601 lines
24 KiB
C++
601 lines
24 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGTEXT_TEXT
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#define OSGTEXT_TEXT 1
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#include <osg/Drawable>
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#include <osg/Quat>
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#include <osgText/Font>
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#include <osgText/String>
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namespace osgText {
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class OSGTEXT_EXPORT Text : public osg::Drawable
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{
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public:
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Text();
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Text(const Text& text,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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virtual osg::Object* cloneType() const { return new Text(); }
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new Text(*this,copyop); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Text*>(obj)!=NULL; }
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virtual const char* className() const { return "Text"; }
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virtual const char* libraryName() const { return "osgText"; }
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/** Set the Font to use to render the text.
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* setFont(0) sets the use of the default font.*/
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void setFont(Font* font=0);
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/** Set the font, loaded from the specified front file, to use to render the text,
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* setFont("") sets the use of the default font.
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* See the osgText::readFontFile function for how the font file will be located. */
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void setFont(const std::string& fontfile);
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/** Get the font. Return 0 if default is being used.*/
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const Font* getFont() const { return _font.get(); }
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/** Set the Font reference width and height resolution in texels.
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* Note, the size may not be supported by current font,
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* the closest supported font size will be selected.*/
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void setFontResolution(unsigned int width, unsigned int height);
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unsigned int getFontWidth() const { return _fontWidth; }
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unsigned int getFontHeight() const { return _fontHeight; }
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/** Set the text using a osgText::String.*/
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void setText(const String& text);
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/** Set the text using a std::string,
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* which is converted to an internal TextString.*/
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void setText(const std::string& text);
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/** Set the text using a Unicode encoded std::string, which is converted to an internal TextString.
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* The encoding parameter specificies which Unicode encodeding is used in the std::string. */
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void setText(const std::string& text,String::Encoding encoding);
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/** Set the text using a wchar_t string,
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* which is converted to an internal TextString.*/
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void setText(const wchar_t* text);
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/** Get the text string.
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* Note, if you modify the string you must call Text::update() for
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* the internal glyph reprentation to be updated.*/
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String& getText() { return _text; }
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/** Get the const text string.*/
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const String& getText() const { return _text; }
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/** update internal glyph respresnetation used for rendering,
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* and bounding volume.*/
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void update() { computeGlyphRepresentation(); }
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/** Set the rendered character size in object coordinates.*/
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void setCharacterSize(float height,float aspectRatio=1.0f);
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float getCharacterHeight() const { return _characterHeight; }
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float getCharacterAspectRatio() const { return _characterAspectRatio; }
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enum CharacterSizeMode
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{
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OBJECT_COORDS, /// default
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SCREEN_COORDS, /// internally scale the characters to be constant screen size.
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OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT /// text that behavaves like OBJECT_COORDS sized text when a long distance way, but has its screen sized capped automatically when the viewer gets near.
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};
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/** Set how the CharacterSize value relates to the final rendered character.*/
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void setCharacterSizeMode(CharacterSizeMode mode) { _characterSizeMode = mode; }
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/** Get the CharacterSizeMode.*/
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CharacterSizeMode getCharacterSizeMode() const { return _characterSizeMode; }
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/** Set the maximum width of the text box.
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* With horizontal layouts any characters which do not fit are wrapped around.
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* 0 or negative values indicate that no maximum width is set, lines can be as long as
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* they need be to fit thre required text*/
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void setMaximumWidth(float maximumWidth);
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/** Get the maximim width of the text box.*/
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float getMaximumWidth() const { return _maximumWidth; }
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/** Set the maximum height of the text box.
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* With horizontal layouts any characters which do not fit are wrapped around.
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* 0 or negative values indicate that no maximum height is set, lines can be as long as
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* they need be to fit thre required text*/
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void setMaximumHeight(float maximumHeight);
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/** Get the maximum height of the text box.*/
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float getMaximumHeight() const { return _maximumHeight; }
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/** Set the position of text.*/
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void setPosition(const osg::Vec3& pos);
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/** Get the position of text.*/
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const osg::Vec3& getPosition() const { return _position; }
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enum AlignmentType
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{
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LEFT_TOP,
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LEFT_CENTER,
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LEFT_BOTTOM,
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CENTER_TOP,
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CENTER_CENTER,
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CENTER_BOTTOM,
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RIGHT_TOP,
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RIGHT_CENTER,
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RIGHT_BOTTOM,
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LEFT_BASE_LINE,
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CENTER_BASE_LINE,
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RIGHT_BASE_LINE,
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LEFT_BOTTOM_BASE_LINE,
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CENTER_BOTTOM_BASE_LINE,
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RIGHT_BOTTOM_BASE_LINE,
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BASE_LINE = LEFT_BASE_LINE /// default.
