newline is added
// or a newline is encountered.
for (UiTextComponent::DrawBatch& drawBatch : drawBatches)
{
// If this entry ultimately ends up not having any space char
// indices associated with it, we will simply skip iterating over
// it later.
batchSpaceIndices.insert(&drawBatch);
int batchCurChar = 0;
Utf8::Unchecked::octet_iterator pChar(drawBatch.text.data());
uint32_t prevCh = 0;
while (uint32_t ch = *pChar)
{
size_t maxSize = 5;
char codepoint[5] = { 0 };
char* codepointPtr = codepoint;
Utf8::Unchecked::octet_iterator<AZStd::string::iterator>::to_utf8_sequence(ch, codepointPtr, maxSize);
float curCharWidth = drawBatch.font->GetTextSize(codepoint, true, ctx).x;
if (prevCh && ctx.m_kerningEnabled)
{
curCharWidth += drawBatch.font->GetKerning(prevCh, ch, ctx).x;
}
if (prevCh)
{
curCharWidth += ctx.m_tracking;
}
prevCh = ch;
// keep track of spaces
// they are good for splitting the string
if (ch == ' ')
{
lastSpace = curChar;
lastSpaceIndexInBatch = batchCurChar;
lastSpaceBatch = &drawBatch;
lastSpaceWidth = curLineWidth + curCharWidth;
pLastSpace = pChar.base();
assert(*pLastSpace == ' ');
}
bool prevCharWasNewline = false;
const bool isFirstChar = pChar.base() == drawBatch.text.c_str();
if (ch && !isFirstChar)
{
const char* pPrevCharStr = pChar.base() - 1;
prevCharWasNewline = pPrevCharStr[0] == '\n';
}
else if (isFirstChar)
{
// Since prevBatch is initialized to front of drawBatches,
// check to ensure there was a previous batch.
const bool prevBatchValid = prevBatch != &drawBatch;
if (prevBatchValid && !prevBatch->text.empty())
{
prevCharWasNewline = prevBatch->text.at(prevBatch->text.length() - 1) == '\n';
}
}
// line must contain some content, otherwise single characters larger than
// the element width would wrap themselves.
const bool lineContainsContent = curLineWidth > 0.0f;
// if line exceed allowed width, split it
const bool lineWidthExceeded = lineContainsContent && (curLineWidth + curCharWidth) > elementWidth;
if (prevCharWasNewline || (lineWidthExceeded && ch))
{
if (prevCharWasNewline)
{
// Reset the current line width to account for newline
curLineWidth = curCharWidth;
}
else if ((lastSpace > 0) && ((curChar - lastSpace) < 16) && (curChar - lastSpace >= 0)) // 16 is the default threshold
{
*(char*)pLastSpace = '\n'; // This is safe inside UTF-8 because space is single-byte codepoint
batchSpaceIndices.at(lastSpaceBatch).push_back(lastSpaceIndexInBatch);
if (lastSpaceWidth > biggestLineWidth)
{
biggestLineWidth = lastSpaceWidth;
}
curLineWidth = curLineWidth - lastSpaceWidth + curCharWidth;
}
else
{
char* pBuf = pChar.base();
AZStd::string::size_type bytesProcessed = pBuf - drawBatch.text.c_str();
drawBatch.text.insert(bytesProcessed, "\n"); // Insert the newline, this invalidates the iterator
pBuf = drawBatch.text.data() + bytesProcessed; // In case reallocation occurs, we ensure we are inside the new buffer
assert(*pBuf == '\n');
pChar = Utf8::Unchecked::octet_iterator(pBuf); // pChar once again points inside the target string, at the current character
assert(*pChar == ch);
++pChar;
++curChar;
++batchCurChar;
if (curLineWidth > biggestLineWidth)
{
biggestLineWidth = curLineWidth;
}
curLineWidth = curCharWidth;
}
lastSpaceWidth = 0;
lastSpace = 0;
}
else
{
curLineWidth += curCharWidth;
}
curChar += LyShine::GetMultiByteCharSize(ch);
batchCurChar += LyShine::GetMultiByteCharSize(ch);
++pChar;
}
prevBatch = &drawBatch;
}
// We insert newline breaks (perform word-wrapping) in-place for
// formatting purposes, but we restore the original delimiting
// space characters now. This resolves a lot of issues with indices
// mismatching between the rendered string content and the original
// string.
//
// This seems unintuitive since (above) we simply (in some cases)
// replace the space character with newline, so inserting an additional
// space now would mismatch the original string contents even further.
// However, since draw batch "lines" are delimited by newline, the
// newline character will eventually be removed (because it will be
// implied). So at this part in the pipeline, the strings will not
// match in content or length, but eventually will.
for (auto& batchSpaceList : batchSpaceIndices)
{
UiTextComponent::DrawBatch* drawBatch = batchSpaceList.first;
const SpaceIndices& spaceIndices = batchSpaceList.second;
int insertOffset = 0;
for (const int spaceIndex : spaceIndices)
{
drawBatch->text.insert(spaceIndex + insertOffset, 1, ' ');
// Each time we insert, our indices our off by one.
++insertOffset;
}
}
}
//! Given a "flat" list of DrawBatches, separate them by newline and place in output.
void CreateBatchLines(
UiTextComponent::DrawBatchLines& output,
UiTextComponent::DrawBatchContainer& drawBatches,
FontFamily* defaultFontFamily)
{
UiTextComponent::DrawBatchLineContainer& lineList = output.batchLines;
lineList.push_back(UiTextComponent::DrawBatchLine());
for (UiTextComponent::DrawBatch& drawBatch : drawBatches)
{
AZStd::string::size_type newlineIndex = drawBatch.text.find('\n');
if (newlineIndex == AZStd::string::npos)
{
lineList.back().drawBatchList.push_back(drawBatch);
continue;
}
while (newlineIndex != AZStd::string::npos)
{
// Found a newline within a single drawbatch, so split
// into two batches, one for the current line, and one
// for the following.
UiTextComponent::DrawBatchContainer& currentLine = lineList.back().drawBatchList;
lineList.push_back(UiTextComponent::DrawBatchLine());
UiTextComponent::DrawBatchContainer& newLine = lineList.back().drawBatchList;
const bool moreCharactersAfterNewline = drawBatch.text.length() - 1 > newlineIndex;
// Note that we purposely build the string such that the newline
// character is truncated from the string. If it were included,
// it would be doubly-accounted for in the renderer.
UiTextComponent::DrawBatch splitBatch(drawBatch);
splitBatch.text = drawBatch.text.substr(0, newlineIndex);
currentLine.push_back(splitBatch);
// Start a new newline
if (moreCharactersAfterNewline)
{
const AZStd::string::size_type endOfStringIndex = drawBatch.text.length() - newlineIndex - 1;
drawBatch.text = drawBatch.text.substr(newlineIndex + 1, endOfStringIndex);
newlineIndex = drawBatch.text.find('\n');
if (newlineIndex == AZStd::string::npos)
{
newLine.push_back(drawBatch);
}
}
else
{
break;
}
}
}
// Push an empty DrawBatch if the string happened to end with a
// newline but no following text (e.g. "Hello\n").
// :TODO: is this still needed? Can the final DrawBatchLine be removed
// altogether if it has no content?
if (lineList.back().drawBatchList.empty())
{
lineList.back().drawBatchList.push_back(UiTextComponent::DrawBatch());
lineList.back().drawBatchList.front().font = defaultFontFamily->normal;
}
}
void AssignLineSizes(
UiTextComponent::DrawBatchLines& output,
[[maybe_unused]] FontFamily* fontFamily,
const STextDrawContext& ctx,
bool excludeTrailingSpace = true)
{
output.height = 0.0f;
for (UiTextComponent::DrawBatchLine& drawBatchLine : output.batchLines)
{
// First calculate the batch sizes
for (auto drawBatchIterator = drawBatchLine.drawBatchList.begin(); drawBatchIterator != drawBatchLine.drawBatchList.end(); ++drawBatchIterator)
{
// Exclude trailing space from the last batch in the line
bool excludeTrailingSpaceFromLine = excludeTrailingSpace ? (AZStd::next(drawBatchIterator) == drawBatchLine.drawBatchList.end()) : false;
drawBatchIterator->CalculateSize(ctx, excludeTrailingSpaceFromLine);
}
// Calculate the batch y offsets from the text y position based on the text's baseline
for (UiTextComponent::DrawBatch& drawBatch : drawBatchLine.drawBatchList)
{
drawBatch.CalculateYOffset(ctx.m_size.y, output.baseline);
}
// Figure out the highest batch offset above the text y position
float minYOffset = 0.0f;
for (UiTextComponent::DrawBatch& drawBatch : drawBatchLine.drawBatchList)
{
minYOffset = AZ::GetMin<float>(minYOffset, drawBatch.yOffset);
}
// Update the batch y offsets so they all become a positive offset from the y draw position of the batch line
for (UiTextComponent::DrawBatch& drawBatch : drawBatchLine.drawBatchList)
{
drawBatch.yOffset -= minYOffset;
}
// Now calculate the size of the line
float width = 0.0f;
float height = 0.0f;
for (const UiTextComponent::DrawBatch& drawBatch : drawBatchLine.drawBatchList)
{
width += drawBatch.size.GetX();
height = AZ::GetMax<float>(height, drawBatch.yOffset + drawBatch.size.GetY());
}
drawBatchLine.lineSize.SetX(width);
drawBatchLine.lineSize.SetY(height);
output.height += height;
}
}
//! Takes a flat list of draw batches (created by the Draw Batch Builder) and groups them
//! by line, taking the element width into account, and also taking any newline characters
//! that may already exist within the character data of the DrawBatch objects
void BatchAwareWrapText(
UiTextComponent::DrawBatchLines& output,
UiTextComponent::DrawBatchContainer& drawBatches,
FontFamily* fontFamily,
const STextDrawContext& ctx,
float elementWidth,
bool excludeTrailingSpaceWidth = true)
{
InsertNewlinesToWrapText(drawBatches, ctx, elementWidth);
CreateBatchLines(output, drawBatches, fontFamily);
AssignLineSizes(output, fontFamily, ctx, excludeTrailingSpaceWidth);
}
//! Takes a flat list of draw batches (created by the Draw Batch Builder) that may contain
//! non-text elements (such as images) and groups them by line, taking the element width into
//! account, and also taking any newline characters that may already exist within the character
//! data of the DrawBatch objects
void BatchAwareWrapTextWithImages(
UiTextComponent::DrawBatchLines& output,
UiTextComponent::DrawBatchContainer& drawBatches,
FontFamily* fontFamily,
const STextDrawContext& ctx,
float elementWidth,
bool excludeTrailingSpaceWidth = true
)
{
// Create batch lines based on existing newline characters
CreateBatchLines(output, drawBatches, fontFamily);
// Iterate over each line and split the line if it runs over the allowed width
for (auto batchLinesIterator = output.batchLines.begin(); batchLinesIterator != output.batchLines.end(); batchLinesIterator++)
{
UiTextComponent::DrawBatchLine newBatchLineOut;
// Check whether the line exceeds the allowed width and split the line if needed
bool split = batchLinesIterator->CheckAndSplitLine(ctx, elementWidth, newBatchLineOut);
if (split && !newBatchLineOut.drawBatchList.empty())
{
// Insert new line
output.batchLines.insert_after(batchLinesIterator, newBatchLineOut);
}
}
AssignLineSizes(output, fontFamily, ctx, excludeTrailingSpaceWidth);
}
//! Returns the maximum scale value along the X and Y axes for the given entity's transform.
float GetMax2dTransformScale(AZ::EntityId entityId)
{
AZ::Matrix4x4 elementTransform = AZ::Matrix4x4::CreateIdentity();
EBUS_EVENT_ID(entityId, UiTransformBus, GetTransformToCanvasSpace, elementTransform);
const AZ::Vector3 elementScale = elementTransform.RetrieveScale();
return AZ::GetMax<float>(elementScale.GetX(), elementScale.GetY());
}
//! Returns the size of the given font after scale-to-device and entity transform scales have been applied.
int CalcRequestFontSize(float fontSize, AZ::EntityId entityId)
{
const float max2dTransformScale = GetMax2dTransformScale(entityId);
return static_cast<int>(fontSize * max2dTransformScale);
}
//! Clips an inline image markup quad and UVs to the defined region
//!
//! \param imageQuad Array of 4 vertices defining the image quad
//! \param uvs Array of 4 UV coordinates for the textured quad
//! \param points Region to clip quad and UVs to
//! \param drawBatch The DrawBatch containing the inline image
//! \param imageStartPos Upper-left coordinate of unclipped image
//! \param imageEndPos Bottom-right coordinate of unclipped image
void ClipImageQuadAndUvs(
AZ::Vector3* imageQuad,
AZ::Vector2* uvs,
const UiTransformInterface::RectPoints& points,
const UiTextComponent::DrawBatch& drawBatch,
const AZ::Vector2& imageStartPos,
const AZ::Vector2& imageEndPos)
{
const bool imageLeftOfElement = imageStartPos.GetX() < points.TopLeft().GetX();
const bool imageRightOfElement = imageEndPos.GetX() > points.TopRight().GetX();
const bool imageTopOfElement = imageStartPos.GetY() < points.TopLeft().GetY();
const bool imageBottomOfElement = imageEndPos.GetY() > points.BottomLeft().GetY();
if (imageLeftOfElement)
{
imageQuad[0].SetX(AZStd::GetMin<float>(points.TopLeft().GetX(), imageEndPos.GetX()));
imageQuad[3].SetX(imageQuad[0].GetX());
const float diff = points.TopLeft().GetX() - imageStartPos.GetX();
const float uvScale = diff / drawBatch.image->m_size.GetX();
uvs[0].SetX(uvScale);
uvs[3].SetX(uvScale);
}
if (imageRightOfElement)
{
imageQuad[1].SetX(AZStd::GetMax<float>(points.TopRight().GetX(), imageStartPos.GetX()));
imageQuad[2].SetX(imageQuad[1].GetX());
const float diff = imageEndPos.GetX() - points.TopRight().GetX();
const float uvScale = diff / drawBatch.image->m_size.GetX();
uvs[1].SetX(1.0f - uvScale);
uvs[2].SetX(1.0f - uvScale);
}
if (imageTopOfElement)
{
imageQuad[0].SetY(AZStd::GetMin<float>(points.TopLeft().GetY(), imageEndPos.GetY()));
imageQuad[1].SetY(imageQuad[0].GetY());
const float diff = points.TopLeft().GetY() - imageStartPos.GetY();
const float uvScale = diff / drawBatch.image->m_size.GetY();
uvs[0].SetY(uvScale);
uvs[1].SetY(uvScale);
}
if (imageBottomOfElement)
{
imageQuad[2].SetY(AZStd::GetMax<float>(points.BottomLeft().GetY(), imageStartPos.GetY()));
imageQuad[3].SetY(imageQuad[2].GetY());
const float diff = imageEndPos.GetY() - points.BottomLeft().GetY();
const float uvScale = diff / drawBatch.image->m_size.GetY();
uvs[2].SetY(1.0f - uvScale);
uvs[3].SetY(1.0f - uvScale);
}
}
//! Returns the maximum number of non-overflowing lines the given element can display.
//!
//! Note that this assumes the lines have been word-wrapped and don't overflow horizontally.
int GetNumNonOverflowingLinesForElement(
const UiTextComponent::DrawBatchLineContainer& batchLines,
const AZ::Vector2& currentElementSize,
float lineSpacing)
{
int maxLinesElementCanHold = 0;
float nonOverflowingLineHeight = 0.0f;
for (const auto& batchLine : batchLines)
{
float lineHeight = batchLine.lineSize.GetY();
// Only consider line spacing when there are multiple lines (this
// also handles the case when there is only one line).
if (maxLinesElementCanHold >= 1)
{
lineHeight += lineSpacing;
}
// Add up the lines that fit vertically within the element
if (nonOverflowingLineHeight + lineHeight < currentElementSize.GetY())
{
maxLinesElementCanHold++;
nonOverflowingLineHeight += lineHeight;
}
else
{
break;
}
}
// It's possible the element can't accommodate a single line of text (too small for text),
// so in this case we just say the element can accommodate one line anyways to avoid
// div by zero checks etc.
maxLinesElementCanHold = AZStd::GetMax<int>(maxLinesElementCanHold, 1);
return maxLinesElementCanHold;
}
//! Converts the vertex format used by FFont to the format being used by the dynamic draw context in LyShine.
//!
//! Note that the formats are currently identical, but this may change with the removal of more legacy code
void FontVertexToUiVertex(const SVF_P2F_C4B_T2F_F4B* fontVertices, LyShine::UiPrimitiveVertex* uiVertices, int numVertices)
{
for (int i = 0; i < numVertices; ++i)
{
uiVertices[i].xy = fontVertices[i].xy;
uiVertices[i].color.dcolor = fontVertices[i].color.dcolor;
uiVertices[i].st = fontVertices[i].st;
uiVertices[i].texIndex = fontVertices[i].texIndex;
uiVertices[i].texHasColorChannel = fontVertices[i].texHasColorChannel;
uiVertices[i].texIndex2 = fontVertices[i].texIndex2;
uiVertices[i].pad = fontVertices[i].pad;
}
}
} // anonymous namespace
////////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::InlineImage::InlineImage(const AZStd::string& texturePathname,
float height,
float scale,
VAlign vAlign,
float yOffset,
float leftPadding,
float rightPadding)
{
m_filepath = texturePathname;
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::NormalizePath, m_filepath);
m_texture.reset();
m_size = AZ::Vector2(0.0f, 0.0f);
m_vAlign = vAlign;
m_yOffset = yOffset;
m_leftPadding = leftPadding;
m_rightPadding = rightPadding;
m_atlas = nullptr;
TextureAtlasNamespace::TextureAtlasRequestBus::BroadcastResult(m_atlas, &TextureAtlasNamespace::TextureAtlasRequests::FindAtlasContainingImage, m_filepath);
if (m_atlas)
{
m_texture = m_atlas->GetTexture();
m_coordinates = m_atlas->GetAtlasCoordinates(m_filepath);
m_size = AZ::Vector2(static_cast<float>(m_coordinates.GetWidth()), static_cast<float>(m_coordinates.GetHeight()));
}
else
{
// Load the texture
m_texture = Draw2dHelper::LoadTexture(m_filepath);
if (m_texture)
{
AZ::RHI::Size size = m_texture->GetDescriptor().m_size;
m_size = AZ::Vector2(static_cast<float>(size.m_width), static_cast<float>(size.m_height));
}
}
// Adjust size to the specified height while keeping the aspect ratio
float aspectRatio = m_size.GetY() != 0.0f ? m_size.GetX() / m_size.GetY() : 1.0f;
m_size.SetY(height);
m_size.SetX(m_size.GetY() * aspectRatio);
// Apply specified scale
m_size *= scale;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::InlineImage::~InlineImage()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::InlineImage::OnAtlasLoaded(const TextureAtlasNamespace::TextureAtlas* atlas)
{
if (!m_atlas)
{
m_coordinates = atlas->GetAtlasCoordinates(m_filepath);
if (m_coordinates.GetWidth() > 0)
{
m_atlas = atlas;
m_texture = m_atlas->GetTexture();
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::InlineImage::OnAtlasUnloaded(const TextureAtlasNamespace::TextureAtlas* atlas)
{
if (m_atlas == atlas)
{
TextureAtlasNamespace::TextureAtlasRequestBus::BroadcastResult(m_atlas, &TextureAtlasNamespace::TextureAtlasRequests::FindAtlasContainingImage, m_filepath);
if (m_atlas)
{
m_texture = m_atlas->GetTexture();
m_coordinates = m_atlas->GetAtlasCoordinates(m_filepath);
}
else
{
// Load the texture
m_texture = Draw2dHelper::LoadTexture(m_filepath);
}
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::DrawBatch::DrawBatch()
: color(TextMarkup::ColorInvalid)
, font(nullptr)
, image(nullptr)
, size(0.0f, 0.0f)
, yOffset(0.0f)
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::DrawBatch::Type UiTextComponent::DrawBatch::GetType() const
{
if (image)
{
return UiTextComponent::DrawBatch::Type::Image;
}
return UiTextComponent::DrawBatch::Type::Text;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::DrawBatch::CalculateSize(const STextDrawContext& ctx, bool excludeTrailingSpace)
{
if (GetType() == UiTextComponent::DrawBatch::Type::Text)
{
AZStd::string displayString(text);
// For now, we only use batch text size for rendering purposes,
// so we don't account for trailing spaces to avoid alignment
// and formatting issues. In the future, we may need to
// calculate batch size by use case (rendering, "true" size,
// etc.). rather than assume one-size-fits-all.
