Browse Source

doc: compiled code snippets for the Text namespace.

Everything was wrong here. Ugh.
pull/205/head
Vladimír Vondruš 8 years ago
parent
commit
aef6b00a62
  1. 3
      doc/snippets/CMakeLists.txt
  2. 100
      doc/snippets/MagnumText.cpp
  3. 8
      src/Magnum/Text/DistanceFieldGlyphCache.h
  4. 8
      src/Magnum/Text/GlyphCache.h
  5. 41
      src/Magnum/Text/Renderer.h

3
doc/snippets/CMakeLists.txt

@ -35,7 +35,8 @@ endif()
add_library(snippets STATIC add_library(snippets STATIC
Magnum.cpp Magnum.cpp
MagnumShaders.cpp) MagnumShaders.cpp
MagnumText.cpp)
target_link_libraries(snippets PRIVATE Magnum) target_link_libraries(snippets PRIVATE Magnum)
set_target_properties(snippets PROPERTIES FOLDER "Magnum/doc/snippets") set_target_properties(snippets PROPERTIES FOLDER "Magnum/doc/snippets")

100
doc/snippets/MagnumText.cpp

@ -0,0 +1,100 @@
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "Magnum/Shaders/Vector.h"
#include "Magnum/Text/AbstractFont.h"
#include "Magnum/Text/DistanceFieldGlyphCache.h"
#include "Magnum/Text/Renderer.h"
using namespace Magnum;
using namespace Magnum::Math::Literals;
int main() {
{
/* [DistanceFieldGlyphCache-usage] */
std::unique_ptr<Text::AbstractFont> font;
Text::DistanceFieldGlyphCache cache{Vector2i{2048}, Vector2i{384}, 16};
font->fillGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"0123456789?!:;,. ");
/* [DistanceFieldGlyphCache-usage] */
}
{
/* [GlyphCache-usage] */
std::unique_ptr<Text::AbstractFont> font;
Text::GlyphCache cache{Vector2i{512}};
font->fillGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"0123456789?!:;,. ");
/* [GlyphCache-usage] */
}
{
Matrix3 projectionMatrix;
/* [Renderer-usage1] */
/* Font instance, received from a plugin manager */
std::unique_ptr<Text::AbstractFont> font;
/* Configured glyph cache */
Text::GlyphCache cache{Vector2i{512}};
font->fillGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"0123456789?!:;,. ");
Shaders::Vector2D shader;
Buffer vertexBuffer, indexBuffer;
Mesh mesh;
/* Render the text, centered */
std::tie(mesh, std::ignore) = Text::Renderer2D::render(*font, cache, 0.15f,
"Hello World!", vertexBuffer, indexBuffer, BufferUsage::StaticDraw,
Text::Alignment::LineCenter);
/* Draw the text on the screen */
shader.setTransformationProjectionMatrix(projectionMatrix)
.setColor(0xffffff_rgbf)
.setVectorTexture(cache.texture());
mesh.draw(shader);
/* [Renderer-usage1] */
/* [Renderer-usage2] */
/* Initialize the renderer and reserve memory for enough glyphs */
Text::Renderer2D renderer{*font, cache, 0.15f, Text::Alignment::LineCenter};
renderer.reserve(32, BufferUsage::DynamicDraw, BufferUsage::StaticDraw);
/* Update the text occasionally */
renderer.render("Hello World Countdown: 10");
/* Draw the text on the screen */
shader.setTransformationProjectionMatrix(projectionMatrix)
.setColor(0xffffff_rgbf)
.setVectorTexture(cache.texture());
renderer.mesh().draw(shader);
/* [Renderer-usage2] */
}
}