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};
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void setAlignment(AlignmentType alignment);
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AlignmentType getAlignment() const { return _alignment; }
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enum AxisAlignment
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{
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XY_PLANE,
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REVERSED_XY_PLANE,
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XZ_PLANE,
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REVERSED_XZ_PLANE,
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YZ_PLANE,
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REVERSED_YZ_PLANE,
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SCREEN
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};
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void setAxisAlignment(AxisAlignment axis);
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void setRotation(const osg::Quat& quat);
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const osg::Quat& getRotation() const { return _rotation; }
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void setAutoRotateToScreen(bool autoRotateToScreen);
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bool getAutoRotateToScreen() const { return _autoRotateToScreen; }
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enum Layout
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{
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LEFT_TO_RIGHT, /// default
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RIGHT_TO_LEFT,
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VERTICAL
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};
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void setLayout(Layout layout);
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Layout getLayout() const { return _layout; }
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void setColor(const osg::Vec4& color);
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const osg::Vec4& getColor() const { return _color; }
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enum DrawModeMask
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{
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TEXT = 1, /// default
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BOUNDINGBOX = 2,
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ALIGNMENT = 4
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};
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void setDrawMode(unsigned int mode);
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unsigned int getDrawMode() const { return _drawMode; }
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enum BackdropType
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{
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DROP_SHADOW_BOTTOM_RIGHT = 0, // usually the type of shadow you see
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DROP_SHADOW_CENTER_RIGHT,
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DROP_SHADOW_TOP_RIGHT,
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DROP_SHADOW_BOTTOM_CENTER,
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DROP_SHADOW_TOP_CENTER,
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DROP_SHADOW_BOTTOM_LEFT,
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DROP_SHADOW_CENTER_LEFT,
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DROP_SHADOW_TOP_LEFT,
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OUTLINE,
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NONE
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};
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enum BackdropImplementation
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{
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POLYGON_OFFSET = 0,
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NO_DEPTH_BUFFER,
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DEPTH_RANGE,
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STENCIL_BUFFER
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};
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/**
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* BackdropType gives you a background shadow text behind your regular
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* text. This helps give text extra contrast which can be useful when
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* placing text against noisy backgrounds.
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* The color of the background shadow text is specified by setBackdropColor().
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* DROP_SHADOW_BOTTOM_RIGHT will draw backdrop text to the right and down of
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* the normal text. Other DROW_SHADOW_* modes do the same for their repective directions.
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* OUTLINE will draw backdrop text so that it appears the text has an outline
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* or border around the normal text. This mode is particularly useful against
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* really noisy backgrounds that may put text on top of things that have
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* all types of colors which you don't have control over.
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* Some real world examples of this general technique in use that I know of
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* are Google Earth, Sid Meier's Pirates (2004 Remake), and Star Control 2 (PC 1993).
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* The default is NONE.
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*/
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void setBackdropType(BackdropType type);
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BackdropType getBackdropType() const { return _backdropType; }
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/**
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* Sets the amount text is offset to create the backdrop/shadow effect.
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* Set the value too high and for example, in OUTLINE mode you will get a "Brady Bunch"
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* effect where you see duplicates of the text in a 3x3 grid.
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* Set the value too small and you won't see anything.
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* The values represent percentages. 1.0 means 100% so a value of 1.0
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* in DROW_SHADOW_LEFT_CENTER mode would cause each glyph to be echoed
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* next to it self. So the letter 'e' might look like 'ee'.
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* Good values tend to be in the 0.03 to 0.10 range (but will be subject
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* to your specific font and display characteristics).
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* Note that the text bounding boxes are updated to include backdrop offsets.
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* However, other metric information such as getCharacterHeight() are unaffected
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* by this. This means that individual glyph spacing (kerning?) are unchanged
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* even when this mode is used.
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* The default is 0.07 (7% offset).
