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path: root/Editor/Scripting/GUI/EditorGUI.bind.cpp
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#include "Editor/GUI/EditorWindows.h"
#include "Runtime/GUI/Font.h"
#include "Runtime/Graphics/Shader.h"
#include "Runtime/Debug/Log.h"
#include "Runtime/Graphics/GfxDevice.h"
#include "Runtime/Common/DataBuffer.h"
#include "Runtime/GUI/utf8.h"
#include "Runtime/Utilities/StaticInitiator.h"
#include "Runtime/GUI/UITextMesh.h"
#include "Runtime/Math/Math.h"
#include "Runtime/GUI/TextMeshGenerator.h"
#include "Runtime/Utilities/AutoInvoke.h"
#include "Editor/Win/Win.h"

using namespace LuaBind;
using namespace Win;

static std::vector<character::Unicode>* s_Codepoints;

InitializeStaticVariables([]() {
    s_Codepoints = new std::vector<character::Unicode>();
});

// Editor.GUI.Text(font, str, pixelSize, lineHeight, color, anchor, alignment, wordwrap, preferred, encoding)
static int Text(lua_State* L)
{
    LUA_BIND_STATE(L);

    Font* font = (Font*)state.GetUserdata<Font>(1);
    char* buf = (char*)state.GetValue<const char*>(2, "");
    int pixelSize = state.GetValue<int>(3, 12);
    int lineHeight = state.GetValue<int>(4, pixelSize + 3);
    Color32 color = state.GetValue<Color32>(5, Color32::white);
    int anchor = state.GetValue<int>(6, TextAnchor_UpperLeft);
    int alignment = state.GetValue<int>(7, TextAlignment_Left);
    bool wordwrap = state.GetValue<bool>(8, false);
    int preferred = state.GetValue<int>(9, 0);
    int encoding = state.GetValue<int>(10, EEncoding::Encoding_UTF8);

    s_Codepoints->clear();
    InvokeWhenLeave([]() {
        s_Codepoints->clear();
    });

    if (encoding == EEncoding::Encoding_UTF8)
    {
        while (*buf != 0) {
            int err;
            s_Codepoints->push_back(utf8::getu8c(&buf, &err));
            if (err != 0)
            {
                log_warning("Illegal utf8 bytes %d", err);
            }
        }
    }
    else if (encoding == EEncoding::Encoding_UTF16)
    {
        while (*buf != 0) {
            unsigned short* s = (unsigned short*)(buf);
            s_Codepoints->push_back(*s);
            buf += 2;
        }
    }
    else if (encoding == EEncoding::Encoding_ASCII)
    {
        while (*buf != 0) {
            s_Codepoints->push_back(*buf);
            buf += 1;
        }
    }

    font->RenderCharacters(*s_Codepoints, pixelSize);

    UnicodeString str;
    str.str = s_Codepoints->data();
    str.length = s_Codepoints->size();

    WipeGLError();

    const UITextMesh* tm = g_TextMeshGenerator.GetTextMesh(str, font, pixelSize, lineHeight, color, (ETextAnchor)anchor, (ETextAlignment)alignment, wordwrap, preferred);
    tm->Draw();

    WipeGLError();

    return 0;
}

static luaL_Reg guiFuncs[] = {
    {"Text", Text},
    {0, 0}
};

int luaopen_GameLab_Editor_GUI(lua_State* L)
{
    log_info_tag("Scripting", "luaopen_GameLab_Editor_GUI()");

    LUA_BIND_STATE(L);

    state.PushGlobalNamespace();
    state.PushNamespace("GameLab");
    state.PushNamespace("Editor");
    state.PushNamespace("GUI");

    state.RegisterMethods(guiFuncs);

    return 1;
}