// Trim right
if (excludeTrailingSpace)
{
if (displayString.length() > 0)
{
AZStd::string::size_type endpos = displayString.find_last_not_of(" \t\n\v\f\r");
if ((endpos != AZStd::string::npos) && (endpos != displayString.length() - 1))
{
displayString.erase(endpos + 1);
}
}
}
Vec2 textSize = font->GetTextSize(displayString.c_str(), true, ctx);
size = AZ::Vector2(textSize.x, textSize.y);
}
else if (GetType() == UiTextComponent::DrawBatch::Type::Image)
{
size = image->m_size;
size.SetX(size.GetX() + image->m_leftPadding + image->m_rightPadding);
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
size = AZ::Vector2(0.0f, 0.0f);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::DrawBatch::CalculateYOffset(float fontSize, float baseline)
{
if (GetType() == UiTextComponent::DrawBatch::Type::Text)
{
yOffset = 0.0f;
}
else if (GetType() == UiTextComponent::DrawBatch::Type::Image)
{
float imageHeight = size.GetY();
switch (image->m_vAlign)
{
case InlineImage::VAlign::Baseline:
{
yOffset = (baseline - imageHeight);
}
break;
case InlineImage::VAlign::Top:
{
yOffset = 0.0f;
}
break;
case InlineImage::VAlign::Center:
{
yOffset = (fontSize - imageHeight) / 2.0f;
}
break;
case InlineImage::VAlign::Bottom:
{
yOffset = fontSize - imageHeight;
}
break;
}
yOffset += image->m_yOffset;
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
yOffset = 0.0f;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::DrawBatch::GetNumChars() const
{
if (GetType() == UiTextComponent::DrawBatch::Type::Text)
{
return LyShine::GetUtf8StringLength(text);
}
else if (GetType() == UiTextComponent::DrawBatch::Type::Image)
{
return 1;
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
return 0;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::DrawBatch::GetOverflowInfo(const STextDrawContext& ctx,
float availableWidth, bool skipFirstChar, OverflowInfo& overflowInfoOut)
{
overflowInfoOut.overflowIndex = -1;
overflowInfoOut.overflowCharIsSpace = false;
overflowInfoOut.widthUntilOverflowOrTotalWidth = -1.0f;
overflowInfoOut.overflowCharWidth = -1.0f;
overflowInfoOut.lastSpaceIndex = -1;
overflowInfoOut.isSpaceAtEnd = false;
if (GetType() == UiTextComponent::DrawBatch::Type::Text)
{
int batchCurChar = 0;
float width = 0.0f;
float maxEffectOffsetX = font->GetMaxEffectOffset(ctx.m_fxIdx).x;
Utf8::Unchecked::octet_iterator pChar(text.data());
uint32_t prevCh = 0;
while (uint32_t ch = *pChar)
{
size_t maxSize = 5;
char codepoint[5] = { 0 };
char* codepointPtr = codepoint;
Utf8::Unchecked::octet_iterator<AZStd::string::iterator>::to_utf8_sequence(ch, codepointPtr, maxSize);
float curCharWidth = font->GetTextSize(codepoint, true, ctx).x;
if (prevCh)
{
curCharWidth -= maxEffectOffsetX;
}
if (prevCh && ctx.m_kerningEnabled)
{
curCharWidth += font->GetKerning(prevCh, ch, ctx).x;
}
if (prevCh)
{
curCharWidth += ctx.m_tracking;
}
prevCh = ch;
const bool lineWidthExceeded = (width + curCharWidth) > availableWidth;
if (lineWidthExceeded)
{
if (!skipFirstChar || batchCurChar != 0)
{
overflowInfoOut.overflowIndex = batchCurChar;
overflowInfoOut.overflowCharIsSpace = (ch == ' ');
overflowInfoOut.widthUntilOverflowOrTotalWidth = width;
overflowInfoOut.overflowCharWidth = curCharWidth;
return true;
}
}
// keep track of spaces
// they are good for splitting the string
if (ch == ' ')
{
overflowInfoOut.lastSpaceIndex = batchCurChar;
}
width += curCharWidth;
batchCurChar += 1;
++pChar;
if (ch == ' ' && !*pChar)
{
overflowInfoOut.isSpaceAtEnd = true;
}
}
overflowInfoOut.widthUntilOverflowOrTotalWidth = width;
return false;
}
else if (GetType() == UiTextComponent::DrawBatch::Type::Image)
{
float totalImageSize = image->m_size.GetX() + image->m_leftPadding + image->m_rightPadding;
if (!skipFirstChar && totalImageSize > availableWidth)
{
overflowInfoOut.overflowIndex = 0;
overflowInfoOut.overflowCharIsSpace = false;
overflowInfoOut.widthUntilOverflowOrTotalWidth = 0.0f;
overflowInfoOut.overflowCharWidth = totalImageSize;
return true;
}
else
{
overflowInfoOut.widthUntilOverflowOrTotalWidth = totalImageSize;
return false;
}
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
return false;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::DrawBatch::Split(int atCharIndex, DrawBatch& newDrawBatchOut)
{
newDrawBatchOut = *this;
if (GetType() == UiTextComponent::DrawBatch::Type::Text)
{
AZ_Assert(atCharIndex >= 0 && atCharIndex < LyShine::GetUtf8StringLength(text), "Text index out of range. Can't split batch");
// Set text for new batch
int numBytesToSplit = LyShine::GetByteLengthOfUtf8Chars(text.c_str(), atCharIndex);
newDrawBatchOut.text = text.substr(numBytesToSplit);
// Update this batch's text
text = atCharIndex > 0 ? text.substr(0, numBytesToSplit) : "";
}
else if (GetType() == UiTextComponent::DrawBatch::Type::Image)
{
AZ_Assert(atCharIndex == 0, "Image index out of range. Can't split batch");
// Update this batch's image
image = nullptr;
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::DrawBatchLine::DrawBatchLine()
: lineSize(0.0f, 0.0f)
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::DrawBatchLine::CheckAndSplitLine(const STextDrawContext& ctx,
float maxWidth,
DrawBatchLine& newDrawBatchLineOut)
{
bool lineSplit = false;
// Allow a space at the end of the line to overflow. This is to remain consistent with the non-image
// line split implementation. If the space at the end of the line was simply removed, the character
// indexes wouldn't match the localized text character indexes, and would cause issues with cursor positioning
const bool allowSpaceToOverflow = true;
// Keep track of available width left
float availableWidth = maxWidth;
// Keep track of the last good place to split the line, such as a space
UiTextComponent::DrawBatchContainer::iterator lastBatchWithSpaceIterator = drawBatchList.end();
int lastSpaceIndexInBatch = -1;
int isLastSpaceAtEndOfBatch = false;
int numCharsSinceLastSpace = -1;
// Iterate over the line's draw batches and split the line if they run over the allowed width
UiTextComponent::DrawBatchContainer::iterator drawBatchIterator = drawBatchList.begin();
while (drawBatchIterator != drawBatchList.end())
{
int numCharsInBatch = drawBatchIterator->GetNumChars();
// Can't split the first char of the first batch in the line even if it is wider than the available width
bool skipFirstChar = (drawBatchIterator == drawBatchList.begin());
// Check whether current batch is overflowing and get overflow info
UiTextComponent::DrawBatch::OverflowInfo overflowInfoOut;
bool overflowing = drawBatchIterator->GetOverflowInfo(ctx, availableWidth, skipFirstChar, overflowInfoOut);
// Check if this batch has a space and remember for later
if (overflowInfoOut.lastSpaceIndex >= 0)
{
// Remember the space unless it's the first character in the line (we don't want to end up with a line consisting of just one space)
if (overflowInfoOut.lastSpaceIndex > 0 || drawBatchIterator != drawBatchList.begin())
{
lastBatchWithSpaceIterator = drawBatchIterator;
lastSpaceIndexInBatch = overflowInfoOut.lastSpaceIndex;
isLastSpaceAtEndOfBatch = overflowInfoOut.isSpaceAtEnd;
numCharsSinceLastSpace = (overflowing ? overflowInfoOut.overflowIndex : numCharsInBatch - 1) - lastSpaceIndexInBatch;
}
}
else
{
if (lastBatchWithSpaceIterator != drawBatchList.end())
{
numCharsSinceLastSpace += (overflowing ? overflowInfoOut.overflowIndex : numCharsInBatch);
}
}
const int maxCharsSinceLastSpace = 16;
if (numCharsSinceLastSpace > maxCharsSinceLastSpace)
{
// Space is now too far away
lastBatchWithSpaceIterator = drawBatchList.end();
lastSpaceIndexInBatch = -1;
isLastSpaceAtEndOfBatch = false;
numCharsSinceLastSpace = -1;
}
if (overflowing)
{
// Find a batch to split
UiTextComponent::DrawBatchContainer::iterator splitBatchIterator = drawBatchList.end();
int splitBatchAtIndex = -1;
// First check whether the overflow character is a space that we should allow to overflow
if (allowSpaceToOverflow && overflowInfoOut.overflowCharIsSpace)
{
// Allow this space to overflow
// Check if the space is the last character in the batch
if (overflowInfoOut.overflowIndex == numCharsInBatch - 1)
{
// Just move on to the next batch
availableWidth -= overflowInfoOut.widthUntilOverflowOrTotalWidth + overflowInfoOut.overflowCharWidth;
}
else
{
// Split one character after the space
splitBatchIterator = drawBatchIterator;
splitBatchAtIndex = overflowInfoOut.overflowIndex + 1;
}
}
// Next check if there's a batch that contains a space for splitting
else if (lastBatchWithSpaceIterator != drawBatchList.end())
{
// Split the last batch that has a space
if (isLastSpaceAtEndOfBatch && lastBatchWithSpaceIterator != drawBatchIterator)
{
// The space is at the end of the batch but there is a batch after it so move the next batch to a new line
splitBatchIterator = lastBatchWithSpaceIterator;
++splitBatchIterator;
splitBatchAtIndex = 0;
}
else
{
// Split the batch that has the space
// We know there's another character after the space because either overflow occurred in the last batch
// or the space wasn't the last character in a previous batch
splitBatchIterator = lastBatchWithSpaceIterator;
splitBatchAtIndex = lastSpaceIndexInBatch + 1;
}
}
else
{
// Must split the current batch
splitBatchIterator = drawBatchIterator;
splitBatchAtIndex = overflowInfoOut.overflowIndex;
}
if (splitBatchIterator != drawBatchList.end())
{
UiTextComponent::DrawBatch newDrawBatchOut;
// Create a new line
newDrawBatchLineOut.drawBatchList.clear();
if (splitBatchAtIndex > 0)
{
// Split the batch
splitBatchIterator->Split(splitBatchAtIndex, newDrawBatchOut);
// Add the new draw batch to the new batch line
newDrawBatchLineOut.drawBatchList.push_back(newDrawBatchOut);
// Keep the current batch in its own line
++splitBatchIterator;
}
// Add the remaining draw batches to the new batch line
if (splitBatchIterator != drawBatchList.end())
{
newDrawBatchLineOut.drawBatchList.splice(newDrawBatchLineOut.drawBatchList.end(), drawBatchList, splitBatchIterator, drawBatchList.end());
}
lineSplit = true;
break;
}
}
else
{
availableWidth -= overflowInfoOut.widthUntilOverflowOrTotalWidth; // subtract total width
}
++drawBatchIterator;
}
return lineSplit;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::DrawBatchLines::~DrawBatchLines()
{
Clear();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::DrawBatchLines::Clear()
{
batchLines.clear();
fontFamilyRefs.clear();
for (auto image : inlineImages)
{
delete image;
}
inlineImages.clear();
height = 0.0f;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::UiTextComponent()
: m_text("My string")
, m_color(1.0f, 1.0f, 1.0f, 1.0f)
, m_alpha(1.0f)
, m_fontSize(32)
, m_requestFontSize(static_cast<int>(m_fontSize))
, m_textHAlignment(IDraw2d::HAlign::Center)
, m_textVAlignment(IDraw2d::VAlign::Center)
, m_charSpacing(0.0f)
, m_lineSpacing(0.0f)
, m_currFontSize(m_fontSize)
, m_currCharSpacing(m_charSpacing)
, m_font(nullptr)
, m_fontFamily(nullptr)
, m_fontEffectIndex(0)
, m_displayedTextFunction(DefaultDisplayedTextFunction)
, m_overrideColor(m_color)
, m_overrideAlpha(m_alpha)
, m_overrideFontFamily(nullptr)
, m_overrideFontEffectIndex(m_fontEffectIndex)
, m_isColorOverridden(false)
, m_isAlphaOverridden(false)
, m_isFontFamilyOverridden(false)
, m_isFontEffectOverridden(false)
, m_textSelectionColor(0.0f, 0.0f, 0.0f, 1.0f)
, m_selectionStart(-1)
, m_selectionEnd(-1)
, m_cursorLineNumHint(-1)
, m_overflowMode(OverflowMode::OverflowText)
, m_wrapTextSetting(WrapTextSetting::NoWrap)
, m_clipOffset(0.0f)
, m_clipOffsetMultiplier(1.0f)
, m_isMarkupEnabled(false)
{
static const AZStd::string DefaultUi("default-ui");
m_fontFilename.SetAssetPath(DefaultUi.c_str());
if (gEnv && gEnv->pCryFont) // these will be null in RC.exe
{
m_fontFamily = gEnv->pCryFont->GetFontFamily(DefaultUi.c_str());
if (!m_fontFamily)
{
m_fontFamily = gEnv->pCryFont->LoadFontFamily(DefaultUi.c_str());
}
}
if (m_fontFamily)
{
m_font = m_fontFamily->normal;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::~UiTextComponent()
{
FreeRenderCacheMemory();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::ResetOverrides()
{
bool fontChanged = false;
bool colorChanged = false;
bool alphaChanged = false;
if (m_overrideColor != m_color)
{
m_overrideColor = m_color;
colorChanged = true;
}
if (m_overrideAlpha != m_alpha)
{
m_overrideAlpha = m_alpha;
alphaChanged = true;
}
if (m_overrideFontFamily != m_fontFamily)
{
m_overrideFontFamily = m_fontFamily;
fontChanged = true;
}
if (m_overrideFontEffectIndex != m_fontEffectIndex)
{
m_overrideFontEffectIndex = m_fontEffectIndex;
fontChanged = true;
}
m_isColorOverridden = false;
m_isAlphaOverridden = false;
m_isFontFamilyOverridden = false;
m_isFontEffectOverridden = false;
if (fontChanged)
{
MarkDrawBatchLinesDirty(true);
}
else if (colorChanged)
{
MarkRenderCacheDirty();
}
else if (alphaChanged)
{
if (m_drawBatchLines.m_fontEffectHasTransparency)
{
MarkRenderCacheDirty();
}
else
{
// alpha changed but there is no transparency in font effect so we need RenderGraph to be rebuilt but not render cache
MarkRenderGraphDirty();
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetOverrideColor(const AZ::Color& color)
{
m_overrideColor.Set(color.GetAsVector3());
m_isColorOverridden = true;
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetOverrideAlpha(float alpha)
{
float oldOverrideAlpha = m_overrideAlpha;
m_overrideAlpha = alpha;
m_isAlphaOverridden = true;
if (m_overrideAlpha != oldOverrideAlpha)
{
if (m_drawBatchLines.m_fontEffectHasTransparency)
{
MarkRenderCacheDirty();
}
else
{
// alpha changed but there is no transparency in font effect so we need RenderGraph to be rebuilt but not render cache
MarkRenderGraphDirty();
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetOverrideFont(FontFamilyPtr fontFamily)
{
m_overrideFontFamily = fontFamily;
m_isFontFamilyOverridden = true;
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetOverrideFontEffect(unsigned int fontEffectIndex)
{
m_overrideFontEffectIndex = fontEffectIndex;
m_isFontEffectOverridden = true;
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::Render(LyShine::IRenderGraph* renderGraph)
{
// get fade value (tracked by UiRenderer) and compute alpha for text
float fade = renderGraph->GetAlphaFade();
float finalAlpha = fade * m_overrideAlpha;
uint8 finalAlphaByte = static_cast<uint8>(finalAlpha * 255.0f);
// if we have any cached text batches that have transparency in their font effects then we need to
// regenerate the render cache if alpha has changed. This is fairly unusual so it still
// makes sense to not mark the render cache dirty on most fades or alpha changes.
if (m_drawBatchLines.m_fontEffectHasTransparency)
{
if (!m_renderCache.m_batches.empty() && m_renderCache.m_batches[0]->m_color.a != finalAlphaByte)
{
MarkRenderCacheDirty();
}
}
// If the cache is out of date then regenerate it
if (m_renderCache.m_isDirty)
{
RenderToCache(finalAlpha);
m_renderCache.m_isDirty = false;
}
else
{
// Check font texture version for each cached batch and update batch if out of date.
// This will happen if the quads for a text string are generated and a required glyph is not in the texture.
// The font texture is then updated. This means that any existing cached quads could be invalid since one
// or more glyphs they are using could have been removed from the font texture.
// The CanvasManager listens for the OnFontTextureUpdated event and will cause all
// render graphs to be rebuilt when any font texture has changed.
UpdateTextRenderBatchesForFontTextureChange();
}
if (finalAlphaByte == 0)
{
// do not render anything if alpha is zero (alpha cannot be overridden by markup)
// NOTE: this test needs to be done after regenerating the cache. Otherwise m_renderCache.m_isDirty
// can stay true, which means that the rendergraph doesn't get marked dirty on changes to this
// component.
return;
}
// these settings are the same for background rect, inline images and text
bool isTextureSRGB = false;
bool isTexturePremultipliedAlpha = false;
LyShine::BlendMode blendMode = LyShine::BlendMode::Normal;
// if there is a background rect (not typical - used for text selection) then draw it
// this is not optimized by caching since it is typically only visible on one text component at a time
if (m_selectionStart != -1)
{
UiTransformInterface::RectPointsArray rectPoints;
GetTextBoundingBoxPrivate(GetDrawBatchLines(), m_selectionStart, m_selectionEnd, rectPoints);
auto systemImage = AZ::RPI::ImageSystemInterface::Get()->GetSystemImage(AZ::RPI::SystemImage::White);
bool isClampTextureMode = true;
uint32 packedColor = (m_textSelectionColor.GetA8() << 24) | (m_textSelectionColor.GetR8() << 16) | (m_textSelectionColor.GetG8() << 8) | m_textSelectionColor.GetB8();
for (UiTransformInterface::RectPoints& rect : rectPoints)
{
LyShine::UiPrimitive* primitive = renderGraph->GetDynamicQuadPrimitive(rect.pt, packedColor);
primitive->m_next = nullptr;
renderGraph->AddPrimitive(primitive, systemImage, isClampTextureMode, isTextureSRGB, isTexturePremultipliedAlpha, blendMode);
}
}
// Render the image batches
if (!m_renderCache.m_imageBatches.empty())
{
for (auto batch : m_renderCache.m_imageBatches)
{
AZ::Data::Instance<AZ::RPI::Image> texture = batch->m_texture;
// If the fade value has changed we need to update the alpha values in the vertex colors but we do
// not want to touch or recompute the RGB values
if (batch->m_cachedPrimitive.m_vertices[0].color.a != finalAlphaByte)
{
for (int i = 0; i < 4; ++i)
{
batch->m_cachedPrimitive.m_vertices[i].color.a = finalAlphaByte;
}
}
bool isClampTextureMode = true;
renderGraph->AddPrimitive(&batch->m_cachedPrimitive, texture,
isClampTextureMode, isTextureSRGB, isTexturePremultipliedAlpha, blendMode);
}
}
// Render the text batches
STextDrawContext fontContext(m_renderCache.m_fontContext);
for (RenderCacheBatch* batch : m_renderCache.m_batches)
{
AZ::FFont* font = static_cast<AZ::FFont*>(batch->m_font); // LYSHINE_ATOM_TODO - move IFont.h out of CryCommon/engine code
AZ::Data::Instance<AZ::RPI::Image> fontImage = font->GetFontImage();
if (fontImage)
{
// update alpha values in the verts if alpha has changed (due to fader or SetAlpha).