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*/
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void setBackdropOffset(float offset = 0.07f);
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/**
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* This overloaded version lets you specify the offset for the horizontal
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* and vertical components separately.
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*/
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void setBackdropOffset(float horizontal, float vertical);
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float getBackdropHorizontalOffset() const { return _backdropHorizontalOffset; }
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float getBackdropVerticalOffset() const { return _backdropVerticalOffset; }
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/**
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* This specifies the color of the backdrop text.
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* The default is black.
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*/
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void setBackdropColor(const osg::Vec4& color);
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const osg::Vec4& getBackdropColor() const { return _backdropColor; }
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/**
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* This specifies the underlying backdrop rendering implementation.
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* Unfortunately, at this time, there is no "perfect" rendering solution
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* so this function is provided to let you 'pick your poison'. Each
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* implementation has trade-offs.
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*
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* POLYGON_OFFSET:
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* This uses glPolygonOffset to draw the text multiple times to
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* create the drop-shadow and outline effects. glPolygonOffset
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* is used to prevent z-fighting of the overlapping text.
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* This probably should have been the best option, but all the ATI
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* cards we have encountered so far have serious problems with this.
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* We see little white holes/artifacts in the rendered glyph textures
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* which move around depending on the viewing angle. For moving text,
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* the moving holes give an extremely unpleasant flickering effect.
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* Pumping up the "units" parameter in glPolygonOffset can minimize
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* this problem, but two other bad side-effects occur if you do this.
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* First, high values will cause problems with clipping, particularly
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* when there are objects behind the text. The drop-shadows or outline
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* may be culled because their computed offset is behind the object or
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* z-far plane. Second, there is an additional problem associated with
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* the Z-slope. High values can make large chunks of the backdrop
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* suddenly disappear. This can be reduced by the "factor" parameter.
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* Making the "factor" value small, can help, but experimentally, we've
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* found that it creates a new, different kind of z-fighting problem.
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* So there is no perfect solution. With units, you trade off the 'holes'
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* for the large-section clipping.
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* Experimentally, we have found units values from 150-512 to be tolerable
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* to acceptable with respect to the 'holes'. A factor of .1 seems to
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* bring down the large clipping problem without creating a new z-fighting
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* problem.
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* (You can experiment with these numbers by playing with the
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* osg:PolygonOffset multipliers which this backend tries to respect.)
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*
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* If ATI ever fixes their cards/drivers, then this might become the
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* best option.
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*
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*
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* NO_DEPTH_BUFFER
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* Instead of using glPolygonOffset to prevent z-fighting, this mode
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* just disables the depth buffer when rendering the text. This allows
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* the text to be rendered without any z-fighting. The downside to this
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* mode is that render order begins to matter and the text will not
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* necessarily correctly appear above or behind other objects in the
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* scene based on depth values.
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* This mode is best for text that only needs to be ontop and
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* not obscured by any objects.
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*
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* DEPTH_RANGE
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* This mode is inspired by Paul Martz's OpenGL FAQ, item 13.050.
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* This uses glDepthRange as a substitute for glPolygonOffset.
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* Strangely, experiments on ATI cards seem to produce cleaner results
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* than when using glPolygonOffset. The trade-off for this is that the
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* backdrop still may be placed too far back and might be culled by objects
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* directly behind the object or by the far z-plane. If ATI ever fixes
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* the glPolygonOffset problem, polygon offset is probably a slightly
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* better solution because you can use smaller offsets. But with the
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* current ATI problem, this option may be preferable.
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*
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* STENCIL_BUFFER
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* (Assuming the backend is written correctly,) the Stencil Buffer is
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* the most "correct" and reliable way of producing backdrop text.
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* The stencil buffer is a multipass system that allows writing to the
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* same z-values without needing to resort to offsets. This implementation
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* should not have any of the problems associated with the 3 previous
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* implementations. But the trade-off for this mode is that without
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* hardware acceleration for the stencil buffer, rendering will be
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* extremely slow. (There is also potentially more overhead for this
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* algorithm so it could be slower than the other implementations.
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* Benchmarking would be required to determine if the speed differences
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* are significant on your particular hardware.) This mode is best for
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* when quality is important and stencil buffer hardware acceleration
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* is available.
