OpenSceneGraph/examples/osgtext3D/TextNode.h
2018-04-23 11:03:37 +01:00

155 lines
5.3 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGTEXT_TEXTNODE
#define OSGTEXT_TEXTNODE 1
#include <osg/Group>
#include <osg/Quat>
#include <osgUtil/CullVisitor>
#include <osgText/Font>
#include <osgText/String>
#include <osgText/Glyph>
#include <osgText/Style>
namespace osgText {
// forward declare
class TextNode;
class /*OSGTEXT_EXPORT*/ Layout : public osg::Object
{
public:
Layout();
Layout(const Layout& layout, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgText,Layout)
/// default Layout implementation used if no other is specified on TextNode
static osg::ref_ptr<Layout>& getDefaultLayout();
virtual void layout(TextNode& text) const;
protected:
};
class /*OSGTEXT_EXPORT*/ TextTechnique : public osg::Object
{
public:
TextTechnique();
TextTechnique(const TextTechnique& technique, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgText, TextTechnique)
TextNode* getTextNode() { return _textNode; }
const TextNode* getTextNode() const { return _textNode; }
/// default TextTechnique implementation used if no other is specified on TextNode
static osg::ref_ptr<TextTechnique>& getDefaultTextTechinque();
/// start building a new character layout
virtual void start();
/// called by Layout engine to place individual characters
virtual void addCharacter(const osg::Vec3& position, const osg::Vec3& size, Glyph* glyph, Style* style);
/// called by Layout engine to place individual characters
virtual void addCharacter(const osg::Vec3& position, const osg::Vec3& size, Glyph3D* glyph, Style* style);
/// finish building new character layout
virtual void finish();
/// provide traversal control
virtual void traverse(osg::NodeVisitor& nv);
protected:
friend class TextNode;
void setTextNode(TextNode* textNode) { _textNode = textNode; }
TextNode* _textNode;
};
class /*OSGTEXT_EXPORT*/ TextNode : public osg::Group
{
public:
TextNode();
TextNode(const TextNode& text, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgText, TextNode)
virtual void traverse(osg::NodeVisitor& nv);
void setFont(Font* font) { _font = font; }
Font* getFont() { return _font.get(); }
const Font* getFont() const { return _font.get(); }
Font* getActiveFont() { return _font.valid() ? _font.get() : Font::getDefaultFont().get(); }
const Font* getActiveFont() const { return _font.valid() ? _font.get() : Font::getDefaultFont().get(); }
void setStyle(Style* style) { _style = style; }
Style* getStyle() { return _style.get(); }
const Style* getStyle() const { return _style.get(); }
Style* getActiveStyle() { return _style.valid() ? _style.get() : Style::getDefaultStyle().get(); }
const Style* getActiveStyle() const { return _style.valid() ? _style.get() : Style::getDefaultStyle().get(); }
void setLayout(Layout* layout) { _layout = layout; }
Layout* getLayout() { return _layout.get(); }
const Layout* getLayout() const { return _layout.get(); }
const Layout* getActiveLayout() const { return _layout.valid() ? _layout.get() : Layout::getDefaultLayout().get(); }
void setTextTechnique(TextTechnique* technique);
TextTechnique* getTextTechnique() { return _technique.get(); }
const TextTechnique* getTextTechnique() const { return _technique.get(); }
void setText(const std::string& str);
void setText(const String& str) { _string = str; }
String& getText() { return _string; }
const String& getText() const { return _string; }
void setPosition(const osg::Vec3d& position) { _position = position; }
const osg::Vec3d& getPosition() const { return _position; }
void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
const osg::Quat& getRotation() const { return _rotation; }
void setCharacterSize(float characterSize) { _characterSize = characterSize; }
float getCharacterSize() const { return _characterSize; }
/// force a regeneration of the rendering backend required to represent the text.
virtual void update();
protected:
virtual ~TextNode();
osg::ref_ptr<Font> _font;
osg::ref_ptr<Style> _style;
osg::ref_ptr<Layout> _layout;
osg::ref_ptr<TextTechnique> _technique;
String _string;
osg::Vec3d _position;
osg::Quat _rotation;
float _characterSize;
};
}
#endif