/
text_marked.n
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text_marked.n
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// Copyright (C) 2014 OneJS
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import math
import text
import text_tagged
import distfield2d
// text with marker layer and cursor layer
class MarkedTextLayerImpl extends TaggedTextImpl{
struct marker_t extends geom_t{
vec2 pos
vec4 rect
vec4 other
float data
float corner
}
constructor(parent){
marker_mesh = marker_t[]()
cursor_mesh = vec4[]()
TaggedTextImpl::constructor(parent)
}
marker_zpos = -2
vertex: (mesh[].xy+vec2(text_x, text_y)) * (m_world * device.m_camera)
marker_vertex: vec3(marker_mesh[].pos + vec2(text_x, text_y), marker_zpos) * (m_world * device.m_camera)
cursor_vertex: vec3(cursor_mesh[].xy + vec2(text_x, text_y), cursor_zpos) * (m_world * device.m_camera)
u_markcolor = #red
u_border_radius = 1.5
u_gloop = 6
// what i want is a super basic drawing api. how do we do it.
marker_style:(field, pos){
return field
}
marker_paint:(){
var pos = marker_mesh[].pos
var rect = pixel marker_mesh[].rect
var rel = pos - rect.xy
// do pixel antialias calc
float edge = min(length(vec2(length(dFdx(rel)), length(dFdy(rel)))) * SQRT_1_2,1.)
vec4 other = pixel marker_mesh[].other
var px1 = other.x
var px2 = other.y
var nx1 = other.z
var nx2 = other.w
// main shape
var field = roundbox(rel, 0,0, rect.z, rect.w, u_border_radius)
if(px1 != px2){
var field2 = roundbox(rel, px1 - rect.x, -rect.w, px2 - px1, rect.w, u_border_radius)
field = smoothpoly(field, field2, u_gloop)
}
if(nx1 != nx2){
var field2 = roundbox(rel, nx1 - rect.x, rect.w, nx2 - nx1, rect.w, u_border_radius)
field = smoothpoly(field, field2, u_gloop)
}
// we have to shift the edge box to meet the hollow border radius of the next selection
/*
var field = roundbox(rel, 0,0, rect.z, rect.w, u_border_radius)
var correction = u_border_radius*1.9
// top part shape connection
if(px1 != px2){
// we have to know wether we need to extend our border radius
var base = px1-rect.x
var leftc = 0.
var rightc = 0.
if(px1 > rect.x) leftc = correction
if(px2 < rect.x + rect.z) rightc = correction
var corner =
subtract(
union(
roundbox(rel, rect.z, -.5*edge, 100.,rect.w, u_border_radius),
roundbox(rel, -100., -.5*edge, 100.,rect.w, u_border_radius)),
box(rel, base - leftc, -.5*rect.w, (px2-px1) + (leftc+rightc), rect.w)
)
// straight corner
if(px1>rect.x+rect.z) field = union(field,box(rel,rect.z - u_border_radius*2.,0.,u_border_radius*2.,rect.w*.5))
field = union(field, corner)
}
// bottom part shapes
if(nx1 != nx2){
var base = nx1-rect.x
var leftc = 0.
var rightc = 0.
if(nx1 > rect.x) leftc = correction
if(nx2 < rect.x + rect.z) rightc = correction
var corner =
subtract(
union(
roundbox(rel, rect.z, .5*edge, 100.,rect.w, u_border_radius),
roundbox(rel, -100., .5*edge, 100.,rect.w, u_border_radius)),
box(rel, base - leftc, rect.w*.5, (nx2-nx1) + (leftc + rightc), rect.w)
)
// straight corner
if(nx2<rect.x) field = union(field,box(rel,0.,rect.w*.5,u_border_radius*2.,rect.w*.5))
field = union(field, corner)
}
*/
field = marker_style(field, pos)
var alpha = smoothstep(edge,-edge,field)
if(alpha<0.001) discard;
return vec4(u_markcolor, alpha)
}
mark_pos: vec2(floor(mod(marker_mesh[].corner,2.)), floor(abs(mod(marker_mesh[].corner,4.)/2.)))
