mirror of
https://github.com/love2d/love.git
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301 lines
8.3 KiB
C++
301 lines
8.3 KiB
C++
/**
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* Copyright (c) 2006-2024 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "TextBatch.h"
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#include "Graphics.h"
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#include <algorithm>
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namespace love
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{
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namespace graphics
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{
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love::Type TextBatch::type("TextBatch", &Drawable::type);
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TextBatch::TextBatch(Font *font, const std::vector<love::font::ColoredString> &text)
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: font(font)
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, vertexAttributes(Font::vertexFormat, 0)
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, vertexData(nullptr)
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, modifiedVertices()
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, vertOffset(0)
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, textureCacheID(font->getTextureCacheID())
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{
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set(text);
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}
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TextBatch::~TextBatch()
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{
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if (vertexData != nullptr)
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free(vertexData);
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}
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void TextBatch::uploadVertices(const std::vector<Font::GlyphVertex> &vertices, size_t vertoffset)
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{
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size_t offset = vertoffset * sizeof(Font::GlyphVertex);
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size_t datasize = vertices.size() * sizeof(Font::GlyphVertex);
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// If we haven't created a VBO or the vertices are too big, make a new one.
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if (datasize > 0 && (!vertexBuffer || (offset + datasize) > vertexBuffer->getSize()))
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{
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// Make it bigger than necessary to reduce potential future allocations.
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size_t newsize = size_t((offset + datasize) * 1.5);
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if (vertexBuffer != nullptr)
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newsize = std::max(size_t(vertexBuffer->getSize() * 1.5), newsize);
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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Buffer::Settings settings(BUFFERUSAGEFLAG_VERTEX, BUFFERDATAUSAGE_DYNAMIC);
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auto decl = Buffer::getCommonFormatDeclaration(Font::vertexFormat);
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Buffer *newbuffer = gfx->newBuffer(settings, decl, nullptr, newsize, 0);
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void *newdata = nullptr;
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if (vertexData != nullptr)
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newdata = realloc(vertexData, newsize);
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else
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newdata = malloc(newsize);
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if (newdata == nullptr)
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throw love::Exception("Out of memory.");
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else
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vertexData = (uint8 *) newdata;
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vertexBuffer = newbuffer;
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vertexBuffers.set(0, vertexBuffer, 0);
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}
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if (vertexData != nullptr && datasize > 0)
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{
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memcpy(vertexData + offset, &vertices[0], datasize);
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modifiedVertices.encapsulate(offset, datasize);
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}
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}
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void TextBatch::regenerateVertices()
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{
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// If the font's texture cache was invalidated then we need to recreate the
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// text's vertices, since glyph texcoords might have changed.
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if (font->getTextureCacheID() != textureCacheID)
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{
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std::vector<TextData> textdata = textData;
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clear();
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for (const TextData &t : textdata)
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addTextData(t);
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textureCacheID = font->getTextureCacheID();
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}
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}
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void TextBatch::addTextData(const TextData &t)
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{
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std::vector<Font::GlyphVertex> vertices;
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std::vector<Font::DrawCommand> newcommands;
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love::font::TextShaper::TextInfo textinfo;
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Colorf constantcolor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
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// We only have formatted text if the align mode is valid.
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if (t.align == Font::ALIGN_MAX_ENUM)
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newcommands = font->generateVertices(t.codepoints, Range(), constantcolor, vertices, 0.0f, Vector2(0.0f, 0.0f), &textinfo);
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else
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newcommands = font->generateVerticesFormatted(t.codepoints, constantcolor, t.wrap, t.align, vertices, &textinfo);
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size_t voffset = vertOffset;
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if (!t.appendVertices)
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{
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voffset = 0;
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vertOffset = 0;
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drawCommands.clear();
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textData.clear();
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}
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if (t.useMatrix && !vertices.empty())
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t.matrix.transformXY(vertices.data(), vertices.data(), (int) vertices.size());
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uploadVertices(vertices, voffset);
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if (!newcommands.empty())
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{
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// The start vertex should be adjusted to account for the vertex offset.
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for (Font::DrawCommand &cmd : newcommands)
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cmd.startvertex += (int) voffset;
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auto firstcmd = newcommands.begin();
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// If the first draw command in the new list has the same texture as the
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// last one in the existing list we're building and its vertices are
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// in-order, we can combine them (saving a draw call.)
