/traderous

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1 by Josh C
zoetrope 1.4
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-- Class: Text
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-- Shows text onscreen using an outline (e.g. TrueType) or bitmap font. 
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-- You can control the width of the text but the height is ignored for
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-- display purposes; it will always draw the entirety of its text property.
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-- If you do not specify a height and width, the sprite will size itself
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-- so that it fits its entire text as a single line.
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--
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-- By default, an outline font will display as white. To change its color,
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-- change its <Sprite.tint> property.
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--
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-- Extends:
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--		<Sprite>
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Text = Sprite:extend{
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	-- Property: text
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	-- Text string to draw.
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	text = '',
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	-- Property: font
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	-- Font to use to draw. See <Cached.font> for possible values here; if
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	-- you need more than one value, use table notation. Some example values:
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	-- 		* 12 (default font, size 12)
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	--		* 'fonts/bitmapfont.png' (bitmap font, default character order)
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	--		* { 'fonts/outlinefont.ttf', 12 } (outline font, font size)
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	--		* { 'fonts/bitmapfont.ttf', 'ABCDEF' } (bitmap font, custom character order)
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	font = 12,
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	-- Property: align
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	-- Horizontal alignment, see http://love2d.org/wiki/AlignMode.
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	-- This affects how lines wrap relative to each other, not how
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	-- a single line will wrap relative to the sprite's width and height.
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	-- If <wordWrap> is set to false, then this has no effect. 
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	align = 'left',
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	-- Property: wordWrap
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	-- Wrap lines to the width of the sprite?
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	wordWrap = true,
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	-- private property: used to check whether our font has changed
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	_set = { font = {} },
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	new = function (self, obj)
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		obj = obj or {}
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		self:extend(obj)
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		obj:updateFont()
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		if obj.onNew then obj:onNew() end
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		return obj
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	end,
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	-- Method: getSize
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	-- Returns the width and height of the text onscreen as line-wrapped
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	-- to the sprite's boundaries. This disregards the sprite's height property.
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	--
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	-- Arguments:
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	--		none
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	-- 
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	-- Returns:
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	--		width, height in pixels
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	getSize = function (self)
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		if self.text == '' then return 0, 0 end
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		-- did our font change on us?
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		if type(self.font) == 'table' then
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			for key, value in pairs(self.font) do
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				if self._set.font[key] ~= self.font[key] then
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					self:updateFont()
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					break
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				end
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			end
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		else
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			if self.font ~= self._set.font then
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				self:updateFont()
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			end
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		end
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		local _, lines = self._fontObj:getWrap(self.text, self.width)
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		local lineHeight = self._fontObj:getHeight()
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		return self.width, lines * lineHeight
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	end,
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	-- Method: centerAround
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	-- Centers the text around a position onscreen.
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	--
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	-- Arguments:
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	--		x - center's x coordinate
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	--		y - center's y coordinate
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	--		centering - can be either 'horizontal', 'vertical', or 'both';
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	--					default 'both'
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	centerAround = function (self, x, y, centering)
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		centering = centering or 'both'
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		local width, height = self:getSize()
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		if width == 0 then return end
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		if centering == 'both' or centering == 'horizontal' then
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			self.x = x - width / 2
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		end
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		if centering == 'both' or centering == 'vertical' then
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			self.y = y - height / 2
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		end
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	end,
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	-- private method: updateFont
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	-- Updates the _fontObj property based on self.font.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		nothing
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	updateFont = function (self)
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		if self.font then
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			if type(self.font) == 'table' then
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				self._fontObj = Cached:font(unpack(self.font))
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			else
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				self._fontObj = Cached:font(self.font)
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			end
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			if not self.height then self.height = self._fontObj:getHeight() end
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			if not self.width and self.text then self.width = self._fontObj:getWidth(self.text) end
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		end
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	end,
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	draw = function (self, x, y)
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		if not self.visible or self.alpha <= 0 or not self.text or not self.font then return end
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		x = math.floor(x or self.x)
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		y = math.floor(y or self.y)
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		if STRICT then
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			assert(type(x) == 'number', 'visible text sprite does not have a numeric x property')
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			assert(type(y) == 'number', 'visible text sprite does not have a numeric y property')
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			assert(type(self.width) == 'number', 'visible text sprite does not have a numeric width property')
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			assert(type(self.height) == 'number', 'visible text sprite does not have a numeric height property')
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			if not self.text then error('visible text sprite has no text property') end
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			if not self.font then error('visible text sprite has no font property') end
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		end
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		-- did our font change on us?
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		if type(self.font) == 'table' then
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			for key, value in pairs(self.font) do
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				if self._set.font[key] ~= self.font[key] then
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					self:updateFont()
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					break
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				end
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			end
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		else
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			if self.font ~= self._set.font then
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				self:updateFont()
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			end
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		end
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		-- rotate and scale
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		local scaleX = self.scale * self.distort.x
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		local scaleY = self.scale * self.distort.y
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		if self.flipX then scaleX = scaleX * -1 end
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		if self.flipY then scaleY = scaleY * -1 end
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		if scaleX ~= 1 or scaleY ~= 1 or self.rotation ~= 0 then
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			love.graphics.push()
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			love.graphics.translate(x + self.width / 2, y + self.height / 2)
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			love.graphics.scale(scaleX, scaleY)
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			love.graphics.rotate(self.rotation)
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			love.graphics.translate(- (x + self.width / 2), - (y + self.height / 2))
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		end
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		-- set color if needed
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		local colored = self.alpha ~= 1 or self.tint[1] ~= 1 or self.tint[2] ~= 1 or self.tint[3] ~= 1
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		if colored then
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			love.graphics.setColor(self.tint[1] * 255, self.tint[2] * 255, self.tint[3] * 255, self.alpha * 255)
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		end
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		love.graphics.setFont(self._fontObj)
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		if self.wordWrap then
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			love.graphics.printf(self.text, x, y, self.width, self.align)
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		else
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			love.graphics.print(self.text, x, y)
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		end
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		-- reset color and rotation
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		if colored then love.graphics.setColor(255, 255, 255, 255) end
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		if scaleX ~= 1 or scaleY ~= 1 or self.rotation ~= 0 then
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			love.graphics.pop()
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		end
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	end,
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	__tostring = function (self)
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		local result = 'Text (x: ' .. self.x .. ', y: ' .. self.y ..
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					   ', w: ' .. self.width .. ', h: ' .. self.height .. ', '
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		result = result .. 'font ' .. dump(self.font) .. ', ' .. string.len(self.text) .. ' chars, '
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		if self.active then
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			result = result .. 'active, '
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		else
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			result = result .. 'inactive, '
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		end
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		if self.visible then
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			result = result .. 'visible, '
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		else
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			result = result .. 'invisible, '
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		end
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		if self.solid then
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			result = result .. 'solid'
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		else
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			result = result .. 'not solid'
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		end
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		return result .. ')'
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	end
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}