// We never do this if any font effect used has transparency since in that case
// not all of the verts will have the same alpha. We handle that case above
// by regenerating the render cache in that case.
if (!m_drawBatchLines.m_fontEffectHasTransparency && batch->m_color.a != finalAlphaByte)
{
for (int i=0; i < batch->m_cachedPrimitive.m_numVertices; ++i)
{
batch->m_cachedPrimitive.m_vertices[i].color.a = finalAlphaByte;
}
batch->m_color.a = finalAlphaByte;
}
// We always use wrap mode for text (isClamp false). This is historically what was done
// in CryFont and without it characters that are on the left of the font texture look bad
// because there is no padding on the left of the glyphs.
bool isClampTextureMode = false;
renderGraph->AddPrimitive(&batch->m_cachedPrimitive, fontImage,
isClampTextureMode, isTextureSRGB, isTexturePremultipliedAlpha, blendMode);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZStd::string UiTextComponent::GetText()
{
return m_text;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetText(const AZStd::string& text)
{
if (m_text != text)
{
m_text = text;
// This method is used by text input so it has historically always avoided localization
m_locText = m_text;
// the text changed so if markup is enabled the XML parsing should report warnings on next parse
if (m_isMarkupEnabled)
{
m_textNeedsXmlValidation = true;
}
MarkDrawBatchLinesDirty(true);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZStd::string UiTextComponent::GetTextWithFlags(GetTextFlags flags)
{
if (flags == UiTextInterface::GetLocalized)
{
return m_locText;
}
else
{
return m_text;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetTextWithFlags(const AZStd::string& text, SetTextFlags flags)
{
bool changed = false;
if (m_text != text)
{
m_text = text;
changed = true;
}
AZStd::string locText;
if ((flags & UiTextInterface::SetLocalized) == UiTextInterface::SetLocalized)
{
locText = GetLocalizedText(m_text);
}
else
{
locText = m_text;
}
// a previous call could have had a different value for UiTextInterface::SetLocalized flag but same text
if (changed || m_locText != locText)
{
m_locText = locText;
changed = true;
}
// supported for backward compatibility, now we have the isMarkupEnabled flag the caller could just set that to false
if ((flags& UiTextInterface::SetEscapeMarkup) == UiTextInterface::SetEscapeMarkup)
{
if (m_isMarkupEnabled)
{
m_isMarkupEnabled = false;
changed = true;
}
}
if (changed)
{
// The text changed so draw batches will need recalculation
MarkDrawBatchLinesDirty(true);
// the text changed so if markup is enabled the XML parsing should report warnings on next parse
if (m_isMarkupEnabled)
{
m_textNeedsXmlValidation = true;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Color UiTextComponent::GetColor()
{
return AZ::Color::CreateFromVector3AndFloat(m_color.GetAsVector3(), m_alpha);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetColor(const AZ::Color& color)
{
m_color.Set(color.GetAsVector3());
m_alpha = color.GetA();
AZ::Color oldOverrideColor = m_overrideColor;
float oldOverrideAlpha = m_overrideAlpha;
if (!m_isColorOverridden)
{
m_overrideColor = m_color;
}
if (!m_isAlphaOverridden)
{
m_overrideAlpha = m_alpha;
}
// Usually, only a color change requires regenerating render cache.
// The exception is if we have font effects with separate alpha in which case the
// m_fontEffectHasTransparency flag is set.
if (m_overrideColor != oldOverrideColor)
{
MarkRenderCacheDirty();
}
else if (m_overrideAlpha != oldOverrideAlpha)
{
if (m_drawBatchLines.m_fontEffectHasTransparency)
{
MarkRenderCacheDirty();
}
else
{
// alpha changed so we need RenderGraph to be rebuilt but not render cache
MarkRenderGraphDirty();
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
LyShine::PathnameType UiTextComponent::GetFont()
{
return m_fontFilename.GetAssetPath().c_str();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetFont(const LyShine::PathnameType& fontPath)
{
// the input string could be in any form but must be a game path - not a full path.
// Make it normalized
AZStd::string newPath = fontPath;
EBUS_EVENT(AzFramework::ApplicationRequests::Bus, NormalizePath, newPath);
if (m_fontFilename.GetAssetPath() != newPath)
{
ChangeFont(newPath);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::GetFontEffect()
{
return m_fontEffectIndex;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetFontEffect(int effectIndex)
{
if (m_fontEffectIndex != static_cast<unsigned int>(effectIndex))
{
m_fontEffectIndex = effectIndex;
m_overrideFontEffectIndex = effectIndex;
MarkDrawBatchLinesDirty(true);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZStd::string UiTextComponent::GetFontEffectName(int effectIndex)
{
const char* effectName = m_font->GetEffectName(effectIndex);
return AZStd::string(effectName);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetFontEffectByName(const AZStd::string& effectName)
{
unsigned int effectId = m_font->GetEffectId(effectName.c_str());
SetFontEffect(static_cast<int>(effectId));
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetFontSize()
{
return m_fontSize;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetFontSize(float fontSize)
{
if (m_fontSize != fontSize)
{
m_fontSize = fontSize;
m_isRequestFontSizeDirty = true;
m_currFontSize = m_fontSize;
MarkDrawBatchLinesDirty(true);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetTextAlignment(IDraw2d::HAlign& horizontalAlignment,
IDraw2d::VAlign& verticalAlignment)
{
horizontalAlignment = m_textHAlignment;
verticalAlignment = m_textVAlignment;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetTextAlignment(IDraw2d::HAlign horizontalAlignment,
IDraw2d::VAlign verticalAlignment)
{
m_textHAlignment = horizontalAlignment;
m_textVAlignment = verticalAlignment;
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
IDraw2d::HAlign UiTextComponent::GetHorizontalTextAlignment()
{
return m_textHAlignment;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetHorizontalTextAlignment(IDraw2d::HAlign alignment)
{
m_textHAlignment = alignment;
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
IDraw2d::VAlign UiTextComponent::GetVerticalTextAlignment()
{
return m_textVAlignment;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetVerticalTextAlignment(IDraw2d::VAlign alignment)
{
m_textVAlignment = alignment;
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetCharacterSpacing()
{
return m_charSpacing;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetCharacterSpacing(float characterSpacing)
{
m_charSpacing = characterSpacing;
m_currCharSpacing = characterSpacing;
// Recompute the text since we might have more lines to draw now (for word wrap)
OnTextWidthPropertyChanged();
InvalidateLayout();
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetLineSpacing()
{
return m_lineSpacing;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetLineSpacing(float lineSpacing)
{
m_lineSpacing = lineSpacing;
InvalidateLayout();
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::GetCharIndexFromPoint(AZ::Vector2 point, bool mustBeInBoundingBox)
{
// get the input point into untransformed canvas space
AZ::Vector3 point3(point.GetX(), point.GetY(), 0.0f);
AZ::Matrix4x4 transform;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetTransformFromViewport, transform);
point3 = transform * point3;
AZ::Vector2 pointInCanvasSpace(point3.GetX(), point3.GetY());
return GetCharIndexFromCanvasSpacePoint(pointInCanvasSpace, mustBeInBoundingBox);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::GetCharIndexFromCanvasSpacePoint(AZ::Vector2 point, bool mustBeInBoundingBox)
{
// get the bounding rectangle of the text itself in untransformed canvas space
UiTransformInterface::RectPoints rect;
GetTextRect(rect);
// Since the text rect differs from the clipping rect, we have to adjust
// the user's input by the clipping offset to match the selection with
// the contents on-screen.
point.SetX(point.GetX() + CalculateHorizontalClipOffset());
// first test if the point is in the bounding box
// point is in rect if it is within rect or exactly on edge
bool isInRect = false;
if (point.GetX() >= rect.TopLeft().GetX() &&
point.GetX() <= rect.BottomRight().GetX() &&
point.GetY() >= rect.TopLeft().GetY() &&
point.GetY() <= rect.BottomRight().GetY())
{
isInRect = true;
}
if (mustBeInBoundingBox && !isInRect)
{
return -1;
}
// Get point relative to this element's TopLeft() rect. We use this offset
// to see how far along we've iterated over the rendered string size and
// whether or not the index has been found.
AZ::Vector2 pickOffset = AZ::Vector2(point.GetX() - rect.TopLeft().GetX(),
point.GetY() - rect.TopLeft().GetY());
int requestFontSize = GetRequestFontSize();
const DrawBatchLines& drawBatchLines = GetDrawBatchLines();
STextDrawContext fontContext(GetTextDrawContextPrototype(requestFontSize, drawBatchLines.fontSizeScale));
int indexIter = 0;
float lastSubstrX = 0;
float accumulatedHeight = m_fontSize;
const bool multiLineText = drawBatchLines.batchLines.size() > 1;
uint32_t lineCounter = 0;
// Iterate over each rendered line of text
for (const DrawBatchLine& batchLine : drawBatchLines.batchLines)
{
++lineCounter;
// Iterate to the line containing the point
if (multiLineText && pickOffset.GetY() >= accumulatedHeight)
{
// Increment indexIter by number of characters on this line
for (const DrawBatch& drawBatch : batchLine.drawBatchList)
{
indexIter += LyShine::GetUtf8StringLength(drawBatch.text);
}
accumulatedHeight += m_fontSize;
continue;
}
// In some cases, we may want the cursor to be displayed on the end
// of a preceding line, and in others, we may want the cursor to be
// displaying at the beginning of the following line. We resolve this
// ambiguity by assigning a "hint" to the offsets calculator on where
// to place the cursor.
m_cursorLineNumHint = lineCounter;
// This index allows us to index relative to the current line of text
// we're iterating on.
int curLineIndexIter = 0;
// Iterate across the line
for (const DrawBatch& drawBatch : batchLine.drawBatchList)
{
Utf8::Unchecked::octet_iterator pChar(drawBatch.text.data());
while (uint32_t ch = *pChar)
{
++pChar;
curLineIndexIter += LyShine::GetMultiByteCharSize(ch);
// Iterate across each character of text until the width
// exceeds the X pick offset.
AZStd::string subString(drawBatch.text.substr(0, curLineIndexIter));
Vec2 sizeSoFar = m_font->GetTextSize(subString.c_str(), true, fontContext);
float charWidth = sizeSoFar.x - lastSubstrX;
// pickOffset is a screen-position and the text position changes
// based on its alignment. We add an offset here to account for
// the location of the text on-screen for different alignments.
float alignedOffset = 0.0f;
if (m_textHAlignment == IDraw2d::HAlign::Center)
{
alignedOffset = 0.5f * (rect.GetAxisAlignedSize().GetX() - batchLine.lineSize.GetX());
}
else if (m_textHAlignment == IDraw2d::HAlign::Right)
{
alignedOffset = rect.GetAxisAlignedSize().GetX() - batchLine.lineSize.GetX();
}
if (pickOffset.GetX() <= alignedOffset + lastSubstrX + (charWidth * 0.5f))
{
return indexIter;
}
lastSubstrX = sizeSoFar.x;
++indexIter;
}
}
return indexIter;
}
// We can reach here if the point is just on the boundary of the rect.
// In this case, there are no more lines of text to iterate on, so just
// assume the user is trying to get to the end of the string.
return indexIter;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Vector2 UiTextComponent::GetPointFromCharIndex(int index)
{
// Left and right offsets for determining the position of the beginning
// and end of the selection.
LineOffsets top, middle, bottom;
GetOffsetsFromSelectionInternal(top, middle, bottom, index, index);
UiTransformInterface::RectPoints rect;
GetTextRect(rect);
// LineOffsets values don't take on-screen position with alignment
// into account, so we adjust the offset here.
float alignedOffset = 0.0f;
if (m_textHAlignment == IDraw2d::HAlign::Center)
{
alignedOffset = 0.5f * (rect.GetAxisAlignedSize().GetX() - top.batchLineLength);
}
else if (m_textHAlignment == IDraw2d::HAlign::Right)
{
alignedOffset = rect.GetAxisAlignedSize().GetX() - top.batchLineLength;
}
// Calculate left and right rect positions for start and end selection
rect.TopLeft().SetX(alignedOffset + rect.TopLeft().GetX() + top.left.GetX());
// Finally, add the y-offset to position the cursor on the correct line
// of text.
rect.TopLeft().SetY(rect.TopLeft().GetY() + top.left.GetY());
return rect.TopLeft();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Color UiTextComponent::GetSelectionColor()
{
return m_textSelectionColor;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetSelectionRange(int& startIndex, int& endIndex)
{
startIndex = m_selectionStart;
endIndex = m_selectionEnd;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetSelectionRange(int startIndex, int endIndex, const AZ::Color& textSelectionColor)
{
m_selectionStart = startIndex;
m_selectionEnd = endIndex;
m_textSelectionColor = textSelectionColor;
// The render cache stores positions based on these values so mark it dirty
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::ClearSelectionRange()
{
m_selectionStart = m_selectionEnd = -1;
// The render cache stores positions based on these values so mark it dirty
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Vector2 UiTextComponent::GetTextSize()
{
// First ensure that the text wrapping is in sync with the element's width.
// If the element's transform flag is dirty, then the text wrapping does not reflect the current
// width of the element. Sync it up by checking and handling a change in canvas space size.
// The notification handler will prepare the text again
bool canvasSpaceSizeChanged = false;
EBUS_EVENT_ID_RESULT(canvasSpaceSizeChanged, GetEntityId(), UiTransformBus, HasCanvasSpaceSizeChanged);
if (canvasSpaceSizeChanged)
{
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, NotifyAndResetCanvasSpaceRectChange);
}
return GetTextSizeFromDrawBatchLines(GetDrawBatchLines());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetTextWidth()
{
return GetTextSize().GetX();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetTextHeight()
{
return GetTextSize().GetY();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetTextBoundingBox(int startIndex, int endIndex, UiTransformInterface::RectPointsArray& rectPoints)
{
// compute the bounding box of the specified area of text
GetTextBoundingBoxPrivate(GetDrawBatchLines(), startIndex, endIndex, rectPoints);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetTextBoundingBoxPrivate(const DrawBatchLines& drawBatchLines, int startIndex, int endIndex, UiTransformInterface::RectPointsArray& rectPoints)
{
// Multi-line selection can be broken up into three pairs of offsets
// representing the first (top) and last (bottom) lines, and everything
// in-between (middle).
LineOffsets top, middle, bottom;
GetOffsetsFromSelectionInternal(top, middle, bottom, startIndex, endIndex);
AZStd::stack<LineOffsets*> lineOffsetsStack;
lineOffsetsStack.push(&bottom);
lineOffsetsStack.push(&middle);
lineOffsetsStack.push(&top);
// Build rectPoints array depending on how many lines of text are selected
rectPoints.push_back(UiTransformInterface::RectPoints());
AZ::Vector2 zeroVector = AZ::Vector2::CreateZero();
if (middle.left != zeroVector || middle.right != zeroVector)
{
rectPoints.push_back(UiTransformInterface::RectPoints());
}
if (bottom.left != zeroVector || bottom.right != zeroVector)
{
rectPoints.push_back(UiTransformInterface::RectPoints());
}
// Build RectPoints geometry based on selected lines of text
for (UiTransformInterface::RectPoints& rect : rectPoints)
{
LineOffsets* lineOffsets = lineOffsetsStack.top();
lineOffsetsStack.pop();
AZ::Vector2& leftOffset = lineOffsets->left;
AZ::Vector2& rightOffset = lineOffsets->right;
// GetTextSize() returns the max width and height that this text component
// occupies on-screen.
AZ::Vector2 textSize(GetTextSizeFromDrawBatchLines(drawBatchLines));
// For a multi-line selection, the width of our selection will span the
// entire text element width. Otherwise, we need to adjust the text
// size to only account for the current line width.
const bool multiLineSection = leftOffset.GetY() < rightOffset.GetY();
if (!multiLineSection)
{
textSize.SetX(lineOffsets->batchLineLength);
}
GetTextRect(rect, textSize);
rect.TopLeft().SetX(rect.TopLeft().GetX() + leftOffset.GetX());
rect.BottomLeft().SetX(rect.BottomLeft().GetX() + leftOffset.GetX());
rect.TopRight().SetX(rect.TopLeft().GetX() + rightOffset.GetX());
rect.BottomRight().SetX(rect.BottomLeft().GetX() + rightOffset.GetX());
// Finally, add the y-offset to position the cursor on the correct line
// of text.
rect.TopLeft().SetY(rect.TopLeft().GetY() + leftOffset.GetY());
rect.TopRight().SetY(rect.TopRight().GetY() + leftOffset.GetY());
rightOffset.SetY(rightOffset.GetY() > 0.0f ? rightOffset.GetY() : m_fontSize);
rect.BottomLeft().SetY(rect.TopLeft().GetY() + rightOffset.GetY());
rect.BottomRight().SetY(rect.TopRight().GetY() + rightOffset.GetY());
// Adjust cursor position to account for clipped text
if (ShouldClip())
{
UiTransformInterface::RectPoints elemRect;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, elemRect);
AZ::Vector2 elemSize = elemRect.GetAxisAlignedSize();
const float displayedTextWidth = GetTextSize().GetX();
// When we render clipped text, we offset its draw position in order to
// clip the text properly and keep the visible text within the bounds of
// the element. Here, we account for that offset in order to render the
// cursor position at the correct location.
const bool textOverflowing = displayedTextWidth > elemSize.GetX();
if (textOverflowing)
{
const float rectOffset = CalculateHorizontalClipOffset();
rect.TopLeft().SetX(rect.TopLeft().GetX() - rectOffset);
rect.BottomLeft().SetX(rect.BottomLeft().GetX() - rectOffset);
rect.TopRight().SetX(rect.TopRight().GetX() - rectOffset);
rect.BottomRight().SetX(rect.BottomRight().GetX() - rectOffset);
// For clipped selections we can end up with a rect that is too big
// for the clipped boundaries. Here, we restrict the selection rect
// size to match the boundaries of the element's size.
rect.TopLeft().SetX(AZStd::GetMax<float>(elemRect.TopLeft().GetX(), rect.TopLeft().GetX()));
rect.BottomLeft().SetX(AZStd::GetMax<float>(elemRect.BottomLeft().GetX(), rect.BottomLeft().GetX()));
rect.TopRight().SetX(AZStd::GetMin<float>(elemRect.TopRight().GetX(), rect.TopRight().GetX()));
rect.BottomRight().SetX(AZStd::GetMin<float>(elemRect.BottomRight().GetX(), rect.BottomRight().GetX()));
}
}
// now we have the rect in untransformed canvas space, so transform it to viewport space
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, RotateAndScalePoints, rect);
// if the start and end indices are the same we want to draw a cursor
if (startIndex == endIndex)
{
// we want to make the rect one pixel wide in transformed space.
// Get the transform to viewport for the text entity
AZ::Matrix4x4 transformToViewport;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetTransformToViewport, transformToViewport);
// take a sample vector along X-axis and transform it then normalize it
AZ::Vector3 offset(100.0f, 0.0f, 0.0f);
AZ::Vector3 transformedOffset3 = transformToViewport.Multiply3x3(offset);
transformedOffset3.NormalizeSafe();
AZ::Vector2 transformedOffset(transformedOffset3.GetX(), transformedOffset3.GetY());
// to help with scaled and rotated text round the offset to nearest pixels
transformedOffset = Draw2dHelper::RoundXY(transformedOffset, IDraw2d::Rounding::Nearest);
// before making it exactly one pixel wide, round the left edge to either the nearest pixel or round down
// (nearest looks best for fonts smaller than 32 and down looks best for fonts larger than 32).