clearMarkers(notags){
if(marker_mesh.length > 0){
marker_mesh.length = 0
if(!notags) clearTagsMarker()
}
}
clearTagsMarker(){
if(tags_marked){
tags_marked = false
vec4[] tags = tag_mesh
for(var m = tags.quad.length - 1; m >= 0; m--){
if(tags.quad[m].w<0) tags.quad[m].w *= -1
}
tag_mesh.length += 0
}
}
addMarker(prev, self, next, data, notags){
marker_t[] mrk = marker_mesh
var o = mrk.quad.length++
var px1 = 0,px2 = 0,nx1 = 0,nx2 = 0
if(prev) px1 = prev.x, px2 = prev.x2
if(next) nx1 = next.x, nx2 = next.x2
mrk.quad[o].data = data
mrk.quad[o].rect = vec4(self.x, self.y, self.w, self.h)
mrk.quad[o].other = vec4(px1, px2, nx1, nx2)
mrk.quad_tl[o].pos = vec2(self.x - font_size * 3, self.y)
mrk.quad_tl[o].corner = 0
mrk.quad_tr[o].pos = vec2(self.x2 + font_size * 3, self.y)
mrk.quad_tr[o].corner = 1
mrk.quad_bl[o].pos = vec2(self.x - font_size * 3, self.y2)
mrk.quad_bl[o].corner = 2
mrk.quad_br[o].pos = vec2(self.x2 + font_size * 3, self.y2)
mrk.quad_br[o].corner = 3
if(!notags) setTagsMarker(self)
}
setTagsMarker(start, end){
vec4[] tags = tag_mesh
tags_marked = true
// lets also signal the text renderer of our selection
for(var m = start; m < end; m++){
if(tags.quad[m].w > 0) tags.quad[m].w *= -1
}
// mark it for update
tags.length += 0
}
getMarkers(start, end, array, deltay){
if(deltay === undefined) deltay = 0
if(end < start){
var t = start
start = end
end = t
}
vec4[] mesh = mesh
vec4[] tags = tag_mesh
var m = array
var length = mesh.quad.length
if(end > length) end = length
for(var o = start, last = o; o < end; o++){
ch = tags.quad[o].z
if(o == end - 1 || ch == 10){
var r = cursorRect(last)
var x = (o+1) == length || ch == 10? mesh.quad_tr[o].x: mesh.quad_tl[o+1].x
r.start = last
r.end = o
r.w = x - r.x
r.x2 = r.x + r.w
r.y2 = r.y + r.h
r.y += deltay
r.y2 += deltay
// check if the previous item is on the same r.y
// ifso fuse it with this marker
var prev = array[array.length -1]
if(prev && abs(prev.y-r.y) < 1e-4){ // fuse marker
prev.x2 = r.x2
prev.w += r.w
}
else
array.push(r)
last = o+1
}
}
return array
}
addMarkers(start, end, data){
if(end < start){
var t = end
end = start
start = t
}
var array = []
getMarkers(start, end, array)
for(var i = 0;i<array.length;i++){
addMarker(array[i-1], array[i], array[i+1], data)
}
return array
}
clearCursors(){
cursor_mesh.length = 0
}
addCursor(pos, data){
var rect = cursorRect(pos)
rect.w = 5
vec4[] cursor = cursor_mesh
var o = cursor.quad.length++
cursor.quad_tl[o] = vec4(rect.x, rect.y, 0, data)
cursor.quad_tr[o] = vec4(rect.x + rect.w, rect.y, 1, data)
cursor.quad_bl[o] = vec4(rect.x, rect.y + rect.h, 2, data)
cursor.quad_br[o] = vec4(rect.x + rect.w, rect.y + rect.h, 3, data)
}
addCursors(list){
for(var cursor in list){
addCursor(cursor.end)
}
}
cursor_paint:(){
var rel = cursor_pos
var dpdx = dFdx(rel)
var dpdy = dFdy(rel)
var edge = min(length(vec2(length(dpdx), length(dpdy))) * SQRT_1_2, 1.)
if(edge > 0.04){
if(rel.x < dpdx.x) return vec4(#white, 1.)
return vec4(0.)
}
return vec4(#white, smoothstep(edge,-edge, box(rel, 0,0,0.1,1.)))
}
cursor_zpos = 2.
cursor_mesh = vec4[]()
cursor_pos: vec2(floor(mod(cursor_mesh[].z,2.)), floor(abs(mod(cursor_mesh[].z,4.)/2.)))
drawSelf:(sec){
this{
pixel:marker_paint()
vertex:marker_vertex
}
this{}
this{
pixel:cursor_paint()
vertex:cursor_vertex
}
}
}