protected void addAction(CanvasLayer actions, String action) { _actions.add(0, action); if (_actions.size() > 10) _actions.subList(10, _actions.size()).clear(); Canvas canvas = actions.begin(); canvas.clear(); StringBuilder buf = new StringBuilder(); for (String a : _actions) { if (buf.length() > 0) buf.append("\n"); buf.append(a); } canvas.setFillColor(0xFF000000); float y = 0; for (TextLayout layout : game.graphics.layoutText( buf.toString(), game.ui.TEXT_FMT, new TextWrap(300))) { canvas.fillText(layout, 0, y); y += layout.ascent() + layout.descent() + layout.leading(); } actions.end(); }
protected void addAction(String action) { _actions.add(0, action); if (_actions.size() > 10) _actions.subList(10, _actions.size()).clear(); _actionsImage.canvas().clear(); StringBuilder buf = new StringBuilder(); for (String a : _actions) { if (buf.length() > 0) buf.append("\n"); buf.append(a); } _actionsImage.canvas().setFillColor(0xFF000000); float y = 0; for (TextLayout layout : graphics().layoutText(buf.toString(), TEXT_FMT, new TextWrap(300))) { _actionsImage.canvas().fillText(layout, 0, y); y += layout.ascent() + layout.descent() + layout.leading(); } }
/** Computes the bounds of a block of text. The {@code x} component of the bounds may be * positive, indicating that the text should be rendered at that offset. This is to account for * the fact that some text renders to the left of its reported origin due to font * extravagance. */ public static Rectangle getBounds(TextLayout[] lines, Rectangle into) { // some font glyphs start rendering at a negative inset, blowing outside their bounding box // (naughty!); in such cases, we use xAdjust to shift everything to the right to ensure that we // don't paint outside our reported bounding box (so that someone can create a single canvas of // bounding box size and render this text layout into it at (0,0) and nothing will get cut off) float xAdjust = 0, twidth = 0, theight = 0; for (TextLayout layout : lines) { IRectangle bounds = layout.bounds; xAdjust = Math.max(xAdjust, -Math.min(0, bounds.x())); // we use layout.width() here not bounds width because layout width includes extra space // needed for lines that start rendering at a positive x offset whereas bounds.width() is // only the precise width of the rendered text twidth = Math.max(twidth, layout.size.width()); if (layout != lines[0]) theight += layout.leading(); // leading only applied to lines after 0 theight += layout.ascent() + layout.descent(); } into.setBounds(xAdjust, 0, xAdjust+twidth, theight); return into; }
/** Computes the bounds of a block of text. The {@code x} component of the bounds may be * positive, indicating that the text should be rendered at that offset. This is to account for * the fact that some text renders to the left of its reported origin due to font * extravagance. */ public static Rectangle getBounds(TextLayout[] lines, Rectangle into) { // some font glyphs start rendering at a negative inset, blowing outside their bounding box // (naughty!); in such cases, we use xAdjust to shift everything to the right to ensure that we // don't paint outside our reported bounding box (so that someone can create a single canvas of // bounding box size and render this text layout into it at (0,0) and nothing will get cut off) float xAdjust = 0, twidth = 0, theight = 0; for (TextLayout layout : lines) { IRectangle bounds = layout.bounds; xAdjust = Math.max(xAdjust, -Math.min(0, bounds.x())); // we use layout.width() here not bounds width because layout width includes extra space // needed for lines that start rendering at a positive x offset whereas bounds.width() is // only the precise width of the rendered text twidth = Math.max(twidth, layout.size.width()); if (layout != lines[0]) theight += layout.leading(); // leading only applied to lines after 0 theight += layout.ascent() + layout.descent(); } into.setBounds(xAdjust, 0, xAdjust+twidth, theight); return into; }
/** Computes the bounds of a block of text. The {@code x} component of the bounds may be * positive, indicating that the text should be rendered at that offset. This is to account for * the fact that some text renders to the left of its reported origin due to font * extravagance. */ public static Rectangle getBounds(TextLayout[] lines, Rectangle into) { // some font glyphs start rendering at a negative inset, blowing outside their bounding box // (naughty!); in such cases, we use xAdjust to shift everything to the right to ensure that we // don't paint outside our reported bounding box (so that someone can create a single canvas of // bounding box size and render this text layout into it at (0,0) and nothing will get cut off) float xAdjust = 0, twidth = 0, theight = 0; for (TextLayout layout : lines) { IRectangle bounds = layout.bounds(); xAdjust = Math.max(xAdjust, -Math.min(0, bounds.x())); // we use layout.width() here not bounds width because layout width includes extra space // needed for lines that start rendering at a positive x offset whereas bounds.width() is // only the precise width of the rendered text twidth = Math.max(twidth, layout.width()); if (layout != lines[0]) theight += layout.leading(); // leading only applied to lines after 0 theight += layout.ascent() + layout.descent(); } into.setBounds(xAdjust, 0, xAdjust+twidth, theight); return into; }
