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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;
}
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