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blender-archive/source/blender/draw/modes/edit_text_mode.c
Dalai Felinto 8e65e38649 Font textbox overflow: Different methods
Sometimes the text doesn't fit. What to do in this case?

* Overflow: The default behaviour still is to overflow the text.
* Truncated: If any text box is defined we can also not draw the text
  that goes outside the text boxes.
* Scale to Fit: For single-text box texts we can scale down the text until
  it fits.

To support textboxes we are bisecting the scale until we find a good
match. Right now the hardcoded iteration limit is 20, and the threshold 0.0001f.

An alternative in the future would be to tackle this by integrating existing
layout engines such as HarfBuzz.

Note: Scale to fit won't work for multiple text-boxes if any of them has
either width or height as zero.

Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3874

Feature development sponsored by Viddyoze.
2018-11-26 21:47:33 -02:00

361 lines
11 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file blender/draw/modes/edit_text_mode.c
* \ingroup draw
*/
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_curve_types.h"
#include "BIF_glutil.h"
/* If builtin shaders are needed */
#include "GPU_shader.h"
#include "GPU_batch.h"
#include "draw_common.h"
#include "draw_mode_engines.h"
/* If needed, contains all global/Theme colors
* Add needed theme colors / values to DRW_globals_update() and update UBO
* Not needed for constant color. */
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GlobalsUboStorage ts; /* draw_common.c */
/* *********** LISTS *********** */
/* All lists are per viewport specific datas.
* They are all free when viewport changes engines
* or is free itself. Use EDIT_TEXT_engine_init() to
* initialize most of them and EDIT_TEXT_cache_init()
* for EDIT_TEXT_PassList */
typedef struct EDIT_TEXT_PassList {
/* Declare all passes here and init them in
* EDIT_TEXT_cache_init().
* Only contains (DRWPass *) */
struct DRWPass *wire_pass;
struct DRWPass *overlay_select_pass;
struct DRWPass *overlay_cursor_pass;
struct DRWPass *text_box_pass;
} EDIT_TEXT_PassList;
typedef struct EDIT_TEXT_FramebufferList {
/* Contains all framebuffer objects needed by this engine.
* Only contains (GPUFrameBuffer *) */
struct GPUFrameBuffer *fb;
} EDIT_TEXT_FramebufferList;
typedef struct EDIT_TEXT_TextureList {
/* Contains all framebuffer textures / utility textures
* needed by this engine. Only viewport specific textures
* (not per object). Only contains (GPUTexture *) */
struct GPUTexture *texture;
} EDIT_TEXT_TextureList;
typedef struct EDIT_TEXT_StorageList {
/* Contains any other memory block that the engine needs.
* Only directly MEM_(m/c)allocN'ed blocks because they are
* free with MEM_freeN() when viewport is freed.
* (not per object) */
struct CustomStruct *block;
struct EDIT_TEXT_PrivateData *g_data;
} EDIT_TEXT_StorageList;
typedef struct EDIT_TEXT_Data {
/* Struct returned by DRW_viewport_engine_data_ensure.
* If you don't use one of these, just make it a (void *) */
// void *fbl;
void *engine_type; /* Required */
EDIT_TEXT_FramebufferList *fbl;
EDIT_TEXT_TextureList *txl;
EDIT_TEXT_PassList *psl;
EDIT_TEXT_StorageList *stl;
} EDIT_TEXT_Data;
/* *********** STATIC *********** */
static struct {
/* Custom shaders :
* Add sources to source/blender/draw/modes/shaders
* init in EDIT_TEXT_engine_init();
* free in EDIT_TEXT_engine_free(); */
GPUShader *wire_sh;