// Really a better solution would be to draw a textured quad. In the 32 pt proportional font there is
// usually exactly 2 pixels between characters so by picking one pixel to draw the line on we either make
// it closer to one character or the other. If we had a text cursor texture we could draw a 4 pixel wide
// quad and it would look better. A cursor would also look smoother when rotated than a one pixel line.
// NOTE: The positions of text characters themselves will always be rounded DOWN to a pixel in the
// font rendering
IDraw2d::Rounding round = (m_fontSize < 32) ? IDraw2d::Rounding::Nearest : IDraw2d::Rounding::Down;
rect.TopLeft() = Draw2dHelper::RoundXY(rect.TopLeft(), round);
rect.BottomLeft() = Draw2dHelper::RoundXY(rect.BottomLeft(), round);
// now add the unit vector to the two left hand corners of the transformed rect
// to get the two right hand corners.
// it will now be one pixel wide in transformed space
rect.TopRight() = rect.TopLeft() + AZ::Vector2(transformedOffset);
rect.BottomRight() = rect.BottomLeft() + AZ::Vector2(transformedOffset);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetDisplayedTextFunction(const DisplayedTextFunction& displayedTextFunction)
{
if (displayedTextFunction)
{
m_displayedTextFunction = displayedTextFunction;
}
else
{
// For null function objects, we fall back on our default implementation
m_displayedTextFunction = DefaultDisplayedTextFunction;
}
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextInterface::OverflowMode UiTextComponent::GetOverflowMode()
{
return m_overflowMode;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetOverflowMode(OverflowMode overflowMode)
{
if (m_overflowMode != overflowMode)
{
m_overflowMode = overflowMode;
MarkDrawBatchLinesDirty(false);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextInterface::WrapTextSetting UiTextComponent::GetWrapText()
{
return m_wrapTextSetting;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetWrapText(WrapTextSetting wrapSetting)
{
if (m_wrapTextSetting != wrapSetting)
{
m_wrapTextSetting = wrapSetting;
MarkDrawBatchLinesDirty(false);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextInterface::ShrinkToFit UiTextComponent::GetShrinkToFit()
{
return m_shrinkToFit;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetShrinkToFit(ShrinkToFit shrinkToFit)
{
if (m_shrinkToFit != shrinkToFit)
{
m_shrinkToFit = shrinkToFit;
MarkDrawBatchLinesDirty(false);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::GetIsMarkupEnabled()
{
return m_isMarkupEnabled;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetIsMarkupEnabled(bool isEnabled)
{
if (m_isMarkupEnabled != isEnabled)
{
m_isMarkupEnabled = isEnabled;
OnMarkupEnabledChange();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetMinimumShrinkScale()
{
return m_minShrinkScale;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetMinimumShrinkScale(float minShrinkScale)
{
// Guard against negative shrink scales
m_minShrinkScale = AZ::GetMax<float>(0.0f, minShrinkScale);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetClickableTextRects(UiClickableTextInterface::ClickableTextRects& clickableTextRects)
{
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, points);
AZ::Vector2 pos = CalculateAlignedPositionWithYOffset(points);
const DrawBatchLines& drawBatchLines = GetDrawBatchLines();
float newlinePosYIncrement = 0.0f;
for (auto& drawBatchLine : drawBatchLines.batchLines)
{
float xDrawPosOffset = 0.0f;
AZ::Vector2 alignedPosition;
if (m_textHAlignment == IDraw2d::HAlign::Left && m_textVAlignment == IDraw2d::VAlign::Top)
{
alignedPosition = pos;
}
else
{
alignedPosition = Draw2dHelper::Align(pos, drawBatchLine.lineSize, m_textHAlignment, IDraw2d::VAlign::Top); // y is already aligned
}
alignedPosition.SetY(alignedPosition.GetY() + newlinePosYIncrement);
for (auto& drawBatch : drawBatchLine.drawBatchList)
{
if (drawBatch.GetType() == UiTextComponent::DrawBatch::Type::Text)
{
if (ShouldClip())
{
alignedPosition.SetX(alignedPosition.GetX() - CalculateHorizontalClipOffset());
}
alignedPosition.SetX(alignedPosition.GetX() + xDrawPosOffset);
Vec2 textSize(drawBatch.size.GetX(), drawBatch.size.GetY());
xDrawPosOffset = textSize.x;
if (drawBatch.IsClickable())
{
UiClickableTextInterface::ClickableTextRect clickableRect;
clickableRect.rect.left = alignedPosition.GetX();
clickableRect.rect.right = clickableRect.rect.left + drawBatch.size.GetX();
clickableRect.rect.top = alignedPosition.GetY();
clickableRect.rect.bottom = clickableRect.rect.top + drawBatchLine.lineSize.GetY();
clickableRect.action = drawBatch.action;
clickableRect.data = drawBatch.data;
clickableRect.id = drawBatch.clickableId;
clickableTextRects.push_back(clickableRect);
}
}
else if (drawBatch.GetType() == UiTextComponent::DrawBatch::Type::Image)
{
xDrawPosOffset = drawBatch.size.GetX();
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
}
}
newlinePosYIncrement += drawBatchLine.lineSize.GetY() + m_lineSpacing;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetClickableTextColor(int id, const AZ::Color& color)
{
if (id < 0)
{
return;
}
bool clickableIdFound = false;
for (auto& drawBatchLine : m_drawBatchLines.batchLines)
{
for (auto& drawBatch : drawBatchLine.drawBatchList)
{
if (drawBatch.IsClickable())
{
if (id == drawBatch.clickableId)
{
// Don't return here. We purposely continue iterating in
// case there are subsequent draw batches (especially
// across multiple draw batch lines) with the same ID.
// This will occur with word-wrapped text.
drawBatch.color = color.GetAsVector3();
MarkRenderCacheDirty();
clickableIdFound = true;
}
else if (clickableIdFound)
{
// However, we can end iteration if we found a matching
// ID but we've moved on to non-matching clickable IDs.
// Since IDs are unique to a text component, there are no
// other batches with the same ID.
return;
}
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::PropertyValuesChanged()
{
if (!m_isColorOverridden)
{
m_overrideColor = m_color;
}
if (!m_isAlphaOverridden)
{
m_overrideAlpha = m_alpha;
}
if (!m_isFontFamilyOverridden)
{
m_overrideFontFamily = m_fontFamily;
}
if (!m_isFontEffectOverridden)
{
m_overrideFontEffectIndex = m_fontEffectIndex;
}
// If any of the properties that affect line width changed
if (m_currFontSize != m_fontSize || m_currCharSpacing != m_charSpacing)
{
OnTextWidthPropertyChanged();
m_currFontSize = m_fontSize;
m_currCharSpacing = m_charSpacing;
}
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnCanvasSpaceRectChanged([[maybe_unused]] AZ::EntityId entityId, const UiTransformInterface::Rect& oldRect, const UiTransformInterface::Rect& newRect)
{
// If old rect equals new rect, size changed due to initialization
const bool sizeChanged = (oldRect == newRect) || (!oldRect.GetSize().IsClose(newRect.GetSize(), 0.05f));
if (sizeChanged)
{
// OnCanvasSpaceRectChanged (with a size change) is called on the first canvas update, any calculation of
// the draw batches before the first call to OnCanvasSpaceRectChanged may be using the wrong size so we
// call MarkDrawBatchLinesDirty on the initialization case..
MarkDrawBatchLinesDirty(false);
if (m_wrapTextSetting != UiTextInterface::WrapTextSetting::NoWrap)
{
// Invalidate the element's layout since element width affects text height (ex. text element has a layout fitter that is set to fit height)
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
EBUS_EVENT_ID(canvasEntityId, UiLayoutManagerBus, MarkToRecomputeLayout, GetEntityId());
}
}
// If size did not change, then the position must have changed for this method to be called, so notify listeners that
// the clickable text rects have changed and invalidate the render cache.
EBUS_EVENT_ID(GetEntityId(), UiClickableTextNotificationsBus, OnClickableTextChanged);
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnTransformToViewportChanged()
{
// Request size is correlated with transformation scale, so it must be
// updated when the scale changes.
m_isRequestFontSizeDirty = true;
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetMinWidth()
{
return 0.0f;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetMinHeight()
{
return 0.0f;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetTargetWidth(float maxWidth)
{
// Calculate draw batch lines based on max width. If unlimited, don't wrap text
bool forceNoWrap = !LyShine::IsUiLayoutCellSizeSpecified(maxWidth);
// Trailing space width needs to be included in the total line width so the element width is
// assigned enough space to include the trailing space. Otherwise, when calculating batch lines
// for rendering, a new empty line will be added to account for the newline that gets added
// due to not having enough room for the trailing space
bool excludeTrailingSpaceWidth = false;
DrawBatchLines drawBatchLines;
CalculateDrawBatchLines(drawBatchLines, forceNoWrap, maxWidth, excludeTrailingSpaceWidth);
// Since we don't know about max height, we can't return an exact target width when overflow
// handling is enabled because font scaling can change the max width of the draw batch lines.
// However, the extra width should be minimal
// Calculate the target width based on the draw batch line sizes
float textWidth = 0.0f;
for (const DrawBatchLine& drawBatchLine : drawBatchLines.batchLines)
{
textWidth = AZ::GetMax(drawBatchLine.lineSize.GetX(), textWidth);
}
if (m_wrapTextSetting != UiTextInterface::WrapTextSetting::NoWrap)
{
// In order for the wrapping to remain the same after the resize, the
// text element width would need to match the string width exactly. To accommodate
// for slight variation in size, add a small value to ensure that the string will fit
// inside the text element's bounds. The downside to this is there may be extra space
// at the bottom, but this is unlikely.
const float epsilon = 0.01f;
textWidth += epsilon;
}
return textWidth;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetTargetHeight(float maxHeight)
{
// Since target height is calculated after widths are assigned, it can rely on the element's width
// Check if draw batch lines should be calculated to determine target height, or whether we can
// use the existing draw batch lines. Overflow mode and shrink to fit mode are based on available height,
// so we can't rely on current draw batch lines if max height is specified
const bool haveMaxHeight = LyShine::IsUiLayoutCellSizeSpecified(maxHeight);
const bool ellipsis = m_overflowMode == OverflowMode::Ellipsis;
const bool shrinkToFit = m_shrinkToFit == ShrinkToFit::Uniform;
const bool handleOverflow = haveMaxHeight && (ellipsis || shrinkToFit);
const bool handleNoOverflow = !haveMaxHeight && (m_drawBatchLines.fontSizeScale.GetY() != 1.0f);
bool calculateBatchLines = m_areDrawBatchLinesDirty || handleOverflow || handleNoOverflow;
if (!calculateBatchLines)
{
// Check if the element's size has changed, but we haven't received a callback about it yet to mark
// draw batches dirty (typically done by the Layout Manager after ApplyLayoutWidth and before ApplyLayoutHeight)
bool canvasSpaceSizeChanged = false;
EBUS_EVENT_ID_RESULT(canvasSpaceSizeChanged, GetEntityId(), UiTransformBus, HasCanvasSpaceSizeChanged);
calculateBatchLines = canvasSpaceSizeChanged;
}
AZ::Vector2 textSize;
if (calculateBatchLines)
{
// Calculate the draw batch lines
DrawBatchLines drawBatchLines;
CalculateDrawBatchLines(drawBatchLines);
if (handleOverflow)
{
// Handle overflow to get an accurate height after the font scale has been determined.
// The font scale is calculated with fixed increments and may end up being a little smaller
// than necessary leaving extra height. This step could be eliminated if we can find a more
// optimal font scale, but that could come with a performance cost.
// Extra height may also be considered acceptable since the same side effect occurs with
// fixed height text elements, and there may be extra width as well. However, since we're
// calculating an optimal height here, we try to be as accurate as possible
HandleShrinkToFit(drawBatchLines, maxHeight);
HandleEllipsis(drawBatchLines, maxHeight);
}
textSize = GetTextSizeFromDrawBatchLines(drawBatchLines);
}
else
{
textSize = GetTextSizeFromDrawBatchLines(m_drawBatchLines);
}
float textHeight = textSize.GetY();
if (handleOverflow && m_wrapTextSetting != UiTextInterface::WrapTextSetting::NoWrap)
{
// In order for the overflow handling to remain the same after the text element is resized to this
// new height, the new height must match the height retrieved from GetCanvasSpacePointsNoScaleRotate
// exactly. However, there is a slight variation in the value that is used to set the element height
// and the height retrieved from GetCanvasSpacePointsNoScaleRotate. To accommodate for this, add a
// small value to try and make the overflow handling as close to how it was calculated here as possible
const float epsilon = 0.01f;
textHeight += epsilon;
}
return textHeight;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetExtraWidthRatio()
{
return 1.0f;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::GetExtraHeightRatio()
{
return 1.0f;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnFontsReloaded()
{
// All old font pointers have been deleted and the old font family pointers have been removed from the CryFont list.
// New fonts and font family objects have been created and added to the CryFont list.
// However, the old font family objects are still around because we have a shared pointer to them.
// Clear the font family shared pointers since they should no longer be used (their fonts have been deleted).
// When the last one is cleared, the font family's custom deleter will be called and the object will be deleted.
// This is OK because the custom deleter doesn't do anything if the font family is not in the CryFont's list (which it isn't)
m_font = nullptr;
m_fontFamily = nullptr;
m_overrideFontFamily = nullptr;
m_isFontFamilyOverridden = false;
// the font family may have been deleted and reloaded so make sure we update m_fontFamily
ChangeFont(m_fontFilename.GetAssetPath());
// It's possible that the font failed to load. If it did, try to load and use the default font but leave the
// assigned font path the same
if (!m_fontFamily || !m_font)
{
AZStd::string assignedFontFilepath = m_fontFilename.GetAssetPath();
ChangeFont("");
m_fontFilename.SetAssetPath(assignedFontFilepath.c_str());
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::LanguageChanged()
{
OnTextChange();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnCanvasTextPixelAlignmentChange()
{
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnAtlasLoaded(const TextureAtlasNamespace::TextureAtlas* atlas)
{
bool atlasUsageChanged = false;
for (auto image : m_drawBatchLines.inlineImages)
{
if (image->OnAtlasLoaded(atlas))
{
atlasUsageChanged = true;
}
}
if (atlasUsageChanged)
{
MarkRenderCacheDirty();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnAtlasUnloaded(const TextureAtlasNamespace::TextureAtlas* atlas)
{
bool atlasUsageChanged = false;
for (auto image : m_drawBatchLines.inlineImages)
{
if (image->OnAtlasUnloaded(atlas))
{
atlasUsageChanged = true;
}
}
if (atlasUsageChanged)
{
MarkRenderCacheDirty();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// PUBLIC STATIC MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<UiTextComponent, AZ::Component>()
->Version(9, &VersionConverter)
->Field("Text", &UiTextComponent::m_text)
->Field("MarkupEnabled", &UiTextComponent::m_isMarkupEnabled)
->Field("Color", &UiTextComponent::m_color)
->Field("Alpha", &UiTextComponent::m_alpha)
->Field("FontFileName", &UiTextComponent::m_fontFilename)
->Field("FontSize", &UiTextComponent::m_fontSize)
->Field("EffectIndex", &UiTextComponent::m_fontEffectIndex)
->Field("TextHAlignment", &UiTextComponent::m_textHAlignment)
->Field("TextVAlignment", &UiTextComponent::m_textVAlignment)
->Field("CharacterSpacing", &UiTextComponent::m_charSpacing)
->Field("LineSpacing", &UiTextComponent::m_lineSpacing)
->Field("OverflowMode", &UiTextComponent::m_overflowMode)
->Field("WrapTextSetting", &UiTextComponent::m_wrapTextSetting)
->Field("ShrinkToFit", &UiTextComponent::m_shrinkToFit)
->Field("MinShrinkScale", &UiTextComponent::m_minShrinkScale);
AZ::EditContext* ec = serializeContext->GetEditContext();
if (ec)
{
auto editInfo = ec->Class<UiTextComponent>("Text", "A visual component that draws a text string");
editInfo->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::Category, "UI")
->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/UiText.png")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "Editor/Icons/Components/Viewport/UiText.png")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("UI", 0x27ff46b0))
->Attribute(AZ::Edit::Attributes::AutoExpand, true);
editInfo->DataElement(0, &UiTextComponent::m_text, "Text", "The text string")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnTextChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties);
editInfo->DataElement(AZ::Edit::UIHandlers::CheckBox, &UiTextComponent::m_isMarkupEnabled, "Enable markup", "Enable to support XML markup in the text string")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnMarkupEnabledChange);
editInfo->DataElement(AZ::Edit::UIHandlers::Color, &UiTextComponent::m_color, "Color", "The color to draw the text string")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnColorChange);
editInfo->DataElement(AZ::Edit::UIHandlers::Slider, &UiTextComponent::m_alpha, "Alpha", "The transparency of the text string")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnColorChange)
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->Attribute(AZ::Edit::Attributes::Max, 1.0f);
editInfo->DataElement("SimpleAssetRef", &UiTextComponent::m_fontFilename, "Font path", "The pathname to the font")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnFontPathnameChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties);
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiTextComponent::m_fontEffectIndex, "Font effect", "The font effect (from font file)")
->Attribute("EnumValues", &UiTextComponent::PopulateFontEffectList)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnFontEffectChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties);
editInfo->DataElement(AZ::Edit::UIHandlers::SpinBox, &UiTextComponent::m_fontSize, "Font size", "The size of the font in points")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnFontSizeChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties)
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->Attribute(AZ::Edit::Attributes::Step, 1.0f);
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiTextComponent::m_textHAlignment, "Horizontal text alignment", "How to align the text within the rect")
->EnumAttribute(IDraw2d::HAlign::Left, "Left")
->EnumAttribute(IDraw2d::HAlign::Center, "Center")
->EnumAttribute(IDraw2d::HAlign::Right, "Right")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnAlignmentChange);
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiTextComponent::m_textVAlignment, "Vertical text alignment", "How to align the text within the rect")
->EnumAttribute(IDraw2d::VAlign::Top, "Top")
->EnumAttribute(IDraw2d::VAlign::Center, "Center")
->EnumAttribute(IDraw2d::VAlign::Bottom, "Bottom")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnAlignmentChange);
editInfo->DataElement(0, &UiTextComponent::m_charSpacing, "Character Spacing",
"The spacing in 1/1000th of ems to add between each two consecutive characters.\n"
"One em is equal to the currently specified font size.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnCharSpacingChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties);
editInfo->DataElement(0, &UiTextComponent::m_lineSpacing, "Line Spacing", "The amount of pixels to add between each two consecutive lines.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnLineSpacingChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties);
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiTextComponent::m_overflowMode, "Overflow mode", "How text should fit within the element")
->EnumAttribute(OverflowMode::OverflowText, "Overflow")
->EnumAttribute(OverflowMode::ClipText, "Clip text")
->EnumAttribute(OverflowMode::Ellipsis, "Ellipsis")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnOverflowChange);
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiTextComponent::m_wrapTextSetting, "Wrap text", "Determines whether text is wrapped")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnWrapTextSettingChange)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties)
->EnumAttribute(WrapTextSetting::NoWrap, "No wrap")
->EnumAttribute(WrapTextSetting::Wrap, "Wrap text");
editInfo->DataElement(AZ::Edit::UIHandlers::ComboBox, &UiTextComponent::m_shrinkToFit, "Shrink to Fit", "Shrinks overflowing text to fit element bounds")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnShrinkToFitChange)
->EnumAttribute(ShrinkToFit::None, "None")
->EnumAttribute(ShrinkToFit::Uniform, "Uniform")
->EnumAttribute(ShrinkToFit::WidthOnly, "Width Only");
editInfo->DataElement(AZ::Edit::UIHandlers::SpinBox, &UiTextComponent::m_minShrinkScale, "Minimum Shrink Scale", "Smallest scale that can be applied when 'Shrink to Fit' is specified")
->Attribute(AZ::Edit::Attributes::ChangeNotify, &UiTextComponent::OnMinShrinkScaleChange)
->Attribute(AZ::Edit::Attributes::Min, 0.0f)
->Attribute(AZ::Edit::Attributes::Max, 1.0f);
}
}
AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context);
if (behaviorContext)
{
behaviorContext->EBus<UiTextBus>("UiTextBus")
->Event("GetText", &UiTextBus::Events::GetText)
->Event("SetText", &UiTextBus::Events::SetText)
->Event("GetColor", &UiTextBus::Events::GetColor)
->Event("SetColor", &UiTextBus::Events::SetColor)
->Event("GetFont", &UiTextBus::Events::GetFont)
->Event("SetFont", &UiTextBus::Events::SetFont)
->Event("GetFontEffect", &UiTextBus::Events::GetFontEffect)
->Event("SetFontEffect", &UiTextBus::Events::SetFontEffect)
->Event("GetFontEffectName", &UiTextBus::Events::GetFontEffectName)
->Event("SetFontEffectByName", &UiTextBus::Events::SetFontEffectByName)
->Event("GetFontSize", &UiTextBus::Events::GetFontSize)
->Event("SetFontSize", &UiTextBus::Events::SetFontSize)
->Event("GetHorizontalTextAlignment", &UiTextBus::Events::GetHorizontalTextAlignment)
->Event("SetHorizontalTextAlignment", &UiTextBus::Events::SetHorizontalTextAlignment)
->Event("GetVerticalTextAlignment", &UiTextBus::Events::GetVerticalTextAlignment)
->Event("SetVerticalTextAlignment", &UiTextBus::Events::SetVerticalTextAlignment)
->Event("GetCharacterSpacing", &UiTextBus::Events::GetCharacterSpacing)
->Event("SetCharacterSpacing", &UiTextBus::Events::SetCharacterSpacing)
->Event("GetLineSpacing", &UiTextBus::Events::GetLineSpacing)
->Event("SetLineSpacing", &UiTextBus::Events::SetLineSpacing)
->Event("GetOverflowMode", &UiTextBus::Events::GetOverflowMode)
->Event("SetOverflowMode", &UiTextBus::Events::SetOverflowMode)
->Event("GetWrapText", &UiTextBus::Events::GetWrapText)
->Event("SetWrapText", &UiTextBus::Events::SetWrapText)
->Event("GetShrinkToFit", &UiTextBus::Events::GetShrinkToFit)
->Event("SetShrinkToFit", &UiTextBus::Events::SetShrinkToFit)
->Event("GetIsMarkupEnabled", &UiTextBus::Events::GetIsMarkupEnabled)
->Event("SetIsMarkupEnabled", &UiTextBus::Events::SetIsMarkupEnabled)
->Event("GetTextWidth", &UiTextBus::Events::GetTextWidth)
->Event("GetTextHeight", &UiTextBus::Events::GetTextHeight)
->Event("GetTextSize", &UiTextBus::Events::GetTextSize)
->VirtualProperty("FontSize", "GetFontSize", "SetFontSize")
->VirtualProperty("Color", "GetColor", "SetColor")
->VirtualProperty("CharacterSpacing", "GetCharacterSpacing", "SetCharacterSpacing")
->VirtualProperty("LineSpacing", "GetLineSpacing", "SetLineSpacing");
behaviorContext->Class<UiTextComponent>()->RequestBus("UiTextBus");
behaviorContext->EBus<UiClickableTextBus>("UiClickableTextBus")
->Event("SetClickableTextColor", &UiClickableTextBus::Events::SetClickableTextColor);
behaviorContext
->Enum<(int)UiTextInterface::OverflowMode::OverflowText>("eUiTextOverflowMode_OverflowText")
->Enum<(int)UiTextInterface::OverflowMode::ClipText>("eUiTextOverflowMode_ClipText")
->Enum<(int)UiTextInterface::OverflowMode::Ellipsis>("eUiTextOverflowMode_Ellipsis")
->Enum<(int)UiTextInterface::WrapTextSetting::NoWrap>("eUiTextWrapTextSetting_NoWrap")
->Enum<(int)UiTextInterface::WrapTextSetting::Wrap>("eUiTextWrapTextSetting_Wrap")
->Enum<(int)UiTextInterface::ShrinkToFit::None>("eUiTextShrinkToFit_None")
->Enum<(int)UiTextInterface::ShrinkToFit::Uniform>("eUiTextShrinkToFit_Uniform")
->Enum<(int)UiTextInterface::ShrinkToFit::WidthOnly>("eUiTextShrinkToFit_WidthOnly");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// PROTECTED MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::Init()
{
m_overrideColor = m_color;
m_overrideAlpha = m_alpha;
m_overrideFontFamily = m_fontFamily;
m_overrideFontEffectIndex = m_fontEffectIndex;
m_requestFontSize = static_cast<int>(m_fontSize);
// If this is called from RC.exe for example these pointers will not be set. In that case
// we only need to be able to load, init and save the component. It will never be
// activated.