8
src/Magnum/Text/DistanceFieldGlyphCache.h

@ -45,13 +45,7 @@ format is red channel only.
Usage is similar to @ref GlyphCache, additionally you need to specify size of Usage is similar to @ref GlyphCache, additionally you need to specify size of
resulting distance field texture. resulting distance field texture.
@code{.cpp} @snippet MagnumText.cpp DistanceFieldGlyphCache-usage
Text::AbstractFont* font;
Text::GlyphCache* cache = new Text::DistanceFieldGlyphCache(Vector2i(2048), Vector2i(384));
font->createGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"0123456789?!:;,. ");
@endcode
@see @ref TextureTools::distanceField() @see @ref TextureTools::distanceField()
*/ */

8
src/Magnum/Text/GlyphCache.h

@ -48,13 +48,7 @@ Contains font glyphs prerendered into texture atlas.
Create GlyphCache object with sufficient size and then call Create GlyphCache object with sufficient size and then call
@ref AbstractFont::createGlyphCache() to fill it with glyphs. @ref AbstractFont::createGlyphCache() to fill it with glyphs.
@code{.cpp} @snippet MagnumText.cpp GlyphCache-usage
Text::AbstractFont* font;
Text::GlyphCache* cache = new GlyphCache(Vector2i(512));
font->createGlyphCache(cache, "abcdefghijklmnopqrstuvwxyz"
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"0123456789?!:;,. ");
@endcode
See @ref Renderer for information about text rendering. See @ref Renderer for information about text rendering.
@todo Some way for Font to negotiate or check internal texture format @todo Some way for Font to negotiate or check internal texture format

41
src/Magnum/Text/Renderer.h

@ -178,27 +178,7 @@ methods, returning result either as data arrays or as fully configured mesh.
The text can be then drawn as usual by configuring the shader and drawing the The text can be then drawn as usual by configuring the shader and drawing the
mesh: mesh:
@code{.cpp} @snippet MagnumText.cpp Renderer-usage1
// Font instance, received from plugin manager
std::unique_ptr<Text::AbstractFont> font;
// Configured glyph cache
Text::GlyphCache cache;
Shaders::Vector2D shader;
Buffer vertexBuffer, indexBuffer;
Mesh mesh;
// Render the text, centered
std::tie(mesh, std::ignore) = Text::Renderer2D::render(*font, cache, 0.15f,
"Hello World!", vertexBuffer, indexBuffer, BufferUsage::StaticDraw, Text::Alignment::LineCenter);
// Draw the text on the screen
shader.setTransformationProjectionMatrix(projection)
.setColor(Color3(1.0f))
.setVectorTexture(glyphCache->texture());
mesh.draw(shader);
@endcode
See @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Alignment) and See @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Alignment) and
@ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Buffer&, Buffer&, BufferUsage, Alignment) @ref render(AbstractFont&, const GlyphCache&, Float, const std::string&, Buffer&, Buffer&, BufferUsage, Alignment)
@ -208,24 +188,7 @@ While this method is sufficient for one-shot rendering of static texts, for
mutable texts (e.g. FPS counters, chat messages) there is another approach mutable texts (e.g. FPS counters, chat messages) there is another approach
that doesn't recreate everything on each text change: that doesn't recreate everything on each text change:
@code{.cpp} @snippet MagnumText.cpp Renderer-usage2
std::unique_ptr<Text::AbstractFont> font;
Text::GlyphCache cache;
Shaders::Vector2D shader;
// Initialize renderer and reserve memory for enough glyphs
Text::Renderer2D renderer(*font, cache, 0.15f);
renderer.reserve(32, BufferUsage::DynamicDraw, BufferUsage::StaticDraw, Text::Alignment::LineCenter);
// Update the text occasionally
renderer.render("Hello World Countdown: 10");
// Draw the text on the screen
shader.setTransformationProjectionMatrix(projection)
.setColor(Color3(1.0f))
.setVectorTexture(glyphCache->texture());
renderer.mesh().draw(shader);
@endcode
@section Text-Renderer-required-opengl-functionality Required OpenGL functionality @section Text-Renderer-required-opengl-functionality Required OpenGL functionality

Loading…
Cancel
Save