@Override public void render (Canvas canvas, float x, float y) { float bx = _bounds.x, ly = y + _bounds.y; for (TextLayout layout : _layouts) { float lx = x + bx + align.getX(style.effect.adjustWidth(layout.size.width()), _bounds.width-_bounds.x); style.effect.render(canvas, layout, style.textColor, style.underlined, lx, ly); ly += layout.ascent() + layout.descent() + layout.leading(); } }
/** * Fills {@code lines} into {@code canvas} at the specified coordinates, using the specified * alignment. */ public void fill(Canvas canvas, Align align, float x, float y) { float sy = y + bounds.y(); for (TextLayout line : lines) { float sx = x + bounds.x() + align.getX(line.width(), textWidth()); canvas.fillText(line, sx, sy); sy += line.ascent() + line.descent() + line.leading(); } }
/** * Fills {@code lines} into {@code canvas} at the specified coordinates, using the specified * alignment. */ public void fill(Canvas canvas, Align align, float x, float y) { float sy = y + bounds.y(); for (TextLayout line : lines) { float sx = x + bounds.x() + align.getX(line.size.width(), textWidth()); canvas.fillText(line, sx, sy); sy += line.ascent() + line.descent() + line.leading(); } }
/** * Strokes {@code lines} into {@code canvas} at the specified coordinates, using the specified * alignment. */ public void stroke(Canvas canvas, Align align, float x, float y) { float sy = y + bounds.y(); for (TextLayout line : lines) { float sx = x + bounds.x() + align.getX(line.size.width(), textWidth()); canvas.strokeText(line, sx, sy); sy += line.ascent() + line.descent() + line.leading(); } }
/** * Strokes {@code lines} into {@code canvas} at the specified coordinates, using the specified * alignment. */ public void stroke(Canvas canvas, Align align, float x, float y) { float sy = y + bounds.y(); for (TextLayout line : lines) { float sx = x + bounds.x() + align.getX(line.width(), textWidth()); canvas.strokeText(line, sx, sy); sy += line.ascent() + line.descent() + line.leading(); } }
/** * Strokes {@code lines} into {@code canvas} at the specified coordinates, using the specified * alignment. */ public void stroke(Canvas canvas, Align align, float x, float y) { float sy = y + bounds.y(); for (TextLayout line : lines) { float sx = x + bounds.x() + align.getX(line.size.width(), textWidth()); canvas.strokeText(line, sx, sy); sy += line.ascent() + line.descent() + line.leading(); } }
/** * Fills {@code lines} into {@code canvas} at the specified coordinates, using the specified * alignment. */ public void fill(Canvas canvas, Align align, float x, float y) { float sy = y + bounds.y(); for (TextLayout line : lines) { float sx = x + bounds.x() + align.getX(line.size.width(), textWidth()); canvas.fillText(line, sx, sy); sy += line.ascent() + line.descent() + line.leading(); } }
protected void render (Canvas canvas, String strokeFill, TextBlock block, TextBlock.Align align, int color, float x, float y, boolean showBounds) { float sy = y + block.bounds.y(); for (TextLayout layout : block.lines) { float sx = x + block.bounds.x() + align.getX( layout.size.width(), block.bounds.width()-block.bounds.x()); if (showBounds) { IRectangle lbounds = layout.bounds; canvas.setStrokeColor(0xFFFFCCCC).setStrokeWidth(1); canvas.strokeRect(sx+lbounds.x(), sy+lbounds.y(), lbounds.width(), lbounds.height()); } if (strokeFill.equals("Fill")) { canvas.setFillColor(color).fillText(layout, sx, sy); } else { canvas.setStrokeColor(color).strokeText(layout, sx, sy); } sy += layout.ascent() + layout.descent() + layout.leading(); } }
protected void render (Canvas canvas, String strokeFill, TextBlock block, TextBlock.Align align, int color, float x, float y, boolean showBounds) { float sy = y + block.bounds.y(); for (TextLayout layout : block.lines) { float sx = x + block.bounds.x() + align.getX( layout.width(), block.bounds.width()-block.bounds.x()); if (showBounds) { IRectangle lbounds = layout.bounds(); canvas.setStrokeColor(0xFFFFCCCC).setStrokeWidth(1); canvas.strokeRect(sx+lbounds.x(), sy+lbounds.y(), lbounds.width(), lbounds.height()); } if (strokeFill.equals("Fill")) { canvas.setFillColor(color).fillText(layout, sx, sy); } else { canvas.setStrokeColor(color).strokeText(layout, sx, sy); } sy += layout.ascent() + layout.descent() + layout.leading(); } }