if (!gEnv || !gEnv->pCryFont || !gEnv->pSystem)
{
return;
}
// if the font is not the one specified by the path (e.g. after loading using serialization)
if (gEnv->pCryFont->GetFontFamily(m_fontFilename.GetAssetPath().c_str()) != m_fontFamily)
{
ChangeFont(m_fontFilename.GetAssetPath());
}
// all saved UiTextComponents are assumed to want to try localization of the text string
m_locText = GetLocalizedText(m_text);
MarkDrawBatchLinesDirty(false);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::Activate()
{
UiVisualBus::Handler::BusConnect(GetEntityId());
UiRenderBus::Handler::BusConnect(GetEntityId());
UiTextBus::Handler::BusConnect(GetEntityId());
UiClickableTextBus::Handler::BusConnect(GetEntityId());
UiAnimateEntityBus::Handler::BusConnect(GetEntityId());
UiTransformChangeNotificationBus::Handler::BusConnect(GetEntityId());
UiLayoutCellDefaultBus::Handler::BusConnect(GetEntityId());
FontNotificationBus::Handler::BusConnect();
LanguageChangeNotificationBus::Handler::BusConnect();
// When we are activated the transform could have changed so we will always need to recompute the
// draw batch lines before they are used. Also, we pass true to invalidate the layout,
// if this is the first time the entity has been activated this has no effect since the canvas
// is not known. But if a Text component has just been added onto an existing entity
// we need to invalidate the layout in case that affects things when there is a parent layout
// component.
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::Deactivate()
{
UiVisualBus::Handler::BusDisconnect();
UiRenderBus::Handler::BusDisconnect();
UiTextBus::Handler::BusDisconnect();
UiClickableTextBus::Handler::BusDisconnect();
UiAnimateEntityBus::Handler::BusDisconnect();
UiTransformChangeNotificationBus::Handler::BusDisconnect();
UiLayoutCellDefaultBus::Handler::BusDisconnect();
FontNotificationBus::Handler::BusDisconnect();
LanguageChangeNotificationBus::Handler::BusDisconnect();
if (UiCanvasPixelAlignmentNotificationBus::Handler::BusIsConnected())
{
UiCanvasPixelAlignmentNotificationBus::Handler::BusDisconnect();
}
TextureAtlasNamespace::TextureAtlasNotificationBus::Handler::BusDisconnect();
// We could be about to remove this component and then reactivate the entity
// which could affect the layout if there is a parent layout component
InvalidateLayout();
// reduce memory use when deactivated
ClearRenderCache();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::ChangeFont(const AZStd::string& fontFileName)
{
AZStd::string fileName = fontFileName;
if (fileName.empty())
{
fileName = "default-ui";
}
FontFamilyPtr fontFamily = gEnv->pCryFont->GetFontFamily(fileName.c_str());
if (!fontFamily)
{
fontFamily = gEnv->pCryFont->LoadFontFamily(fileName.c_str());
}
if (fontFamily)
{
m_fontFamily = fontFamily;
m_font = m_fontFamily->normal;
// we know that the input path is a root relative and normalized pathname
m_fontFilename.SetAssetPath(fileName.c_str());
// the font has changed so check that the font effect is valid
unsigned int numEffects = m_font->GetNumEffects();
if (m_fontEffectIndex >= numEffects)
{
m_fontEffectIndex = 0;
AZ_Warning("UiTextComponent", false, "Font effect index is out of range for changed font, resetting index to 0");
}
if (!m_isFontFamilyOverridden)
{
m_overrideFontFamily = m_fontFamily;
if (m_overrideFontEffectIndex >= numEffects)
{
m_overrideFontEffectIndex = m_fontEffectIndex;
}
}
// When the font changes, we need to rebuild our draw batches
MarkDrawBatchLinesDirty(true);
}
else
{
AZ_Warning("UiTextComponent", false, "Failed to find font family referenced in markup (ChangeFont): %s", fileName.c_str());
}
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetTextRect(UiTransformInterface::RectPoints& rect)
{
GetTextRect(rect, GetTextSize());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetTextRect(UiTransformInterface::RectPoints& rect, const AZ::Vector2& textSize)
{
// get the "no scale rotate" element box
UiTransformInterface::RectPoints elemRect;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, elemRect);
// given the text alignment work out the box of the actual text
rect = elemRect;
switch (m_textHAlignment)
{
case IDraw2d::HAlign::Left:
rect.BottomRight().SetX(rect.TopLeft().GetX() + textSize.GetX());
rect.TopRight().SetX(rect.BottomRight().GetX());
break;
case IDraw2d::HAlign::Center:
{
float centerX = (rect.TopLeft().GetX() + rect.TopRight().GetX()) * 0.5f;
float halfWidth = textSize.GetX() * 0.5f;
rect.BottomLeft().SetX(centerX - halfWidth);
rect.TopLeft().SetX(rect.BottomLeft().GetX());
rect.BottomRight().SetX(centerX + halfWidth);
rect.TopRight().SetX(rect.BottomRight().GetX());
break;
}
case IDraw2d::HAlign::Right:
rect.BottomLeft().SetX(rect.TopRight().GetX() - textSize.GetX());
rect.TopLeft().SetX(rect.BottomLeft().GetX());
break;
}
switch (m_textVAlignment)
{
case IDraw2d::VAlign::Top:
rect.BottomLeft().SetY(rect.TopLeft().GetY() + textSize.GetY());
rect.BottomRight().SetY(rect.BottomLeft().GetY());
break;
case IDraw2d::VAlign::Center:
{
float centerY = (rect.TopLeft().GetY() + rect.BottomLeft().GetY()) * 0.5f;
float halfHeight = textSize.GetY() * 0.5f;
rect.TopLeft().SetY(centerY - halfHeight);
rect.TopRight().SetY(rect.TopLeft().GetY());
rect.BottomLeft().SetY(centerY + halfHeight);
rect.BottomRight().SetY(rect.BottomLeft().GetY());
break;
}
case IDraw2d::VAlign::Bottom:
rect.TopLeft().SetY(rect.BottomLeft().GetY() - textSize.GetY());
rect.TopRight().SetY(rect.TopLeft().GetY());
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnTextChange()
{
// When text is changed in the editor we always try to localize it
m_locText = GetLocalizedText(m_text);
MarkDrawBatchLinesDirty(true);
// the text changed so if markup is enabled the XML parsing should report warnings on next parse
if (m_isMarkupEnabled)
{
m_textNeedsXmlValidation = true;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnColorChange()
{
m_overrideColor = m_color;
m_overrideAlpha = m_alpha;
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnAlignmentChange()
{
MarkRenderCacheDirty();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnOverflowChange()
{
// Overflow modes like ellipsis actually change the contents of the draw batches,
// so they need to be re-generated when the overflow setting changes.
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnFontSizeChange()
{
m_isRequestFontSizeDirty = true;
// We need to re-prepare the text for rendering, however this may not be
// very efficient since completely re-preparing the text (parsing markup,
// preparing batches, etc.) may not be necessary.
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::u32 UiTextComponent::OnFontPathnameChange()
{
// we should be guaranteed that the asset path in the simple asset ref is root relative and
// normalized. But just to be safe we make sure is normalized
AZStd::string fontPath = m_fontFilename.GetAssetPath();
EBUS_EVENT(AzFramework::ApplicationRequests::Bus, NormalizePath, fontPath);
m_fontFilename.SetAssetPath(fontPath.c_str());
// if the font we have loaded has a different pathname to the one we want then change
// the font (Release the old one and Load or AddRef the new one)
if (gEnv->pCryFont->GetFontFamily(fontPath.c_str()) != m_fontFamily)
{
ChangeFont(m_fontFilename.GetAssetPath());
}
return AZ::Edit::PropertyRefreshLevels::AttributesAndValues;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnFontEffectChange()
{
m_overrideFontEffectIndex = m_fontEffectIndex;
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnWrapTextSettingChange()
{
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnShrinkToFitChange()
{
// Batches need to be re-configured since shrink-to-fit affects
// sizing information.
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnMinShrinkScaleChange()
{
// Batches need to be re-configured since shrink-to-fit affects
// sizing information.
MarkDrawBatchLinesDirty(true);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnCharSpacingChange()
{
InvalidateLayout();
OnTextWidthPropertyChanged();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnLineSpacingChange()
{
// If shrink-to-fit applies, we need to re-create draw batch lines in
// order to ensure overflow conditions are properly applied.
if (m_shrinkToFit != ShrinkToFit::None)
{
MarkDrawBatchLinesDirty(true);
}
else
{
InvalidateLayout();
MarkRenderCacheDirty();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnMarkupEnabledChange()
{
MarkDrawBatchLinesDirty(true);
if (m_isMarkupEnabled)
{
m_textNeedsXmlValidation = true;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::FontEffectComboBoxVec UiTextComponent::PopulateFontEffectList()
{
FontEffectComboBoxVec result;
AZStd::vector<AZ::EntityId> entityIdList;
if (m_font)
{
unsigned int numEffects = m_font->GetNumEffects();
for (unsigned int i = 0; i < numEffects; ++i)
{
const char* name = m_font->GetEffectName(i);
result.push_back(AZStd::make_pair(i, name));
}
}
return result;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
float UiTextComponent::CalculateHorizontalClipOffset()
{
const bool cursorIsValid = m_selectionStart >= 0;
if (ShouldClip() && m_wrapTextSetting != WrapTextSetting::Wrap && cursorIsValid)
{
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, points);
int requestFontSize = GetRequestFontSize();
const DrawBatchLines& drawBatchLines = GetDrawBatchLines();
STextDrawContext fontContext(GetTextDrawContextPrototype(requestFontSize, drawBatchLines.fontSizeScale));
const AZStd::string displayedText(m_displayedTextFunction(m_locText));
const AZ::Vector2 displayedTextSize(GetTextSize());
const AZ::Vector2 elemSize(points.GetAxisAlignedSize());
const bool textOverflowing = displayedTextSize.GetX() > elemSize.GetX();
if (textOverflowing)
{
// Get size of text from beginning of the string to the end of
// the text selection. This forms the basis of the assumptions
// for the left and center-justified text cases, specifically for
// calculating the following boolean variables for each case:
// - cursorAtFirstChar
// - cursorClippedRight
// - cursorClippedLeft
int bytesToSelectionEnd = LyShine::GetByteLengthOfUtf8Chars(displayedText.c_str(), m_selectionEnd);
AZStd::string leftString(displayedText.substr(0, bytesToSelectionEnd));
Vec2 leftSize(m_font->GetTextSize(leftString.c_str(), true, fontContext));
if (m_textHAlignment == IDraw2d::HAlign::Left)
{
// Positive clip offset will scroll text left
m_clipOffsetMultiplier = 1.0f;
// Positive clip offsets scroll the text left, and negative
// scrolls the text right. Zero is the minimum for left-
// aligned since there is no text to scroll to before the first
// character in the string.
const float clipOffsetMin = 0.0f;
// Width of the clipping area to the left of the visible text
const float clipOffsetLeft = m_clipOffset;
// We calculate the clip offset differently based on where
// the cursor position is currently located.
const bool cursorAtFirstChar = leftSize.x == 0.0f;
const bool cursorClippedRight = leftSize.x > elemSize.GetX() + clipOffsetLeft;
const bool cursorClippedLeft = leftSize.x < clipOffsetLeft;
if (cursorAtFirstChar)
{
m_clipOffset = clipOffsetMin;
}
else if (cursorClippedRight)
{
// Scroll the text left to display characters to the
// right of the clipping area. The amount scrolled by is
// the clipped and non-clipped widths added together and
// subtracted from the string size to the left of the cursor.
m_clipOffset += leftSize.x - elemSize.GetX() - clipOffsetLeft;
}
else if (cursorClippedLeft)
{
// Cursor is clipped to the left, so scroll the text
// right by decreasing the clip offset.
m_clipOffset = leftSize.x;
}
}
else if (m_textHAlignment == IDraw2d::HAlign::Center)
{
// At zero offset, text is displayed centered. Negative
// values scroll text to the right, so to display the first
// char in the string, we would need to scroll by half of the
// total clipped text.
const float clipOffsetMin = -0.5f * (displayedTextSize.GetX() - elemSize.GetX());
// Width of the clipped text to the left of the visible text. Adjusted
// by the min clipping value when the offset becomes negative.
const float clipOffsetLeft = m_clipOffset >= 0.0f ? m_clipOffset : m_clipOffset - clipOffsetMin;
const bool cursorAtFirstChar = leftSize.x == 0.0f;
const bool cursorClippedRight = leftSize.x > elemSize.GetX() + clipOffsetLeft;
const bool cursorClippedLeft = leftSize.x < clipOffsetLeft;
if (cursorAtFirstChar)
{
m_clipOffset = clipOffsetMin;
m_clipOffsetMultiplier = 1.0f;
}
else if (cursorClippedRight)
{
// Similar to left-aligned text, but we adjust our offset
// multiplier to account for half of the width already
// being accounted for in centered-alignment logic elsewhere.
m_clipOffset += leftSize.x - elemSize.GetX() - clipOffsetLeft;
m_clipOffsetMultiplier = 0.5f;
}
else if (cursorClippedLeft)
{
const float prevClipOffset = m_clipOffset;
m_clipOffset = leftSize.x;
// Obtain a multiplier that, when multiplied by the new
// offset, returns the current offset value, minus the
// difference between the current and new offsets (to
// account for the clipped space).
const float clipOffsetInverse = 1.0f / m_clipOffset;
m_clipOffsetMultiplier = clipOffsetInverse * (prevClipOffset * (m_clipOffsetMultiplier - 1) + leftSize.x);
}
}
// Handle right-alignment
else
{
// Get the size of the text following the text selection. This
// is in contrast to left and center-aligned text, simply
// because it's more intuitive when dealing with right-
// aligned text, for the following conditions:
// - cursorAtFirstChar
// - cursorClippedRight
// - cursorClippedLeft
AZStd::string rightString(displayedText.substr(bytesToSelectionEnd, displayedText.length() - bytesToSelectionEnd));
Vec2 rightSize(m_font->GetTextSize(rightString.c_str(), true, fontContext));
// Negative offset will scroll text to the right
m_clipOffsetMultiplier = -1.0f;
// Clip offset 0 means the text is text is furthest to the
// right (for right-justified text).
const float clipOffsetMin = 0.0f;
// The difference between the total string size and element
// size results in the total width that is clipped. When
// the offset reaches this max value, the text is scrolled
// furthest to the right (displaying the left-most character
// in the string).
const float clipOffsetMax = -1.0f * (displayedTextSize.GetX() - elemSize.GetX());
// Amout of clipped text to the right of the non-clipped text
const float clipOffsetRight = m_clipOffset;
// Amout of clipped text to the left of the non-clipped text
const float clipOffsetLeft = clipOffsetRight > 0.0f ? fabs(clipOffsetMax) - clipOffsetRight : 0.0f;
const bool cursorAtFirstChar = rightSize.x == 0.0f;
const bool cursorClippedRight = leftSize.x > elemSize.GetX() + clipOffsetLeft;
const bool cursorClippedLeft = rightSize.x > elemSize.GetX() + clipOffsetRight;
if (cursorAtFirstChar)
{
m_clipOffset = clipOffsetMin;
}
else if (cursorClippedRight)
{
// The way the math is setup, if clip offset is zero, we
// would subtract from the offset amount each frame.
if (m_clipOffset != 0.0f)
{
m_clipOffset -= leftSize.x - elemSize.GetX() - clipOffsetLeft;
}
}
else if (cursorClippedLeft)
{
m_clipOffset += rightSize.x - elemSize.GetX() - clipOffsetRight;
}
}
}
else
{
m_clipOffset = 0.0f;
}
}
return m_clipOffset * m_clipOffsetMultiplier;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::MarkDrawBatchLinesDirty(bool invalidateLayout)
{
m_areDrawBatchLinesDirty = true;
m_drawBatchLines.Clear();
// Setting this saves Render() from having to check multiple flags.
