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New Font:render method
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1d4c45e130
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44
API.md
44
API.md
@ -37,7 +37,7 @@ minetest.register_node("mymod:test_text_node", {
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})
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```
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At this step, your node already displays text form "display_text" (hardcoded) node meta.
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At this step, your node already displays text form "display_text" (by default) node meta. If you want to store your text into another meta data field, add a `meta_text` field to display entity definition.
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But it uses defaults (default font, default size, default color). Likely you need something more.
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@ -59,6 +59,28 @@ Then specify the char width. Two methods available:
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* `halign`: Horizontal alignment: "left", "center" or "right" (default "center").
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* `valign`: Vertical alignement: "top", "middle" or "bottom" (default "middle").
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### Example
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Using blue //botic// font, three lines height, aligned top left. Text stored in "text" node meta.
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```
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minetest.register_node("mymod:test_text_node", {
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...
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...
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display_entities = {
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["mymod:text"] = {
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depth = -0.5 - display_api.entity_spacing,
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on_display_update = font_api.on_display_update
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meta_text = "text",
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font_name = "botic",
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color = "#0000FF",
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maxlines = 3,
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aspect_ratio = 0.5,
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halign = "left",
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valign = "top",
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},
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}
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...
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})
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```
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## Provided methods
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### font_api.get_default_font_name()
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Returns de default font name.
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@ -159,19 +181,13 @@ Returns line(s) height. Takes care of top and bottom margins and line spacing.
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Returns the width of a text line. Beware, if line contains any new line char, they are ignored.
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* `line`: Line of text which the width will be computed.
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### font:make_line_texture(line, texturew, x, y)
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Create a texture for a text line.
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* `line`: Line of text to be rendered in texture.
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* `texturew`: Width of the texture (extra text is not rendered).
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* `x`: Starting x position in texture.
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* `y`: Vertical position of the line in texture.
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### font:make_text_texture(text, texturew, textureh, maxlines, halign, valign, color)
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### font:renter(text, texturew, textureh, style)
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Builds texture for a multiline colored text.
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* `text`: Text to be rendered.
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* `texturew`: Width of the texture (extra text will be truncated).
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* `textureh`: Height of the texture.
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* `maxlines`: Maximum number of lines.
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* `halign`: Horizontal text align ("left"/"center"/"right") (optional).
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* `valign`: Vertical text align ("top"/"center"/"bottom") (optional).
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* `color`: Color of the text (optional).
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* `textureh`: Height of the texture (extra text will be truncated).
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* `style`: A table with style indications:
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- `lines` or `maxlines`: Maximum number of lines (default none).
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- `halign`: Horizontal text align: "left"/"center"/"right" (default "center")
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- `valign`: Vertical text align: "top"/"middle"/"bottom" (default "middle")
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- `color`: Color of the text (default black)
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142
font.lua
142
font.lua
@ -54,20 +54,6 @@ local function char_to_codepoint(str)
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end
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end
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-- Split multiline text into array of lines, with <maxlines> maximum lines.
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-- Can not use minetest string.split as it has bug if first line(s) empty
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local function split_lines(text, maxlines)
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local lines = {}
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local pos = 1
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repeat
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local found = string.find(text, "\n", pos)
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found = found or #text + 1
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lines[#lines + 1] = string.sub(text, pos, found - 1)
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pos = found + 1
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until (maxlines and (#lines >= maxlines)) or (pos > (#text + 1))
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return lines
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end
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--------------------------------------------------------------------------------
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--- Font class
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@ -195,88 +181,86 @@ function Font:get_width(line)
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return width
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end
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--- Builds texture part for a text line
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-- @param line Text line to be rendered
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-- @param texturew Width of the texture (extra text is not rendered)
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-- @param x Starting x position in texture
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-- @param y Vertical position of the line in texture
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-- @return Texture string
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function Font:make_line_texture(line, texturew, x, y)
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local codepoint
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local texture = ""
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line = line or ''
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while line ~= '' do
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codepoint, line = self:get_next_char(line)
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-- Add image only if it is visible (at least partly)
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if x + self:get_char_width(codepoint) >= 0 and x <= texturew then
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texture = texture..