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if (!drawCommands.empty())
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{
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auto prevcmd = drawCommands.back();
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if (prevcmd.texture == firstcmd->texture && (prevcmd.startvertex + prevcmd.vertexcount) == firstcmd->startvertex)
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{
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drawCommands.back().vertexcount += firstcmd->vertexcount;
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++firstcmd;
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}
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}
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// Append the new draw commands to the list we're building.
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drawCommands.insert(drawCommands.end(), firstcmd, newcommands.end());
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}
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vertOffset = voffset + vertices.size();
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textData.push_back(t);
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textData.back().textInfo = textinfo;
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// Font::generateVertices can invalidate the font's texture cache.
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if (font->getTextureCacheID() != textureCacheID)
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regenerateVertices();
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}
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void TextBatch::set(const std::vector<love::font::ColoredString> &text)
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{
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return set(text, -1.0f, Font::ALIGN_MAX_ENUM);
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}
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void TextBatch::set(const std::vector<love::font::ColoredString> &text, float wrap, Font::AlignMode align)
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{
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if (text.empty() || (text.size() == 1 && text[0].str.empty()))
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return clear();
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love::font::ColoredCodepoints codepoints;
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love::font::getCodepointsFromString(text, codepoints);
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addTextData({codepoints, wrap, align, {}, false, false, Matrix4()});
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}
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int TextBatch::add(const std::vector<love::font::ColoredString> &text, const Matrix4 &m)
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{
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return addf(text, -1.0f, Font::ALIGN_MAX_ENUM, m);
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}
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int TextBatch::addf(const std::vector<love::font::ColoredString> &text, float wrap, Font::AlignMode align, const Matrix4 &m)
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{
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love::font::ColoredCodepoints codepoints;
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love::font::getCodepointsFromString(text, codepoints);
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addTextData({codepoints, wrap, align, {}, true, true, m});
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return (int) textData.size() - 1;
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}
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void TextBatch::clear()
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{
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textData.clear();
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drawCommands.clear();
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textureCacheID = font->getTextureCacheID();
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vertOffset = 0;
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}
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void TextBatch::setFont(Font *f)
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{
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font.set(f);
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// Invalidate the texture cache ID since the font is different. We also have
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// to re-upload all the vertices based on the new font's textures.
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textureCacheID = (uint32) -1;
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regenerateVertices();
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}
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Font *TextBatch::getFont() const
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{
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return font.get();
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}
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int TextBatch::getWidth(int index) const
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{
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if (index < 0)
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index = std::max((int) textData.size() - 1, 0);
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if (index >= (int) textData.size())
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return 0;
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return textData[index].textInfo.width;
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}
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int TextBatch::getHeight(int index) const
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{
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if (index < 0)
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index = std::max((int) textData.size() - 1, 0);
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if (index >= (int) textData.size())
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return 0;
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return textData[index].textInfo.height;
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}
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void TextBatch::draw(Graphics *gfx, const Matrix4 &m)
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{
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if (vertexBuffer == nullptr || vertexData == nullptr || drawCommands.empty())
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return;
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gfx->flushBatchedDraws();
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// Re-generate the text if the Font's texture cache was invalidated.
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if (font->getTextureCacheID() != textureCacheID)
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regenerateVertices();
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if (Shader::isDefaultActive())
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Shader::attachDefault(Shader::STANDARD_DEFAULT);
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Texture *firsttex = nullptr;
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if (!drawCommands.empty())
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firsttex = drawCommands[0].texture;
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if (Shader::current)
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Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, firsttex);
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int totalverts = 0;
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for (const Font::DrawCommand &cmd : drawCommands)
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totalverts = std::max(cmd.startvertex + cmd.vertexcount, totalverts);
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// Make sure all pending data is uploaded to the GPU.
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if (modifiedVertices.isValid())
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{
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size_t offset = modifiedVertices.getOffset();
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size_t size = modifiedVertices.getSize();
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if (vertexBuffer->getDataUsage() == BUFFERDATAUSAGE_STREAM)
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vertexBuffer->fill(0, vertexBuffer->getSize(), vertexData);
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else
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vertexBuffer->fill(offset, size, vertexData + offset);
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modifiedVertices.invalidate();
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}
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Graphics::TempTransform transform(gfx, m);
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for (const Font::DrawCommand &cmd : drawCommands)
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{
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Texture *tex = gfx->getTextureOrDefaultForActiveShader(cmd.texture);
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gfx->drawQuads(cmd.startvertex / 4, cmd.vertexcount / 4, vertexAttributes, vertexBuffers, tex);
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}
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}
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} // graphics
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} // love
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