MarkRenderCacheDirty();
if (invalidateLayout)
{
InvalidateLayout();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
const UiTextComponent::DrawBatchLines& UiTextComponent::GetDrawBatchLines()
{
if (m_areDrawBatchLinesDirty)
{
// Reset the font size scale here so that the draw batches will be built at their original
// (unaltered) size. Otherwise overflow handling could operate based on sizing info
// that was calculated based on a previous overflow operation.
m_drawBatchLines.fontSizeScale = AZ::Vector2(1.0f, 1.0f);
CalculateDrawBatchLines(m_drawBatchLines);
HandleOverflowText(m_drawBatchLines);
m_areDrawBatchLinesDirty = false;
// m_drawBatchLines has changed so render cache is invalid
MarkRenderCacheDirty();
EBUS_EVENT_ID(GetEntityId(), UiClickableTextNotificationsBus, OnClickableTextChanged);
}
return m_drawBatchLines;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::CalculateDrawBatchLines(
UiTextComponent::DrawBatchLines& drawBatchLinesOut,
bool forceNoWrap,
float availableWidth,
bool excludeTrailingSpaceWidth
)
{
bool wrapText = !forceNoWrap && (m_wrapTextSetting == WrapTextSetting::Wrap);
if (wrapText && availableWidth < 0.0f)
{
// Set available width to the width of the text element
if (UiTransformBus::FindFirstHandler(GetEntityId()))
{
// Getting info from the TransformBus could trigger OnCanvasSpaceRectChanged,
// which would cause this method to be called again. Call this first before
// we start building our string content! Otherwise drawbatches etc. will end
// up in a potentially undefined state.
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, points);
availableWidth = points.GetAxisAlignedSize().GetX();
}
else
{
availableWidth = 100.0f; // abritrary width to use in unlikely edge case where there is no active transform component
}
}
// Clear the draw batch lines, but keep the images around until the new ones are created.
// This is to prevent the same texture from being unloaded and then re-loaded right away
InlineImageContainer prevInlineImages;
prevInlineImages = drawBatchLinesOut.inlineImages;
drawBatchLinesOut.inlineImages.clear();
drawBatchLinesOut.Clear();
int requestFontSize = GetRequestFontSize();
STextDrawContext fontContext(GetTextDrawContextPrototype(requestFontSize, drawBatchLinesOut.fontSizeScale));
// Set the baseline
drawBatchLinesOut.baseline = m_font->GetBaseline(fontContext);
UiTextComponent::DrawBatchContainer drawBatches;
TextMarkup::Tag markupRoot;
AZStd::string markupText(m_locText);
SanitizeUserEnteredNewlineChar(m_locText);
// Only attempt to parse the string for XML markup if the markup enabled flag is set (it is expensive)
bool suppressXmlWarnings = !m_textNeedsXmlValidation;
m_textNeedsXmlValidation = false;
if (m_isMarkupEnabled && TextMarkup::ParseMarkupBuffer(markupText, markupRoot, suppressXmlWarnings))
{
AZStd::stack<UiTextComponent::DrawBatch> batchStack;
AZStd::stack<FontFamily*> fontFamilyStack;
fontFamilyStack.push(m_overrideFontFamily.get());
float fontAscent = m_font->GetAscender(fontContext);
BuildDrawBatchesAndAssignClickableIds(drawBatches, drawBatchLinesOut.fontFamilyRefs, drawBatchLinesOut.inlineImages, m_fontSize, fontAscent, batchStack, fontFamilyStack, &markupRoot);
// go over the generated batches to scale empty space and look for font effects with transparency
IFFont* prevFont = nullptr;
drawBatchLinesOut.m_fontEffectHasTransparency = false;
for (auto& drawBatch : drawBatches)
{
if (drawBatch.image)
{
// Scale empty space (created by horizontal and vertical padding/offset with markup),
// otherwise element contents will scale unevenly with text.
drawBatch.image->m_leftPadding *= drawBatchLinesOut.fontSizeScale.GetX();
drawBatch.image->m_rightPadding *= drawBatchLinesOut.fontSizeScale.GetX();
drawBatch.image->m_yOffset *= drawBatchLinesOut.fontSizeScale.GetY();
// For uniform shrink-to-fit, the ascender (defaultImageHeight) gets assigned the
// scaled Y axis value from the font context, but for width-only shrink-to-fit, we
// need to apply the scale since the image is only scaled along the X-axis (and
// not included in the ascender/default image height).
if (m_shrinkToFit == ShrinkToFit::WidthOnly)
{
drawBatch.image->m_size.SetX(drawBatch.image->m_size.GetX() * drawBatchLinesOut.fontSizeScale.GetX());
}
}
else
{
// text batch, check for fonts with transparency in effects
if (!drawBatchLinesOut.m_fontEffectHasTransparency && drawBatch.font != prevFont)
{
IFFont* font = drawBatch.font;
// note that markup can change fonts but not the font effect index, the same
// font effect index is used for all batches (we may change this at some point).
if (font->DoesEffectHaveTransparency(fontContext.m_fxIdx))
{
drawBatchLinesOut.m_fontEffectHasTransparency = true;
}
prevFont = font;
}
}
}
}
else
{
IFFont* font = m_overrideFontFamily->normal;
drawBatches.push_back(DrawBatch());
drawBatches.front().font = font;
drawBatches.front().text = m_locText;
// If the font effect we are using has any passes with alpha of less than 1 (not common) then
// we set a flag in the batch lines since it affects how we can update the alpha in the cache
drawBatchLinesOut.m_fontEffectHasTransparency = font->DoesEffectHaveTransparency(fontContext.m_fxIdx);
}
// Remove old images now. This is to prevent the same images from unloading and then re-loading right away
for (auto image : prevInlineImages)
{
delete image;
}
prevInlineImages.clear();
// Check if we have any inline images that require us to connect to the texture atlas bus
if (drawBatchLinesOut.inlineImages.size() > 0)
{
if (!TextureAtlasNamespace::TextureAtlasNotificationBus::Handler::BusIsConnected())
{
TextureAtlasNamespace::TextureAtlasNotificationBus::Handler::BusConnect();
}
}
else
{
TextureAtlasNamespace::TextureAtlasNotificationBus::Handler::BusDisconnect();
}
// Go through the drawBatchLines and apply the text transform
for (DrawBatch& drawBatch : drawBatches)
{
if (drawBatch.GetType() == UiTextComponent::DrawBatch::Type::Text)
{
drawBatch.text = m_displayedTextFunction(drawBatch.text);
// If the font changed recently, then the font texture is empty, and won't be
// populated until the frame renders. If the glyphs aren't mapped to the
// font texture, then their sizes will be reported as zero/missing, which
// causes issues with alignment.
gEnv->pCryFont->AddCharsToFontTextures(m_fontFamily, drawBatch.text.c_str(), requestFontSize, requestFontSize);
}
}
if (wrapText)
{
if (drawBatchLinesOut.inlineImages.empty())
{
BatchAwareWrapText(drawBatchLinesOut, drawBatches, m_fontFamily.get(), fontContext, availableWidth, excludeTrailingSpaceWidth);
}
else
{
BatchAwareWrapTextWithImages(drawBatchLinesOut, drawBatches, m_fontFamily.get(), fontContext, availableWidth, excludeTrailingSpaceWidth);
}
}
else
{
CreateBatchLines(drawBatchLinesOut, drawBatches, m_fontFamily.get());
AssignLineSizes(drawBatchLinesOut, m_fontFamily.get(), fontContext, excludeTrailingSpaceWidth);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::RenderToCache(float alpha)
{
if (!m_overrideFontFamily)
{
return;
}
if (!UiCanvasPixelAlignmentNotificationBus::Handler::BusIsConnected())
{
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
UiCanvasPixelAlignmentNotificationBus::Handler::BusConnect(canvasEntityId);
}
int requestFontSize = GetRequestFontSize();
const DrawBatchLines& drawBatchLines = GetDrawBatchLines();
STextDrawContext fontContext(GetTextDrawContextPrototype(requestFontSize, drawBatchLines.fontSizeScale));
fontContext.SetOverrideViewProjMatrices(false);
ColorF color = LyShine::MakeColorF(m_overrideColor.GetAsVector3(), alpha);
color.srgb2rgb(); // the colors are specified in sRGB but we want linear colors in the shader
fontContext.SetColor(color);
// FFont.cpp uses the alpha value of the color to decide whether to use the color, if the alpha value is zero
// (in a ColorB format) then the color set via SetColor is ignored and it usually ends up drawing with an alpha of 1.
// This is not what we want. In fact, if the alpha is zero we will not end up rendering anything (due to the early
// out in UiTextComponent::Render()). So... we set the alpha to any non-zero value so that we do have something in
// the render cache. This means that if a fader is at zero and then is faded up, we still have something in the
// cache to modify the alpha values of.
if (!fontContext.IsColorOverridden())
{
color.a = 1.0f;
fontContext.SetColor(color);
}
// Tell the font system how to we are aligning the text
// The font system uses these alignment flags to force text to be in the safe zone
// depending on overscan etc
int flags = 0;
if (m_textHAlignment == IDraw2d::HAlign::Center)
{
flags |= eDrawText_Center;
}
else if (m_textHAlignment == IDraw2d::HAlign::Right)
{
flags |= eDrawText_Right;
}
if (m_textVAlignment == IDraw2d::VAlign::Center)
{
flags |= eDrawText_CenterV;
}
else if (m_textVAlignment == IDraw2d::VAlign::Bottom)
{
flags |= eDrawText_Bottom;
}
flags |= eDrawText_UseTransform;
fontContext.SetFlags(flags);
AZ::Matrix4x4 transform;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetTransformToViewport, transform);
float transFloats[16];
transform.StoreToRowMajorFloat16(transFloats);
Matrix34 transform34(transFloats[0], transFloats[1], transFloats[2], transFloats[3],
transFloats[4], transFloats[5], transFloats[6], transFloats[7],
transFloats[8], transFloats[9], transFloats[10], transFloats[11]);
fontContext.SetTransform(transform34);
// Get the rect that positions the text prior to scale and rotate. The scale and rotate transform
// will be applied inside the font draw.
UiTransformInterface::RectPoints points;
EBUS_EVENT_ID(GetEntityId(), UiTransformBus, GetCanvasSpacePointsNoScaleRotate, points);
if (ShouldClip())
{
fontContext.EnableClipping(true);
const AZ::Vector2 elemSize(points.GetAxisAlignedSize());
// Set the clipping rect to be the same size and position of this
// element's rect.
fontContext.SetClippingRect(
points.TopLeft().GetX(),
points.TopLeft().GetY(),
elemSize.GetX(),
elemSize.GetY());
}
m_renderCache.m_fontContext = fontContext;
AZ::Vector2 pos = CalculateAlignedPositionWithYOffset(points);
RenderDrawBatchLines(drawBatchLines, pos, points, transform, fontContext);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::RenderDrawBatchLines(
const DrawBatchLines& drawBatchLines,
const AZ::Vector2& pos,
const UiTransformInterface::RectPoints& points,
const AZ::Matrix4x4& transformToViewport,
STextDrawContext& fontContext)
{
// For each newline-delimited string, we increment the draw call Y pos
// by the font size
float newlinePosYIncrement = 0.0f;
const ColorB origColor(fontContext.m_colorOverride);
for (const DrawBatchLine& drawBatchLine : drawBatchLines.batchLines)
{
float xDrawPosOffset = 0.0f;
AZ::Vector2 alignedPosition;
if (m_textHAlignment == IDraw2d::HAlign::Left && m_textVAlignment == IDraw2d::VAlign::Top)
{
alignedPosition = pos;
}
else
{
alignedPosition = Draw2dHelper::Align(pos, drawBatchLine.lineSize, m_textHAlignment, IDraw2d::VAlign::Top); // y is already aligned
}
alignedPosition.SetY(alignedPosition.GetY() + newlinePosYIncrement);
for (const DrawBatch& drawBatch : drawBatchLine.drawBatchList)
{
if (drawBatch.GetType() == UiTextComponent::DrawBatch::Type::Text)
{
if (ShouldClip())
{
alignedPosition.SetX(alignedPosition.GetX() - CalculateHorizontalClipOffset());
}
alignedPosition.SetX(alignedPosition.GetX() + xDrawPosOffset);
Vec2 textSize(drawBatch.size.GetX(), drawBatch.size.GetY());
xDrawPosOffset = textSize.x;
ColorB batchColor = origColor;
const bool drawBatchHasColorAssigned = drawBatch.color != TextMarkup::ColorInvalid;
if (drawBatchHasColorAssigned)
{
ColorF color = LyShine::MakeColorF(drawBatch.color, 1.0f); // need ColorF to do srgb conversion
color.srgb2rgb(); // the colors are specified in markup in sRGB but we want linear colors in the shader
batchColor = color;
}
fontContext.m_colorOverride = batchColor;
uint32 numQuads = drawBatch.font->GetNumQuadsForText(drawBatch.text.c_str(), true, fontContext);
if (numQuads > 0)
{
RenderCacheBatch* cacheBatch = new RenderCacheBatch;
cacheBatch->m_position = alignedPosition;
cacheBatch->m_position.SetY(cacheBatch->m_position.GetY() + drawBatch.yOffset);
cacheBatch->m_text = drawBatch.text;
cacheBatch->m_font = drawBatch.font;
cacheBatch->m_color = batchColor;
cacheBatch->m_cachedPrimitive.m_vertices = new LyShine::UiPrimitiveVertex[numQuads * 4];
cacheBatch->m_cachedPrimitive.m_indices = new uint16[numQuads * 6];
AZStd::vector<SVF_P2F_C4B_T2F_F4B> vertices(numQuads * 4);
uint32 numQuadsWritten = cacheBatch->m_font->WriteTextQuadsToBuffers(
vertices.data(), cacheBatch->m_cachedPrimitive.m_indices, numQuads,
cacheBatch->m_position.GetX(), cacheBatch->m_position.GetY(), 1.0f, cacheBatch->m_text.c_str(), true, fontContext);
AZ_Assert(numQuadsWritten <= numQuads, "value returned from WriteTextQuadsToBuffers is larger than size allocated");
int numVertices = numQuadsWritten * 4;
FontVertexToUiVertex(vertices.data(), cacheBatch->m_cachedPrimitive.m_vertices, numVertices);
cacheBatch->m_cachedPrimitive.m_numVertices = numVertices;
cacheBatch->m_cachedPrimitive.m_numIndices = numQuadsWritten * 6;
cacheBatch->m_fontTextureVersion = drawBatch.font->GetFontTextureVersion();
m_renderCache.m_batches.push_back(cacheBatch);
}
}
else if (drawBatch.GetType() == UiTextComponent::DrawBatch::Type::Image)
{
alignedPosition.SetX(alignedPosition.GetX() + xDrawPosOffset);
xDrawPosOffset = drawBatch.size.GetX();
const AZ::Vector2 imageStartPos = AZ::Vector2(
alignedPosition.GetX() + drawBatch.image->m_leftPadding,
alignedPosition.GetY() + drawBatch.yOffset);
const AZ::Vector2 imageEndPos = AZ::Vector2(
imageStartPos.GetX() + drawBatch.image->m_size.GetX(),
imageStartPos.GetY() + drawBatch.image->m_size.GetY());
AZ::Vector3 imageQuad[4];
imageQuad[0] = AZ::Vector3(imageStartPos.GetX(), imageStartPos.GetY(), 1.0f);
imageQuad[1] = AZ::Vector3(imageEndPos.GetX(), imageQuad[0].GetY(), 1.0f);
imageQuad[2] = AZ::Vector3(imageQuad[1].GetX(), imageEndPos.GetY(), 1.0f);
imageQuad[3] = AZ::Vector3(imageQuad[0].GetX(), imageQuad[2].GetY(), 1.0f);
AZ::Vector2 uvs[4];
if (drawBatch.image->m_atlas)
{
uvs[0] = AZ::Vector2(static_cast<float>(drawBatch.image->m_coordinates.GetLeft()) / drawBatch.image->m_atlas->GetWidth(),
static_cast<float>(drawBatch.image->m_coordinates.GetTop()) / drawBatch.image->m_atlas->GetHeight());
uvs[2] = AZ::Vector2(static_cast<float>(drawBatch.image->m_coordinates.GetRight()) / drawBatch.image->m_atlas->GetWidth(),
static_cast<float>(drawBatch.image->m_coordinates.GetBottom()) / drawBatch.image->m_atlas->GetHeight());
uvs[1] = AZ::Vector2(uvs[2].GetX(), uvs[0].GetY());
uvs[3] = AZ::Vector2(uvs[0].GetX(), uvs[2].GetY());
}
else
{
uvs[0] = AZ::Vector2(0.0f, 0.0f);
uvs[1] = AZ::Vector2(1.0f, 0.0f);
uvs[2] = AZ::Vector2(1.0f, 1.0f);
uvs[3] = AZ::Vector2(0.0f, 1.0f);
}
if (ShouldClip())
{
ClipImageQuadAndUvs(imageQuad, uvs, points, drawBatch, imageStartPos, imageEndPos);
}
for (int i = 0; i < 4; ++i)
{
imageQuad[i] = transformToViewport * imageQuad[i];
}
static const uint32 packedColor = (255u << 24) | (255u << 16) | (255u << 8) | 255u;
RenderCacheImageBatch* cacheImageBatch = new RenderCacheImageBatch;
cacheImageBatch->m_texture = drawBatch.image->m_texture;
cacheImageBatch->m_cachedPrimitive.m_vertices = new LyShine::UiPrimitiveVertex[4];
for (int i = 0; i < 4; ++i)
{
cacheImageBatch->m_cachedPrimitive.m_vertices[i].xy = Vec2(imageQuad[i].GetX(), imageQuad[i].GetY());
cacheImageBatch->m_cachedPrimitive.m_vertices[i].color.dcolor = packedColor;
cacheImageBatch->m_cachedPrimitive.m_vertices[i].st = Vec2(uvs[i].GetX(), uvs[i].GetY());
cacheImageBatch->m_cachedPrimitive.m_vertices[i].texIndex = 0;
cacheImageBatch->m_cachedPrimitive.m_vertices[i].texHasColorChannel = 1;
cacheImageBatch->m_cachedPrimitive.m_vertices[i].texIndex2 = 0;
cacheImageBatch->m_cachedPrimitive.m_vertices[i].pad = 0;
}
cacheImageBatch->m_cachedPrimitive.m_numVertices = 4;
static uint16 indices[6] = { 0, 1, 2, 2, 3, 0 };
cacheImageBatch->m_cachedPrimitive.m_indices = indices;
cacheImageBatch->m_cachedPrimitive.m_numIndices = 6;
m_renderCache.m_imageBatches.push_back(cacheImageBatch);
}
else
{
AZ_Assert(false, "Unknown DrawBatch Type");
}
}
newlinePosYIncrement += drawBatchLine.lineSize.GetY() + m_lineSpacing;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::UpdateTextRenderBatchesForFontTextureChange()
{
STextDrawContext fontContext = m_renderCache.m_fontContext;
for (RenderCacheBatch* cacheBatch : m_renderCache.m_batches)
{
if (cacheBatch->m_fontTextureVersion != cacheBatch->m_font->GetFontTextureVersion())
{
uint32 numExistingQuads = cacheBatch->m_cachedPrimitive.m_numVertices / 4;
fontContext.m_colorOverride = cacheBatch->m_color;
uint32 numQuads = cacheBatch->m_font->GetNumQuadsForText(cacheBatch->m_text.c_str(), true, fontContext);
if (numExistingQuads < numQuads)
{
delete [] cacheBatch->m_cachedPrimitive.m_vertices;
delete [] cacheBatch->m_cachedPrimitive.m_indices;
cacheBatch->m_cachedPrimitive.m_vertices = new LyShine::UiPrimitiveVertex[numQuads * 4];
cacheBatch->m_cachedPrimitive.m_indices = new uint16[numQuads * 6];
}
AZStd::vector<SVF_P2F_C4B_T2F_F4B> vertices(numQuads * 4);
uint32 numQuadsWritten = cacheBatch->m_font->WriteTextQuadsToBuffers(
vertices.data(), cacheBatch->m_cachedPrimitive.m_indices, numQuads,
cacheBatch->m_position.GetX(), cacheBatch->m_position.GetY(), 1.0f, cacheBatch->m_text.c_str(), true, fontContext);
int numVertices = numQuadsWritten * 4;
FontVertexToUiVertex(vertices.data(), cacheBatch->m_cachedPrimitive.m_vertices, numVertices);
cacheBatch->m_cachedPrimitive.m_numVertices = numVertices;
cacheBatch->m_cachedPrimitive.m_numIndices = numQuadsWritten * 6;
cacheBatch->m_fontTextureVersion = cacheBatch->m_font->GetFontTextureVersion();
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
STextDrawContext UiTextComponent::GetTextDrawContextPrototype(int requestFontSize, const AZ::Vector2& fontSizeScale) const
{
STextDrawContext ctx;
ctx.SetEffect(m_overrideFontEffectIndex);
ctx.SetSizeIn800x600(false);
// Shrink-to-fit scaling (fontSizeScale) gets applied to font size, but not request size.
