improve text node
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@@ -691,19 +691,21 @@ void NodeCanvas::set_cursor_visibility(kCursorVisibility mode)
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void NodeCanvas::update_cursor()
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{
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bool visible = true;
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if (m_cursor_visibility == kCursorVisibility::Always)
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visible = true;
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if (m_cursor_visibility == kCursorVisibility::Never)
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visible = false;
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if (m_cursor_visibility == kCursorVisibility::SmallBrush)
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visible = m_canvas->m_current_brush->m_tip_size < 10;
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if (m_cursor_visibility == kCursorVisibility::NotPainting &&
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m_canvas->m_current_mode == kCanvasMode::Draw ||
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if (m_canvas->m_current_mode == kCanvasMode::Draw ||
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m_canvas->m_current_mode == kCanvasMode::Erase)
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{
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visible = !m_canvas->get_mode<CanvasModePen>()->m_drawing ||
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if (m_cursor_visibility == kCursorVisibility::Always)
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visible = true;
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if (m_cursor_visibility == kCursorVisibility::Never)
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visible = false;
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if (m_cursor_visibility == kCursorVisibility::SmallBrush)
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visible = m_canvas->m_current_brush->m_tip_size < 10;
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if (m_cursor_visibility == kCursorVisibility::NotPainting)
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visible = !m_canvas->get_mode<CanvasModePen>()->m_drawing;
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if (App::I->keys[(int)kKey::KeyAlt] ||
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m_canvas->get_mode<CanvasModePen>()->m_resizing ||
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m_canvas->get_mode<CanvasModePen>()->m_picking;
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m_canvas->get_mode<CanvasModePen>()->m_picking)
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visible = true;
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}
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visible ? App::I->show_cursor() : App::I->hide_cursor();
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}
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@@ -120,6 +120,7 @@ void NodeText::set_text_format(const char* fmt, ...)
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void NodeText::update_layout()
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{
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auto pad = GetPadding();
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if (auto_width)
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{
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YGNodeStyleSetWidth(y_node, m_text_mesh.bb.x);
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@@ -131,9 +132,8 @@ void NodeText::update_layout()
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m_size.y = m_text_mesh.bb.y;
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}
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auto pad = GetPadding();
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float h = GetHeight() - (pad[1] + pad[3]);
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float w = GetWidth() - (pad[0] + pad[2]);
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float h = m_size.y - (pad[1] + pad[3]);
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float w = m_size.x - (pad[0] + pad[2]);
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if (m_text_align_v == TextAlign::Begin)
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m_off.y = pad[0];
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@@ -152,11 +152,10 @@ void NodeText::update_layout()
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void NodeText::draw()
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{
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glm::mat4 pos = glm::translate(glm::vec3(glm::floor(m_pos), 0));
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m_mvp = m_proj * pos;
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glm::mat4 pos = glm::translate(glm::vec3(glm::floor(m_pos + m_off), 0));
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ShaderManager::use(kShader::Font);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj * pos);
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ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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glEnable(GL_BLEND);
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m_text_mesh.draw();
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@@ -19,7 +19,7 @@ public:
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kFont font_id;
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bool m_multiline = false;
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glm::vec2 m_off;
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glm::vec2 m_off = { 0, 0 };
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TextAlign m_text_align_v = TextAlign::Center;
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TextAlign m_text_align_h = TextAlign::Begin;
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@@ -23,7 +23,7 @@ public:
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bool m_multiline = false;
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bool m_cursor_visible = false;
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glm::vec2 m_off;
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glm::vec2 m_off = { 0, 0 };
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TextAlign m_text_align_v = TextAlign::Center;
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TextAlign m_text_align_h = TextAlign::Begin;
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