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*/
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void setBackdropImplementation(BackdropImplementation implementation);
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BackdropImplementation getBackdropImplementation() const { return _backdropImplementation; }
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enum ColorGradientMode
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{
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SOLID = 0, // a.k.a. ColorGradients off
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PER_CHARACTER,
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OVERALL
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};
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/**
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* This sets different types of text coloring modes.
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* When the coloring mode is not set to SOLID, the
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* colors specified in setColorGradientCorners() determine
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* the colors for the text.
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* When the gradient mode is OVERALL, the coloring scheme
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* attempts to approximate the effect as if the entire text box/region
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* were a single polygon and you had applied colors to each of the four
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* corners with GL_SMOOTH enabled. In this mode, OpenGL interpolates
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* the colors across the polygon, and this is what OVERALL tries to
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* emulate. This can be used to give nice embellishments on things
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* like logos and names.
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* PER_CHARACTER is similar to OVERALL except that it applies the
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* color interpolation to the four corners of each character instead
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* of across the overall text box.
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* The default is SOLID (a.k.a. off).
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*/
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void setColorGradientMode(ColorGradientMode mode);
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ColorGradientMode getColorGradientMode() const { return _colorGradientMode; }
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/**
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* Used only for gradient mode, let's you specify the colors of the 4 corners.
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* If ColorGradients are off, these values are ignored (and the value from setColor()
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* is the only one that is relevant.
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*/
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void setColorGradientCorners(const osg::Vec4& topLeft, const osg::Vec4& bottomLeft, const osg::Vec4& bottomRight, const osg::Vec4& topRight);
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const osg::Vec4& getColorGradientTopLeft() const { return _colorGradientTopLeft; }
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const osg::Vec4& getColorGradientBottomLeft() const { return _colorGradientBottomLeft; }
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const osg::Vec4& getColorGradientBottomRight() const { return _colorGradientBottomRight; }
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const osg::Vec4& getColorGradientTopRight() const { return _colorGradientTopRight; }
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void setKerningType(KerningType kerningType) { _kerningType = kerningType; }
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KerningType getKerningType() const { return _kerningType; }
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/** Get the number of wrapped lines - only valid after computeGlyphRepresentation() has been called, returns 0 otherwise */
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unsigned int getLineCount() const { return _lineCount; }
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/** Draw the text.*/
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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/** return false, osgText::Text does not support accept(AttributeFunctor&).*/
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virtual bool supports(const osg::Drawable::AttributeFunctor&) const { return false; }
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/** return true, osgText::Text does support accept(ConstAttributeFunctor&).*/
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virtual bool supports(const osg::Drawable::ConstAttributeFunctor&) const { return true; }
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/** accept an ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
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virtual void accept(osg::Drawable::ConstAttributeFunctor& af) const;
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/** return true, osgText::Text does support accept(PrimitiveFunctor&) .*/
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virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
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/** accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has.*/
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virtual void accept(osg::PrimitiveFunctor& pf) const;
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/** If State is non-zero, this function releases OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objexts
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* state=0) const;
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// make Font a friend to allow it set the _font to 0 if the font is
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// forcefully unloaded.
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friend class Font;
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public:
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// internal structures, variable and methods used for rendering of characters.
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struct OSGTEXT_EXPORT GlyphQuads
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{
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typedef std::vector<Font::Glyph*> Glyphs;
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typedef std::vector<unsigned int> LineNumbers;
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typedef std::vector<osg::Vec2> Coords2;
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typedef std::vector<osg::Vec3> Coords3;
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typedef std::vector<osg::Vec2> TexCoords;
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typedef std::vector<osg::Vec4> ColorCoords;
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Glyphs _glyphs;
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Coords2 _coords;
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osg::buffered_object<Coords3> _transformedCoords;
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TexCoords _texcoords;
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LineNumbers _lineNumbers;
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osg::buffered_object<Coords3> _transformedBackdropCoords[8];
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ColorCoords _colorCoords;
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Glyphs getGlyphs() { return _glyphs; }
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const Glyphs getGlyphs() const { return _glyphs; }
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Coords2& getCoords() { return _coords; }
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const Coords2& getCoords() const { return _coords; }
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Coords3& getTransformedCoords(unsigned int contexID) { return _transformedCoords[contexID]; }
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const Coords3& getTransformedCoords(unsigned int contexID) const { return _transformedCoords[contexID]; }
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TexCoords& getTexCoords() { return _texcoords; }
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const TexCoords& getTexCoords() const { return _texcoords; }
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LineNumbers& getLineNumbers() { return _lineNumbers; }
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const LineNumbers& getLineNumbers() const { return _lineNumbers; }
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};
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typedef std::map<osg::ref_ptr<Font::GlyphTexture>,GlyphQuads> TextureGlyphQuadMap;
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/** Direct Access to GlyphQuads */
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const GlyphQuads* getGlyphQuads(Font::GlyphTexture* texture) const
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{
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TextureGlyphQuadMap::iterator itGlyphQuad = _textureGlyphQuadMap.find(texture);
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if (itGlyphQuad == _textureGlyphQuadMap.end()) return NULL;
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return &itGlyphQuad->second;
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}
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const TextureGlyphQuadMap& getTextureGlyphQuadMap() const
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{
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return _textureGlyphQuadMap;
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}
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virtual osg::BoundingBox computeBound() const;
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protected:
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virtual ~Text();
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Font* getActiveFont();
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const Font* getActiveFont() const;
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String::iterator computeLastCharacterOnLine(osg::Vec2& cursor, String::iterator first,String::iterator last);
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// members which have public access.