// This means that re-rendered fonts will not re-render characters that are scaled via
// shrink-to-fit - a scale transformation is applied for these characters instead. For
// higher quality font scaling with shrink-to-fit, consider taking m_fontSizeScale into
// account.
ctx.SetSize(Vec2(m_fontSize * fontSizeScale.GetX(), m_fontSize * fontSizeScale.GetY()));
ctx.m_requestSize = Vec2i(requestFontSize, requestFontSize);
ctx.m_processSpecialChars = false;
ctx.m_tracking = (m_charSpacing * ctx.m_size.x) / 1000.0f; // m_charSpacing units are 1/1000th of ems, 1 em is equal to font size.
// It's important that we base the character spacing based on the
// the scaled font size since this is the size the characters will be
// rendered at. Because spacing is relative to font size, basing the
// the spacing on the unscaled font size (m_fontSize) would produce
// visually inaccurate results, such as when shrink-to-fit is being
// used.
AZ::EntityId canvasId;
EBUS_EVENT_ID_RESULT(canvasId, GetEntityId(), UiElementBus, GetCanvasEntityId);
EBUS_EVENT_ID_RESULT(ctx.m_pixelAligned, canvasId, UiCanvasBus, GetIsTextPixelAligned);
return ctx;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::OnTextWidthPropertyChanged()
{
if (m_wrapTextSetting == UiTextInterface::WrapTextSetting::NoWrap &&
m_overflowMode != OverflowMode::Ellipsis &&
m_shrinkToFit == ShrinkToFit::None &&
!m_areDrawBatchLinesDirty)
{
// Recompute the line sizes so that they are aligned properly (else the sizes will be aligned
// according to their original width)
// NOTE:: The AssignLineSizes call modifies the draw batch lines in place so we don't use GetDrawBatchLines here.
// We only get here if m_drawBatchLines is not dirty.
int requestFontSize = GetRequestFontSize();
STextDrawContext fontContext(GetTextDrawContextPrototype(requestFontSize, m_drawBatchLines.fontSizeScale));
AssignLineSizes(m_drawBatchLines, m_fontFamily.get(), fontContext, true);
MarkRenderCacheDirty();
}
else
{
// Recompute even the lines, because since we have new widths, we might have more lines due
// to word wrap
MarkDrawBatchLinesDirty(true);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleOverflowText(UiTextComponent::DrawBatchLines& drawBatchLinesOut)
{
HandleShrinkToFit(drawBatchLinesOut);
HandleEllipsis(drawBatchLinesOut);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleShrinkToFit(UiTextComponent::DrawBatchLines& drawBatchLinesOut, float availableHeight)
{
const bool useShrinkToFit = m_shrinkToFit != ShrinkToFit::None;
if (!useShrinkToFit)
{
return;
}
AZ::Vector2 textSize = GetTextSizeFromDrawBatchLines(drawBatchLinesOut);
AZ::Vector2 currentElementSize; // This needs to be computed with the unscaled size. This is because scaling happens after the text is laid out.
EBUS_EVENT_ID_RESULT(currentElementSize, GetEntityId(), UiTransformBus, GetCanvasSpaceSizeNoScaleRotate);
if (availableHeight >= 0.0f)
{
currentElementSize.SetY(availableHeight);
}
const bool textOverflowsElementBounds = GetTextOverflowsBounds(textSize, currentElementSize);
const bool textOverflowsElementBoundsX = textSize.GetX() > currentElementSize.GetX();
const bool shrinkToFitNotNeeded = !textOverflowsElementBounds || (!textOverflowsElementBoundsX && m_shrinkToFit == ShrinkToFit::WidthOnly);
if (shrinkToFitNotNeeded)
{
return;
}
// Calculate the scaling we need to apply to the font size scale to get
// the text content to fit within the element. Note that this scale could
// be limited by m_minShrinkScale.
AZ::Vector2 scaleXy = AZ::Vector2(
currentElementSize.GetX() / textSize.GetX(),
currentElementSize.GetY() / textSize.GetY());
if (m_shrinkToFit == ShrinkToFit::Uniform)
{
const bool textOverflowsElementBoundsY = textSize.GetY() > currentElementSize.GetY();
const bool noWrap = m_wrapTextSetting == WrapTextSetting::NoWrap;
const bool notMultiLine = drawBatchLinesOut.batchLines.size() <= 1;
const bool wrappingNotNeeded = noWrap || notMultiLine;
if (wrappingNotNeeded)
{
HandleUniformShrinkToFitWithScale(drawBatchLinesOut, scaleXy);
}
// Some cases produce small (fractional) amounts of overflow along X axis even
// for word-wrapped cases. Here we check if shrink-to-fit is actually needed by
// verifying that the text contents overflows the Y-axis bounds of the element.
else if (textOverflowsElementBoundsY)
{
HandleShrinkToFitWithWrapping(drawBatchLinesOut, currentElementSize, textSize);
}
// Draw batches need to be re-populated with new font size scale applied
CalculateDrawBatchLines(drawBatchLinesOut);
}
else if (m_shrinkToFit == ShrinkToFit::WidthOnly)
{
if (m_wrapTextSetting == WrapTextSetting::NoWrap)
{
drawBatchLinesOut.fontSizeScale.SetX(AZ::GetMax<float>(m_minShrinkScale, scaleXy.GetX()));
// Draw batches need to be re-populated with new font size scale applied
CalculateDrawBatchLines(drawBatchLinesOut);
}
else
{
AZ_Assert(m_wrapTextSetting == WrapTextSetting::Wrap, "A new WrapTextSetting other than Wrap has been added. We need to account for that new setting here.");
HandleShrinkToFitWithWrapping(drawBatchLinesOut, currentElementSize, textSize);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleUniformShrinkToFitWithScale(UiTextComponent::DrawBatchLines& drawBatchLinesOut, const AZ::Vector2& scaleVec)
{
float minScale = AZ::GetMin<float>(scaleVec.GetX(), scaleVec.GetY());
minScale = AZ::GetMax<float>(m_minShrinkScale, minScale);
drawBatchLinesOut.fontSizeScale = AZ::Vector2(minScale, minScale);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleShrinkToFitWithWrapping(
UiTextComponent::DrawBatchLines& drawBatchLinesOut, const AZ::Vector2& currentElementSize, const AZ::Vector2& textSize)
{
if (m_shrinkToFit == ShrinkToFit::None)
{
return;
}
const float lineHeight = drawBatchLinesOut.batchLines.front().lineSize.GetY();
// Sizing sanity checks
{
// Sizes less than one pixel are considered invalid
const float minPixelSize = 1.0f;
const bool textAndLineHeightsInvalid = lineHeight < minPixelSize || textSize.GetX() < minPixelSize;
const bool elementSizeInvalid = currentElementSize.IsLessThan(AZ::Vector2::CreateOne());
const bool invalidSizing = textAndLineHeightsInvalid || elementSizeInvalid;
if (invalidSizing)
{
return;
}
}
int maxLinesElementCanHold = GetNumNonOverflowingLinesForElement(drawBatchLinesOut.batchLines, currentElementSize, m_lineSpacing);
if (maxLinesElementCanHold <= 0)
{
return;
}
if (m_shrinkToFit == ShrinkToFit::WidthOnly)
{
HandleWidthOnlyShrinkToFitWithWrapping(drawBatchLinesOut, currentElementSize, maxLinesElementCanHold);
}
else if (m_shrinkToFit == ShrinkToFit::Uniform)
{
HandleUniformShrinkToFitWithWrapping(drawBatchLinesOut, currentElementSize, maxLinesElementCanHold);
}
else
{
AZ_Assert(false, "Unexpected shrink-to-fit mode given.");
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleWidthOnlyShrinkToFitWithWrapping(
UiTextComponent::DrawBatchLines& drawBatchLinesOut,
const AZ::Vector2& currentElementSize,
int maxLinesElementCanHold)
{
bool textStillOverflows = true;
while (textStillOverflows)
{
// Consider the sizes of all overflowing lines when calculating the
// scale to reduce the number of times we need to iterate.
int numOverflowingLines = static_cast<int>(drawBatchLinesOut.batchLines.size() - maxLinesElementCanHold);
DrawBatchLineContainer::reverse_iterator riter;
int overflowLineCount = 0;
float overflowingLineSize = 0.0f;
for (riter = drawBatchLinesOut.batchLines.rbegin();
riter != drawBatchLinesOut.batchLines.rend() && overflowLineCount < numOverflowingLines;
++riter, ++overflowLineCount)
{
DrawBatchLine& batchLine = *riter;
overflowingLineSize += batchLine.lineSize.GetX();
}
// If overflowing line size is empty (zero width), assume its an empty line and give
// it the width of the element.
const bool invalidLineSize = overflowingLineSize < 1.0f;
overflowingLineSize = invalidLineSize ? currentElementSize.GetX() : overflowingLineSize;
// Determine the total horizontal space the element can accommodate by adding up
// the width of the total number of lines the element can hold
const float nonOverflowingWidth = maxLinesElementCanHold * currentElementSize.GetX();
// Get the scale necessary to fit all of the text within the element
const float shrinkScale = nonOverflowingWidth / (nonOverflowingWidth + overflowingLineSize);
// Limit the shrink scale by the minimum shrink scale
const float newShrinkScale = AZ::GetMax<float>(drawBatchLinesOut.fontSizeScale.GetX() * shrinkScale, m_minShrinkScale);
drawBatchLinesOut.fontSizeScale.SetX(newShrinkScale);
// Rebuild the draw batches with the new font size scaling
CalculateDrawBatchLines(drawBatchLinesOut);
// Early out if minimum scale was reached or we're at a very small scale
const bool minScaleThresholdReached = drawBatchLinesOut.fontSizeScale.GetX() < 0.05f;
const bool useMinShrinkScale = m_minShrinkScale > 0.0f;
const bool minShrinkScaleReached = drawBatchLinesOut.fontSizeScale.GetX() <= m_minShrinkScale;
const bool exitDueToSmallScaleApplied = useMinShrinkScale ? minShrinkScaleReached : minScaleThresholdReached;
if (exitDueToSmallScaleApplied)
{
break;
}
maxLinesElementCanHold = GetNumNonOverflowingLinesForElement(drawBatchLinesOut.batchLines, currentElementSize, m_lineSpacing);
// Just because we applied a scale doesn't mean the text fits. This is due to word wrap.
// Even though we calculate the exact scale to accmmodate all the characters for the
// max number of lines the element can hold, word-wrap divides the characters unevenly
// across the total space required by the text, because overflowing words/characters are
// wrapped to the next line (and a character is "atomic" and can't be divided arbitrarily
// to accommodate space).
textStillOverflows = drawBatchLinesOut.batchLines.size() > maxLinesElementCanHold;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleUniformShrinkToFitWithWrapping(
UiTextComponent::DrawBatchLines& drawBatchLinesOut,
const AZ::Vector2& currentElementSize,
int maxLinesElementCanHold)
{
// First, the font scale is reduced by a fractional multiplier until the text no longer overflows.
// Then, the font scale is incremented by a fixed amount until the largest font scale that
// does not overflow the text is found
// Font scale increment value for when the text no longer overflows
const float fontScaleIncrement = 0.05f;
float curFontScale = drawBatchLinesOut.fontSizeScale.GetX();
// This keeps track of the last known largest scale that fits the text
// to the element bounds with word wrap.
float bestScaleFoundSoFar = curFontScale;
// Calculate a default scale multiplier used to reduce the font scale by a percentage
// until the text no longer overflows.
// The default scale multiplier is the ratio of available height to the required height.
// It is made a multiple of fontScaleIncrement so that the final font scale is consistent
// with the element's height. Otherwise, the font scale could end up getting bigger when
// the element's size becomes smaller
const AZ::Vector2 curTextSize = GetTextSizeFromDrawBatchLines(drawBatchLinesOut);
const float overflowFactor = curTextSize.GetY() > 0.0f ? (currentElementSize.GetY() / curTextSize.GetY()) : 1.0f;
const float defaultScaleMultiplierUnclamped = floorf(overflowFactor / fontScaleIncrement) * fontScaleIncrement;
const float defaultScaleMultiplier = AZ::GetClamp<float>(defaultScaleMultiplierUnclamped, fontScaleIncrement, 1.0f - fontScaleIncrement);
// If min shrink scale applies, and it's bigger than the default scale multplier,
// we set the scale to be half the difference between 1.0f (no scale) and the
// min shrink scale (a "half step"). This gives a starting point that avoids
// applying a scale that is too small too soon (esp for text that "almost fits"
// the element bounds).
const float minShrinkScaleHalfStep = (1.0f - m_minShrinkScale) * 0.5f + m_minShrinkScale;
const bool useMinShrinkScale = m_minShrinkScale > 0.0f;
const float scaleMultiplierUnclamped = useMinShrinkScale ? minShrinkScaleHalfStep : defaultScaleMultiplier;
const float scaleMultiplier = AZStd::GetMax<float>(defaultScaleMultiplier, scaleMultiplierUnclamped);
// Text always starts out overflowing
bool textStillOverflows = true;
// When we've reached a font scale that fits the text within the element
// bounds, we enter an "adjust phase" where the scale gradually increases until
// the text overflows once more. As the scale increases, we keep track of the
// last scale to fit the text within bestScaleFoundSoFar.
bool scaleAdjustPhase = false;
while (textStillOverflows || scaleAdjustPhase)
{
if (textStillOverflows)
{
// Decrease current font scale value
curFontScale *= scaleMultiplier;
}
// Rebuild the draw batches with the new font size scaling
drawBatchLinesOut.fontSizeScale.Set(curFontScale, curFontScale);
CalculateDrawBatchLines(drawBatchLinesOut);
maxLinesElementCanHold = GetNumNonOverflowingLinesForElement(drawBatchLinesOut.batchLines, currentElementSize, m_lineSpacing);
// Just because we applied a scale doesn't mean the text fits. This is due to word wrap.
// Even though we calculate the exact scale to accmmodate all the characters for the
// max number of lines the element can hold, word-wrap divides the characters unevenly
// across the total space required by the text, because overflowing words/characters are
// wrapped to the next line (and a character is "atomic" and can't be divided arbitrarily
// to accommodate space).
textStillOverflows = drawBatchLinesOut.batchLines.size() > maxLinesElementCanHold;
if (textStillOverflows && !scaleAdjustPhase)
{
// Early out if minimum scale was reached or we're at a very small scale
const bool minScaleThresholdReached = curFontScale < fontScaleIncrement;
const bool minShrinkScaleReached = curFontScale <= m_minShrinkScale;
const bool exitDueToSmallScaleApplied = useMinShrinkScale ? minShrinkScaleReached : minScaleThresholdReached;
if (exitDueToSmallScaleApplied)
{
// Set final font scale
float minFontScale = useMinShrinkScale ? m_minShrinkScale : fontScaleIncrement;
drawBatchLinesOut.fontSizeScale.Set(minFontScale, minFontScale);
break;
}
}
// Text is no longer overflowing, begin scaling the text back up until we find
// a better fit.
if (!textStillOverflows)
{
bestScaleFoundSoFar = curFontScale;
// Increment current font scale value by a small fixed amount
curFontScale += fontScaleIncrement;
scaleAdjustPhase = true;
}
// Text is overflowing. If we're in the "adjust phase", assume that the last known
// scale that fits the text is the best fit and exit the loop.
else if (scaleAdjustPhase)
{
// Make sure final font scale is within min/max
float minFontScale = useMinShrinkScale ? m_minShrinkScale : fontScaleIncrement;
bestScaleFoundSoFar = AZ::GetClamp<float>(bestScaleFoundSoFar, minFontScale, 1.0f);
// Set final font scale
drawBatchLinesOut.fontSizeScale.Set(bestScaleFoundSoFar, bestScaleFoundSoFar);
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::HandleEllipsis(UiTextComponent::DrawBatchLines& drawBatchLinesOut, float availableHeight)
{
if (m_overflowMode != OverflowMode::Ellipsis)
{
return;
}
AZ::Vector2 textSize = GetTextSizeFromDrawBatchLines(drawBatchLinesOut);
AZ::Vector2 currentElementSize; // This needs to be computed with the unscaled size. This is because scaling happens after the text is laid out.
EBUS_EVENT_ID_RESULT(currentElementSize, GetEntityId(), UiTransformBus, GetCanvasSpaceSizeNoScaleRotate);
if (availableHeight >= 0.0f)
{
currentElementSize.SetY(availableHeight);
}
const bool textOverflowsElementBounds = GetTextOverflowsBounds(textSize, currentElementSize);
const bool textOverflowsElementBoundsX = textSize.GetX() > currentElementSize.GetX();
const bool onlyOneLine = drawBatchLinesOut.batchLines.size() == 1;
const bool noEllipsisNeeded = !textOverflowsElementBoundsX && onlyOneLine;
// No need to handle ellipsis if the text doesn't overflow, OR if the text is ONLY
// overflowing vertically and there is only one line overflowing (in which case,
// the content will start to clip). If we don't check for this condition, the
// ellipsis text will unnecessarily be added to the end of the displayed text.
if (!textOverflowsElementBounds || noEllipsisNeeded)
{
return;
}
// Iterate through batch lines until the first overflowing line is found. The
// line that precedes the overflowing line is the line that will contain the
// ellipsis. Also gather lines that overflow the element bounds so they can
// be truncated.
DrawBatchLineContainer::iterator lineToEllipsis = drawBatchLinesOut.batchLines.begin();
DrawBatchLineIters linesToRemove;
GetLineToEllipsisAndLinesToTruncate(drawBatchLinesOut, &lineToEllipsis, linesToRemove, currentElementSize);
int requestFontSize = GetRequestFontSize();
STextDrawContext ctx(GetTextDrawContextPrototype(requestFontSize, drawBatchLinesOut.fontSizeScale));
DrawBatchLine* lineToEllipsisPtr = &(*lineToEllipsis);
while (lineToEllipsisPtr)
{
// We need to know the starting position of each draw batch on this line
// so that we can apply the ellipsis at the proper position in the text.