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string.format(":%d,%d=font_%s_%04x.png",
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x, y, self.name, codepoint)
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end
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x = x + self:get_char_width(codepoint)
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end
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return texture
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end
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--- Builds texture for a multiline colored text
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-- @param text Text to be rendered
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-- @param texturew Width of the texture (extra text will be truncated)
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-- @param textureh Height of the texture
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-- @param maxlines Maximum number of lines
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-- @param halign Horizontal text align ("left"/"center"/"right") (optional)
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-- @param valign Vertical text align ("top"/"center"/"bottom") (optional)
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-- @param color Color of the text (optional)
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-- @return Texture string
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--- Legacy make_text_texture method (replaced by "render" - Dec 2018)
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function Font:make_text_texture(text, texturew, textureh, maxlines,
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halign, valign, color)
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local texture = ""
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local lines = {}
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local textheight = 0
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local y
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return self:render(text, texturew, textureh, {
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lines = maxlines,
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valign = valign,
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halign = halign,
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color = color
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})
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end
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-- Split text into lines (limited to maxlines fist lines)
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for num, line in pairs(split_lines(text, maxlines)) do
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lines[num] = { text = line, width = self:get_width(line) }
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--- Render text with the font in a view
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-- @param text Text to be rendered
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-- @param texturew Width (in pixels) of the texture (extra text will be truncated)
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-- @param textureh Height (in pixels) of the texture (extra text will be truncated)
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-- @param style Style of the rendering:
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-- - lines: maximum number of text lines (if text is limited)
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-- - halign: horizontal align ("left"/"center"/"right")
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-- - valign: vertical align ("top"/"center"/"bottom")
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-- - color: color of the text ("#rrggbb")
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-- @return Texture string
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function Font:render(text, texturew, textureh, style)
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local style = style or {}
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-- Split text into lines (and limit to style.lines # of lines)
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local lines = {}
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local pos = 1
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local found, line
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repeat
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found = string.find(text, "\n", pos) or (#text + 1)
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line = string.sub(text, pos, found - 1)
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lines[#lines + 1] = { text = line, width = self:get_width(line) }
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pos = found + 1
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until (style.lines and (#lines >= style.lines)) or (pos > (#text + 1))
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if not #lines then
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return ""
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end
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textheight = self:get_height(#lines)
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local x, y, codepoint
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local texture = ""
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local textheight = self:get_height(#lines)
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if #lines then
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if valign == "top" then
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y = 0
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elseif valign == "bottom" then
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y = textureh - textheight
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else
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y = (textureh - textheight) / 2
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end
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if style.valign == "top" then
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y = 0
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elseif style.valign == "bottom" then
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y = textureh - textheight
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else
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y = (textureh - textheight) / 2
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end
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y = y + (self.margintop or 0)
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for _, line in pairs(lines) do
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if halign == "left" then
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texture = texture..
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self:make_line_texture(line.text, texturew,
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0, y)
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elseif halign == "right" then
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texture = texture..
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self:make_line_texture(line.text, texturew,
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texturew - line.width, y)
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if style.halign == "left" then
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x = 0
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elseif style.halign == "right" then
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x = texturew - line.width
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else
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texture = texture..
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self:make_line_texture(line.text, texturew,
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(texturew - line.width) / 2, y)
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x = (texturew - line.width) / 2
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end
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while line.text ~= '' do
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codepoint, line.text = self:get_next_char(line.text)
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-- Add image only if it is visible (at least partly)
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if x + self.widths[codepoint] >= 0 and x <= texturew then
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texture = texture..
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string.format(":%d,%d=font_%s_%04x.png", x, y, self.name, codepoint)
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end
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x = x + self.widths[codepoint]
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end
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y = y + self:get_height() + (self.linespacing or 0)
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end
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texture = string.format("[combine:%dx%d", texturew, textureh)..texture
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if color then texture = texture.."^[colorize:"..color end
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if style.color then
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texture = texture.."^[colorize:"..style.color
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end
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return texture
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end
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72
init.lua
72
init.lua
@ -39,43 +39,49 @@ dofile(font_api.path.."/fontform.lua")
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function font_api.on_display_update(pos, objref)
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local meta = minetest.get_meta(pos)
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local text = meta:get_string("display_text")
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local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
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local entity = objref:get_luaentity()
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if entity and ndef.display_entities[entity.name] then
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local def = ndef.display_entities[entity.name]
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local font = font_api.get_font(meta:get_string("font") ~= ""
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and meta:get_string("font") or def.font_name)
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-- Compute entity resolution accroding to given attributes
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local texturew, textureh
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textureh = font:get_height(def.lines or def.maxlines or 1)
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if def.columns then
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if font.fixedwidth then
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texturew = def.columns * font.fixedwidth
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if def.aspect_ratio then
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minetest.log('warning', "[font_api] 'aspect_ratio' ignored because 'columns' is specified")
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end
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else
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minetest.log('warning', "[font_api] 'columns' ignored because '"..font.name.."' is not a fixed width font.")
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end
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end
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if not texturew then
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if not def.aspect_ratio then
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minetest.log('warning', "[font_api] No 'aspect_ratio' specified, using default 1.")
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end
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texturew = textureh * def.size.x / def.size.y / (def.aspect_ratio or 1)
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end
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objref:set_properties({
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textures={font:make_text_texture(text, texturew, textureh,
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def.maxlines, def.halign, def.valign, def.color)},
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visual_size = def.size
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})
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if not entity or not ndef.display_entities[entity.name] then
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return
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end
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local def = ndef.display_entities[entity.name]
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local font = font_api.get_font(meta:get_string("font") ~= ""
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and meta:get_string("font") or def.font_name)
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local text = meta:get_string(def.meta_text or "display_text")
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-- Compute entity resolution accroding to given attributes
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local texturew, textureh
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textureh = font:get_height(def.lines or def.maxlines or 1)
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if def.columns then
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if font.fixedwidth then
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texturew = def.columns * font.fixedwidth
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if def.aspect_ratio then
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minetest.log('warning', "[font_api] 'aspect_ratio' ignored because 'columns' is specified")
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end
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else
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minetest.log('warning', "[font_api] 'columns' ignored because '"..font.name.."' is not a fixed width font.")
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end
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end
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if not texturew then
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if not def.aspect_ratio then
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minetest.log('warning', "[font_api] No 'aspect_ratio' specified, using default 1.")
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end
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texturew = textureh * def.size.x / def.size.y / (def.aspect_ratio or 1)
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end
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objref:set_properties({
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textures={ font:render(text, texturew, textureh, {
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lines = def.maxlines or def.lines,
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halign = def.halign,
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valign = def.valign,
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color = def.color} ) },
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visual_size = def.size,
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})
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end
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-- Compatibility
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