GPUShader *overlay_select_sh;
GPUShader *overlay_cursor_sh;
} e_data = {NULL}; /* Engine data */
typedef struct EDIT_TEXT_PrivateData {
/* resulting curve as 'wire' for fast editmode drawing */
DRWShadingGroup *wire_shgrp;
DRWShadingGroup *overlay_select_shgrp;
DRWShadingGroup *overlay_cursor_shgrp;
DRWShadingGroup *box_shgrp;
DRWShadingGroup *box_active_shgrp;
} EDIT_TEXT_PrivateData; /* Transient data */
/* *********** FUNCTIONS *********** */
/* Init Textures, Framebuffers, Storage and Shaders.
* It is called for every frames.
* (Optional) */
static void EDIT_TEXT_engine_init(void *vedata)
{
EDIT_TEXT_TextureList *txl = ((EDIT_TEXT_Data *)vedata)->txl;
EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
UNUSED_VARS(txl, fbl, stl);
/* Init Framebuffers like this: order is attachment order (for color texs) */
/*
* DRWFboTexture tex[2] = {{&txl->depth, GPU_DEPTH_COMPONENT24, 0},
* {&txl->color, GPU_RGBA8, DRW_TEX_FILTER}};
*/
/* DRW_framebuffer_init takes care of checking if
* the framebuffer is valid and has the right size*/
/*
* float *viewport_size = DRW_viewport_size_get();
* DRW_framebuffer_init(&fbl->occlude_wire_fb,
* (int)viewport_size[0], (int)viewport_size[1],
* tex, 2);
*/
if (!e_data.wire_sh) {
e_data.wire_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
if (!e_data.overlay_select_sh) {
e_data.overlay_select_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
if (!e_data.overlay_cursor_sh) {
e_data.overlay_cursor_sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
}
}
/* Here init all passes and shading groups
* Assume that all Passes are NULL */
static void EDIT_TEXT_cache_init(void *vedata)
{
EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
if (!stl->g_data) {
/* Alloc transient pointers */
stl->g_data = MEM_mallocN(sizeof(*stl->g_data), __func__);
}
{
/* Text outline (fast drawing!) */
psl->wire_pass = DRW_pass_create(
"Font Wire",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE);
stl->g_data->wire_shgrp = DRW_shgroup_create(e_data.wire_sh, psl->wire_pass);
psl->overlay_select_pass = DRW_pass_create(
"Font Select",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
stl->g_data->overlay_select_shgrp = DRW_shgroup_create(e_data.overlay_select_sh, psl->overlay_select_pass);
psl->overlay_cursor_pass = DRW_pass_create(
"Font Cursor",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
stl->g_data->overlay_cursor_shgrp = DRW_shgroup_create(e_data.overlay_cursor_sh, psl->overlay_cursor_pass);
psl->text_box_pass = DRW_pass_create(
"Font Text Boxes",
DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH);
stl->g_data->box_shgrp = shgroup_dynlines_dashed_uniform_color(psl->text_box_pass, ts.colorWire);
stl->g_data->box_active_shgrp = shgroup_dynlines_dashed_uniform_color(psl->text_box_pass, ts.colorActive);
}
}
static void edit_text_cache_populate_boxes(void *vedata, Object *ob)
{
EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
const Curve *cu = ob->data;
DRWShadingGroup *shading_groups[] = {
stl->g_data->box_active_shgrp,
stl->g_data->box_shgrp,
};
float vec[3], vec1[3], vec2[3];
for (int i = 0; i < cu->totbox; i++) {
TextBox *tb = &cu->tb[i];
if ((tb->w == 0.0f) && (tb->h == 0.0f)) {
continue;
}
const bool is_active = i == (cu->actbox - 1);
DRWShadingGroup *shading_group = shading_groups[is_active ? 0 : 1];
vec[0] = cu->xof + tb->x;
vec[1] = cu->yof + tb->y + cu->fsize_realtime;
vec[2] = 0.001;
mul_v3_m4v3(vec1, ob->obmat, vec);
vec[0] += tb->w;
mul_v3_m4v3(vec2, ob->obmat, vec);