DrawBatchStartPositions startPositions;
GetDrawBatchStartPositions(startPositions, lineToEllipsisPtr, currentElementSize);
SetBatchLineFontPointers(lineToEllipsisPtr);
// Now that we have the line that we need to ellipse (esp in multi-line/word-wrap
// situations), we need to get the draw batch on the line whose contents need to
// be modified to include the ellipse.
const char* ellipseText = "...";
float drawBatchStartPos = 0.0f;
float ellipsisPos = 0.0f;
DrawBatch* drawBatchToEllipse = GetDrawBatchToEllipseAndPositions(ellipseText, ctx, currentElementSize, &startPositions, &drawBatchStartPos, &ellipsisPos);
TruncateDrawBatches(lineToEllipsisPtr, drawBatchToEllipse);
// Get the index of the draw batch text to insert the ellipsis text
int ellipsisCharPos = GetStartEllipseIndexInDrawBatch(drawBatchToEllipse, ctx, drawBatchStartPos, ellipsisPos);
InsertEllipsisText(ellipseText, ellipsisCharPos, drawBatchToEllipse);
// Treat the drawbatch as text so ellipsis text renders
drawBatchToEllipse->image = nullptr;
// Remove all content if the only content being displayed is ellipsis text
const bool batchContainsOnlyEllipsis = ellipseText == drawBatchToEllipse->text;
const bool noOtherBatches = 1 == lineToEllipsisPtr->drawBatchList.size();
const bool removeBatchContainingOnlyEllipsis = batchContainsOnlyEllipsis && noOtherBatches;
if (removeBatchContainingOnlyEllipsis)
{
linesToRemove.push_back(lineToEllipsis);
}
else
{
// Otherwise, we found a line that contains content in addition to ellipsis
break;
}
// Once we've reached the first line of text, we're done (since we're iterating backwards)
if (lineToEllipsis == drawBatchLinesOut.batchLines.begin())
{
break;
}
// Continue iterating towards the top of text until we find a line that
// can display the ellipsis
--lineToEllipsis;
lineToEllipsisPtr = &(*lineToEllipsis);
}
// For the case when we've removed every possible line, we'll just clip instead
// of truncate. Otherwise, we need to truncate lines follow ellipsis.
const bool linesFollowingEllipsisNeedTruncating = drawBatchLinesOut.batchLines.size() > linesToRemove.size();
if (linesFollowingEllipsisNeedTruncating)
{
// Truncate all lines following ellipsis
for (const auto& drawBatchLineIter : linesToRemove)
{
drawBatchLinesOut.batchLines.erase(drawBatchLineIter);
}
}
// Line sizes need to be updated to reflect ellipsis text insertion as well as batch
// lines being truncated (past the ellipsis line).
AssignLineSizes(drawBatchLinesOut, m_fontFamily.get(), ctx);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetLineToEllipsisAndLinesToTruncate(UiTextComponent::DrawBatchLines& drawBatchLinesOut,
DrawBatchLineContainer::iterator* lineToEllipsis, DrawBatchLineIters& linesToRemove, const AZ::Vector2& currentElementSize)
{
// Keep track of height of all text as we iterate through the batch lines
float totalTextHeight = 0.0f;
DrawBatchLineContainer::iterator prevBatchLine = *lineToEllipsis;
bool foundLineToEllipsis = false;
for (auto iter = drawBatchLinesOut.batchLines.begin(); iter != drawBatchLinesOut.batchLines.end(); ++iter)
{
DrawBatchLine& batchLine = *iter;
totalTextHeight += batchLine.lineSize.GetY();
const bool lineOverflowsVertically = totalTextHeight > currentElementSize.GetY();
const bool lineOverflowsHorizontally = batchLine.lineSize.GetX() > currentElementSize.GetX();
const bool lineDoesntOverflow = !lineOverflowsVertically && !lineOverflowsHorizontally;
if (foundLineToEllipsis)
{
// All other lines following the ellipsis are truncated.
linesToRemove.push_back(iter);
continue;
}
else if (lineDoesntOverflow)
{
prevBatchLine = iter;
continue;
}
// Prevent the first line of text from being removed, even if the text
// is overflowing. With ellipsis enabled, this content will be clipped.
const bool firstLine = iter == drawBatchLinesOut.batchLines.begin();
if (lineOverflowsVertically && !firstLine)
{
// The line we want to ellipse occurs prior to the
// first overflowing line.
*lineToEllipsis = prevBatchLine;
linesToRemove.push_back(iter);
}
else if (lineOverflowsHorizontally)
{
// The first line to overflow horizontally gets ellipsis
*lineToEllipsis = iter;
}
foundLineToEllipsis = true;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetDrawBatchStartPositions(DrawBatchStartPositions& startPositions, DrawBatchLine* lineToEllipsis, [[maybe_unused]] const AZ::Vector2& currentElementSize)
{
float currentLineSize = 0.0f;
for (DrawBatch& drawBatch : lineToEllipsis->drawBatchList)
{
DrawBatchStartPosPair startPosPair(&drawBatch, currentLineSize);
startPositions.emplace_back(startPosPair);
currentLineSize += drawBatch.size.GetX();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
UiTextComponent::DrawBatch* UiTextComponent::GetDrawBatchToEllipseAndPositions(const char* ellipseText,
const STextDrawContext& ctx,
const AZ::Vector2& currentElementSize,
DrawBatchStartPositions* startPositions,
float* drawBatchStartPos,
float* ellipsisPos)
{
// Iterate backwards through draw batches on this line, until we find a draw batch
// that can contain the ellipsis text within the bounds of the element.
auto drawBatchToEllipseIter = startPositions->rbegin();
DrawBatch* drawBatchToEllipse = (*drawBatchToEllipseIter).first;
float ellipsisSize = 0.0f;
while (drawBatchToEllipse)
{
const bool prevBatchIsValid = AZStd::next(drawBatchToEllipseIter) != startPositions->rend();
const bool prevBatchIsImage = prevBatchIsValid && (*AZStd::next(drawBatchToEllipseIter)).first->image != nullptr;
const bool moreBatchesPriorToImage = prevBatchIsImage && startPositions->size() > 2;
const bool moreTextBatches = !prevBatchIsImage && startPositions->size() > 1;
const bool moreDrawBatchesAvailable = moreBatchesPriorToImage || moreTextBatches;
// The size of the ellipsis text can change based on the font being used in the draw batch
ellipsisSize = drawBatchToEllipse->font->GetTextSize(ellipseText, true, ctx).x;
// Calculate where the ellipsis must start in order to be contained within the
// element bounds. Also, guard against narrow elements that aren't wide enough
// to accommodate ellipsis.
*ellipsisPos = AZStd::GetMax<float>(0.0f, currentElementSize.GetX() - ellipsisSize);
*drawBatchStartPos = startPositions->back().second;
const bool drawBatchOccursAfterEllipsis = *ellipsisPos <= *drawBatchStartPos;
const bool getPrevDrawBatch = drawBatchOccursAfterEllipsis && moreDrawBatchesAvailable;
if (getPrevDrawBatch)
{
startPositions->pop_back();
drawBatchToEllipseIter = startPositions->rbegin();
drawBatchToEllipse = (*drawBatchToEllipseIter).first;
}
else
{
// Found a draw batch whose start position can contain the ellipsis
// within the bounds of the element.
break;
}
}
return drawBatchToEllipse;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::TruncateDrawBatches(UiTextComponent::DrawBatchLine* lineToTruncate, const UiTextComponent::DrawBatch* truncateAfterBatch)
{
bool truncateBatchFound = false;
lineToTruncate->drawBatchList.remove_if(
[&truncateBatchFound, truncateAfterBatch](const UiTextComponent::DrawBatch& drawBatch)
{
if (truncateBatchFound)
{
return true;
}
else
{
truncateBatchFound = &drawBatch == truncateAfterBatch;
return false;
}
});
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::GetStartEllipseIndexInDrawBatch(const DrawBatch* drawBatchToEllipse,
const STextDrawContext& ctx,
const float drawBatchStartPos,
const float ellipsePos)
{
float overflowStringSize = 0.0f;
int ellipsisCharPos = 0;
Utf8::Unchecked::octet_iterator pChar(drawBatchToEllipse->text.data());
uint32_t stringBufferIndex = 0;
uint32_t prevCh = 0;
while (uint32_t ch = *pChar)
{
++pChar;
size_t maxSize = 5;
char codepoint[5] = { 0 };
char* codepointPtr = codepoint;
Utf8::Unchecked::octet_iterator<AZStd::string::iterator>::to_utf8_sequence(ch, codepointPtr, maxSize);
overflowStringSize += drawBatchToEllipse->font->GetTextSize(codepoint, true, ctx).x;
if (prevCh && ctx.m_kerningEnabled)
{
overflowStringSize += drawBatchToEllipse->font->GetKerning(prevCh, ch, ctx).x;
}
if (prevCh)
{
overflowStringSize += ctx.m_tracking;
}
prevCh = ch;
const float overflowStartPos = drawBatchStartPos + overflowStringSize;
const bool ellipseCharPosFound = overflowStartPos > ellipsePos;
stringBufferIndex += LyShine::GetMultiByteCharSize(ch);
if (ellipseCharPosFound)
{
const bool insertEllipsisFollowingFirstChar = ellipsisCharPos == 0;
ellipsisCharPos = insertEllipsisFollowingFirstChar ? stringBufferIndex : ellipsisCharPos;
break;
}
ellipsisCharPos = stringBufferIndex;
}
return ellipsisCharPos;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::InsertEllipsisText(const char* ellipseText,
const int ellipsisCharPos,
DrawBatch* drawBatchToEllipse)
{
drawBatchToEllipse->text = drawBatchToEllipse->text.substr(0, ellipsisCharPos) + ellipseText;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::SetBatchLineFontPointers(DrawBatchLine* batchLine)
{
IFFont* ellipsisFont = m_font;
for (auto drawBatchIter = batchLine->drawBatchList.begin();
drawBatchIter != batchLine->drawBatchList.end();
drawBatchIter++)
{
DrawBatch* iterBatchPtr = &(*drawBatchIter);
// Assign the last valid font ptr to this batch (note that batches
// already containing valid font pointers will simply have that
// font re-assigned back to them).
ellipsisFont = iterBatchPtr->font ? iterBatchPtr->font : ellipsisFont;
iterBatchPtr->font = ellipsisFont;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::GetTextOverflowsBounds(const AZ::Vector2& textSize, const AZ::Vector2& elementSize) const
{
const bool textOverflowsElementBoundsX = textSize.GetX() > elementSize.GetX();
const bool textOverflowsElementBoundsY = textSize.GetY() > elementSize.GetY();
return textOverflowsElementBoundsX || textOverflowsElementBoundsY;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Vector2 UiTextComponent::GetTextSizeFromDrawBatchLines(const UiTextComponent::DrawBatchLines& drawBatchLines) const
{
AZ::Vector2 size = AZ::Vector2(0.0f, 0.0f);
for (const DrawBatchLine& drawBatchLine : drawBatchLines.batchLines)
{
size.SetX(AZ::GetMax(drawBatchLine.lineSize.GetX(), size.GetX()));
size.SetY(size.GetY() + drawBatchLine.lineSize.GetY());
}
// Add the extra line spacing to the Y size
if (drawBatchLines.batchLines.size() > 0)
{
size.SetY(size.GetY() + (drawBatchLines.batchLines.size() - 1) * m_lineSpacing);
}
return size;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZStd::string UiTextComponent::GetLocalizedText([[maybe_unused]] const AZStd::string& text)
{
AZStd::string locText;
LocalizationManagerRequestBus::Broadcast(&LocalizationManagerRequestBus::Events::LocalizeString_ch, m_text.c_str(), locText, false);
return locText.c_str();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
AZ::Vector2 UiTextComponent::CalculateAlignedPositionWithYOffset(const UiTransformInterface::RectPoints& points)
{
AZ::Vector2 pos = AZ::Vector2::CreateZero();
const DrawBatchLines& drawBatchLines = GetDrawBatchLines();
size_t numLinesOfText = drawBatchLines.batchLines.size();
switch (m_textHAlignment)
{
case IDraw2d::HAlign::Left:
pos.SetX(points.TopLeft().GetX());
break;
case IDraw2d::HAlign::Center:
{
float width = points.TopRight().GetX() - points.TopLeft().GetX();
pos.SetX(points.TopLeft().GetX() + width * 0.5f);
break;
}
case IDraw2d::HAlign::Right:
pos.SetX(points.TopRight().GetX());
break;
}
switch (m_textVAlignment)
{
case IDraw2d::VAlign::Top:
pos.SetY(points.TopLeft().GetY());
break;
case IDraw2d::VAlign::Center:
{
float height = points.BottomLeft().GetY() - points.TopLeft().GetY();
pos.SetY(points.TopLeft().GetY() + height * 0.5f);
break;
}
case IDraw2d::VAlign::Bottom:
pos.SetY(points.BottomLeft().GetY());
break;
}
// For bottom-aligned text, we need to offset the vertical draw position
// such that the text never displays below the max Y position
if (m_textVAlignment == IDraw2d::VAlign::Bottom)
{
pos.SetY(pos.GetY() - (drawBatchLines.height + m_lineSpacing * (numLinesOfText - 1)));
}
// Centered alignment is obtained by offsetting by half the height of the
// entire text
else if (m_textVAlignment == IDraw2d::VAlign::Center)
{
pos.SetY(pos.GetY() - ((drawBatchLines.height + m_lineSpacing * (numLinesOfText - 1)) * 0.5f));
}
return pos;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// PRIVATE STATIC MEMBER FUNCTIONS
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::VersionConverter(AZ::SerializeContext& context,
AZ::SerializeContext::DataElementNode& classElement)
{
// conversion from version 1: Need to convert Color to Color and Alpha
// conversion from version 1 or 2: Need to convert Text from CryString to AzString
AZ_Assert(classElement.GetVersion() > 2, "Unsupported UiTextComponent version: %d", classElement.GetVersion());
// Versions prior to v4: Change default font
if (classElement.GetVersion() <= 3)
{
if (!ConvertV3FontFileNameIfDefault(context, classElement))
{
return false;
}
}
// V4: remove deprecated "supports markup" flag
if (classElement.GetVersion() == 4)
{
if (!RemoveV4MarkupFlag(context, classElement))
{
return false;
}
}
// conversion from version 5 to current: Strip off any leading forward slashes from font path
if (classElement.GetVersion() <= 5)
{
if (!LyShine::RemoveLeadingForwardSlashesFromAssetPath(context, classElement, "FontFileName"))
{
return false;
}
}
// conversion from version 6 to current: Need to convert ColorF to AZ::Color
if (classElement.GetVersion() <= 6)
{
if (!LyShine::ConvertSubElementFromVector3ToAzColor(context, classElement, "Color"))
{
return false;
}
}
// conversion from version 7 to current: The m_isMarkupEnabled flag was added. It defaults to false for new components.
// But if old data is loaded it should default to true for backward compatibility
if (classElement.GetVersion() <= 7)
{
if (!AddV8EnableMarkupFlag(context, classElement))
{
return false;
}
}
// conversion from version 8 to current:
// - "shrink to fit" wrap text setting now becomes the "uniform" value of the new "shrink to fit" enum
// - legacy "ResizeToText" overflow mode (enum value 2) gets reset back to zero (overflow)
if (classElement.GetVersion() <= 8)
{
if (!ConvertV8ShrinkToFitSetting(context, classElement))
{
return false;
}
if (!ConvertV8LegacyOverflowModeSetting(context, classElement))
{
return false;
}
}
return true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::GetOffsetsFromSelectionInternal(LineOffsets& top, LineOffsets& middle, LineOffsets& bottom, int selectionStart, int selectionEnd)
{
const int localLastIndex = AZStd::GetMax<int>(selectionStart, selectionEnd);
int requestFontSize = GetRequestFontSize();
const DrawBatchLines& drawBatchLines = GetDrawBatchLines();
if (!drawBatchLines.inlineImages.empty())
{
// CalculateOffsets below does not work for draw batch lines with images in them. Images can never be entered
// in a text input BUT they can be in the initial starting string entered in the UI Editor.
// For now we just do not support selection (avoids a crash in CalculateOffsets).
// Text input in general will not work correctly with any markup in the text and will disable markup as soon
// as the text string is modified.
return;
}
STextDrawContext fontContext(GetTextDrawContextPrototype(requestFontSize, drawBatchLines.fontSizeScale));
UiTextComponentOffsetsSelector offsetsSelector(
drawBatchLines,
fontContext,
m_fontSize,
AZStd::GetMin<int>(selectionStart, selectionEnd),
localLastIndex,
GetLineNumberFromCharIndex(drawBatchLines, localLastIndex),
m_cursorLineNumHint);
offsetsSelector.CalculateOffsets(top, middle, bottom);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::GetLineNumberFromCharIndex(const DrawBatchLines& drawBatchLines, const int soughtIndex) const
{
int lineCounter = 0;
int indexIter = 0;
// Iterate across the lines of text until soughtIndex is found,
// incrementing lineCounter along the way and ultimately returning its
// value when the index is found.
for (const DrawBatchLine& batchLine : drawBatchLines.batchLines)
{
lineCounter++;
for (const DrawBatch& drawBatch : batchLine.drawBatchList)
{
Utf8::Unchecked::octet_iterator pChar(drawBatch.text.data());
while (uint32_t ch = *pChar)
{
++pChar;
if (indexIter == soughtIndex)
{
return lineCounter;
}
++indexIter;
}
}
}
// Note that it's possible for sought index to be one past the end of
// the line string, in which case we count the soughtIndex as being on
// that line anyways.
return lineCounter;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::InvalidateLayout() const
{
// Invalidate the parent's layout
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
EBUS_EVENT_ID(canvasEntityId, UiLayoutManagerBus, MarkToRecomputeLayoutsAffectedByLayoutCellChange, GetEntityId(), true);
// Invalidate the element's layout
EBUS_EVENT_ID(canvasEntityId, UiLayoutManagerBus, MarkToRecomputeLayout, GetEntityId());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::CheckLayoutFitterAndRefreshEditorTransformProperties() const
{
UiLayoutHelpers::CheckFitterAndRefreshEditorTransformProperties(GetEntityId());
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::MarkRenderCacheDirty()
{
if (!m_renderCache.m_isDirty)
{
ClearRenderCache();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::MarkRenderGraphDirty()
{
// tell the canvas to invalidate the render graph
AZ::EntityId canvasEntityId;
EBUS_EVENT_ID_RESULT(canvasEntityId, GetEntityId(), UiElementBus, GetCanvasEntityId);
EBUS_EVENT_ID(canvasEntityId, UiCanvasComponentImplementationBus, MarkRenderGraphDirty);
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::ClearRenderCache()
{
// at the moment, any change to the render cache requires the graph is cleared because a render node
// in the graph has a list of primitives, if a primitive is removed it breaks the graph.
MarkRenderGraphDirty();
// As mentioned above it is ONLY valid to clear this and delete the image batches when the render graph
// has been cleared. Otherwise the graph intrusive lists will have pointers to deleted structures.
FreeRenderCacheMemory();
m_renderCache.m_isDirty = true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
void UiTextComponent::FreeRenderCacheMemory()
{
for (RenderCacheImageBatch* imageBatch : m_renderCache.m_imageBatches)
{
delete [] imageBatch->m_cachedPrimitive.m_vertices;
delete imageBatch;
}
for (RenderCacheBatch* textBatch : m_renderCache.m_batches)
{
delete [] textBatch->m_cachedPrimitive.m_vertices;
delete [] textBatch->m_cachedPrimitive.m_indices;
delete textBatch;
}
m_renderCache.m_batches.clear();
m_renderCache.m_imageBatches.clear();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
bool UiTextComponent::ShouldClip()
{
return m_overflowMode == OverflowMode::ClipText || m_overflowMode == OverflowMode::Ellipsis;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
int UiTextComponent::GetRequestFontSize()
{
if (m_isRequestFontSizeDirty)
{
m_requestFontSize = CalcRequestFontSize(m_fontSize, GetEntityId());
m_isRequestFontSizeDirty = false;
}
return m_requestFontSize;
}
#include "Tests/internal/test_UiTextComponent.cpp"