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osg::ref_ptr<Font> _font;
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unsigned int _fontWidth;
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unsigned int _fontHeight;
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float _characterHeight;
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float _characterAspectRatio;
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CharacterSizeMode _characterSizeMode;
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float _maximumWidth;
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float _maximumHeight;
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String _text;
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osg::Vec3 _position;
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AlignmentType _alignment;
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osg::Quat _rotation;
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bool _autoRotateToScreen;
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Layout _layout;
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osg::Vec4 _color;
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unsigned int _drawMode;
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KerningType _kerningType;
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unsigned int _lineCount;
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// iternal map used for rendering. Set up by the computeGlyphRepresentation() method.
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mutable TextureGlyphQuadMap _textureGlyphQuadMap;
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void computeGlyphRepresentation();
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// internal caches of the positioning of the text.
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|
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struct AutoTransformCache
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{
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AutoTransformCache():
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_traversalNumber(-1),
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_width(0),
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_height(0) {}
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int _traversalNumber;
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int _width;
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int _height;
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osg::Vec3 _transformedPosition;
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osg::Matrix _modelview;
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osg::Matrix _projection;
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osg::Matrix _matrix;
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};
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mutable osg::buffered_object<AutoTransformCache> _autoTransformCache;
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mutable osg::Vec3 _offset;
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mutable osg::Vec3 _normal;
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mutable osg::BoundingBox _textBB;
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|
|
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bool computeAverageGlypthWidthAndHeight(float& avg_width, float& avg_height) const;
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void computePositions();
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void computePositions(unsigned int contextID) const;
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|
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void computeBackdropPositions(unsigned int contextID) const;
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void computeBackdropBoundingBox() const;
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|
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void computeColorGradients() const;
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void computeColorGradientsOverall() const;
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void computeColorGradientsPerCharacter() const;
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|
|
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void drawImplementation(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, const osg::Vec4& colorMultiplier) const;
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void renderOnlyForegroundText(osg::State& state, const osg::Vec4& colorMultiplier) const;
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|
void renderWithPolygonOffset(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithNoDepthBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithDepthRange(osg::State& state, const osg::Vec4& colorMultiplier) const;
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void renderWithStencilBuffer(osg::State& state, const osg::Vec4& colorMultiplier) const;
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|
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BackdropType _backdropType;
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|
BackdropImplementation _backdropImplementation;
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|
|
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float _backdropHorizontalOffset;
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float _backdropVerticalOffset;
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osg::Vec4 _backdropColor;
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|
|
|
ColorGradientMode _colorGradientMode;
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|
osg::Vec4 _colorGradientTopLeft;
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|
osg::Vec4 _colorGradientBottomLeft;
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|
osg::Vec4 _colorGradientBottomRight;
|
|
osg::Vec4 _colorGradientTopRight;
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|
|
|
// Helper functions for color interpolation
|
|
float bilinearInterpolate(float x1, float x2, float y1, float y2, float x, float y, float q11, float q12, float q21, float q22) const;
|
|
void convertHsvToRgb( float hsv[], float rgb[] ) const;
|
|
void convertRgbToHsv( float rgb[], float hsv[] ) const;
|
|
};
|
|
|
|
}
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#endif
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