DRW_shgroup_call_dynamic_add(shading_group, vec1);
DRW_shgroup_call_dynamic_add(shading_group, vec2);
vec[1] -= tb->h;
copy_v3_v3(vec1, vec2);
mul_v3_m4v3(vec2, ob->obmat, vec);
DRW_shgroup_call_dynamic_add(shading_group, vec1);
DRW_shgroup_call_dynamic_add(shading_group, vec2);
vec[0] -= tb->w;
copy_v3_v3(vec1, vec2);
mul_v3_m4v3(vec2, ob->obmat, vec);
DRW_shgroup_call_dynamic_add(shading_group, vec1);
DRW_shgroup_call_dynamic_add(shading_group, vec2);
vec[1] += tb->h;
copy_v3_v3(vec1, vec2);
mul_v3_m4v3(vec2, ob->obmat, vec);
DRW_shgroup_call_dynamic_add(shading_group, vec1);
DRW_shgroup_call_dynamic_add(shading_group, vec2);
}
}
/* Add geometry to shadingGroups. Execute for each objects */
static void EDIT_TEXT_cache_populate(void *vedata, Object *ob)
{
EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
const DRWContextState *draw_ctx = DRW_context_state_get();
UNUSED_VARS(psl, stl);
if (ob->type == OB_FONT) {
if (ob == draw_ctx->object_edit) {
const Curve *cu = ob->data;
/* Get geometry cache */
struct GPUBatch *geom;
if (cu->flag & CU_FAST) {
geom = DRW_cache_text_edge_wire_get(ob);
if (geom) {
DRW_shgroup_call_add(stl->g_data->wire_shgrp, geom, ob->obmat);
}
}
else {
/* object mode draws */
}
geom = DRW_cache_text_select_overlay_get(ob);
if (geom) {
DRW_shgroup_call_add(stl->g_data->overlay_select_shgrp, geom, ob->obmat);
}
geom = DRW_cache_text_cursor_overlay_get(ob);
if (geom) {
DRW_shgroup_call_add(stl->g_data->overlay_cursor_shgrp, geom, ob->obmat);
}
edit_text_cache_populate_boxes(vedata, ob);
}
}
}
/* Optional: Post-cache_populate callback */
static void EDIT_TEXT_cache_finish(void *vedata)
{
EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
EDIT_TEXT_StorageList *stl = ((EDIT_TEXT_Data *)vedata)->stl;
/* Do something here! dependent on the objects gathered */
UNUSED_VARS(psl, stl);
}
/* Draw time ! Control rendering pipeline from here */
static void EDIT_TEXT_draw_scene(void *vedata)
{
EDIT_TEXT_PassList *psl = ((EDIT_TEXT_Data *)vedata)->psl;
EDIT_TEXT_FramebufferList *fbl = ((EDIT_TEXT_Data *)vedata)->fbl;
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
UNUSED_VARS(fbl, dfbl, dtxl);
/* Show / hide entire passes, swap framebuffers ... whatever you fancy */
/*
* DRW_framebuffer_texture_detach(dtxl->depth);
* DRW_framebuffer_bind(fbl->custom_fb);
* DRW_draw_pass(psl->pass);
* DRW_framebuffer_texture_attach(dfbl->default_fb, dtxl->depth, 0, 0);
* DRW_framebuffer_bind(dfbl->default_fb);
*/
DRW_draw_pass(psl->wire_pass);
if (!DRW_pass_is_empty(psl->text_box_pass)) {
DRW_draw_pass(psl->text_box_pass);
}
set_inverted_drawing(1);
DRW_draw_pass(psl->overlay_select_pass);
DRW_draw_pass(psl->overlay_cursor_pass);
set_inverted_drawing(0);
/* If you changed framebuffer, double check you rebind
* the default one with its textures attached before finishing */
}
/* Cleanup when destroying the engine.
* This is not per viewport ! only when quitting blender.
* Mostly used for freeing shaders */
static void EDIT_TEXT_engine_free(void)
{
// DRW_SHADER_FREE_SAFE(custom_shader);
}
static const DrawEngineDataSize EDIT_TEXT_data_size = DRW_VIEWPORT_DATA_SIZE(EDIT_TEXT_Data);
DrawEngineType draw_engine_edit_text_type = {
NULL, NULL,
N_("EditTextMode"),
&EDIT_TEXT_data_size,
&EDIT_TEXT_engine_init,
&EDIT_TEXT_engine_free,
&EDIT_TEXT_cache_init,
&EDIT_TEXT_cache_populate,
&EDIT_TEXT_cache_finish,
NULL, /* draw_background but not needed by mode engines */
&EDIT_TEXT_draw_scene,
NULL,
NULL,
};