Moved TextNode from osgText into example/osgtext3D in prep for 3.0
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@@ -1,154 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 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_TEXTNODE
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#define OSGTEXT_TEXTNODE 1
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#include <osg/Group>
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#include <osg/Quat>
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#include <osgUtil/CullVisitor>
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#include <osgText/Font>
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#include <osgText/String>
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#include <osgText/Glyph>
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#include <osgText/Style>
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namespace osgText {
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// forward declare
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class TextNode;
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class OSGTEXT_EXPORT Layout : public osg::Object
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{
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public:
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Layout();
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Layout(const Layout& layout, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgText,Layout)
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/// default Layout implementation used if no other is specified on TextNode
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static osg::ref_ptr<Layout>& getDefaultLayout();
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virtual void layout(TextNode& text) const;
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protected:
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};
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class OSGTEXT_EXPORT TextTechnique : public osg::Object
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{
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public:
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TextTechnique();
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TextTechnique(const TextTechnique& technique, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgText, TextTechnique)
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TextNode* getTextNode() { return _textNode; }
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const TextNode* getTextNode() const { return _textNode; }
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/// default TextTechnique implementation used if no other is specified on TextNode
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static osg::ref_ptr<TextTechnique>& getDefaultTextTechinque();
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/// start building a new charater layout
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virtual void start();
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/// called by Layout engine to place individual characters
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virtual void addCharacter(const osg::Vec3& position, const osg::Vec3& size, Glyph* glyph, Style* style);
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/// called by Layout engine to place individual characters
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virtual void addCharacter(const osg::Vec3& position, const osg::Vec3& size, Glyph3D* glyph, Style* style);
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/// finish building new charater layout
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virtual void finish();
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/// provide traversal control
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virtual void traverse(osg::NodeVisitor& nv);
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protected:
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friend class TextNode;
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void setTextNode(TextNode* textNode) { _textNode = textNode; }
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TextNode* _textNode;
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};
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class OSGTEXT_EXPORT TextNode : public osg::Group
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{
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public:
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TextNode();
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TextNode(const TextNode& text, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Node(osgText, TextNode)
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virtual void traverse(osg::NodeVisitor& nv);
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void setFont(Font* font) { _font = font; }
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Font* getFont() { return _font.get(); }
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const Font* getFont() const { return _font.get(); }
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Font* getActiveFont() { return _font.valid() ? _font.get() : Font::getDefaultFont().get(); }
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const Font* getActiveFont() const { return _font.valid() ? _font.get() : Font::getDefaultFont().get(); }
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void setStyle(Style* style) { _style = style; }
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Style* getStyle() { return _style.get(); }
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const Style* getStyle() const { return _style.get(); }
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Style* getActiveStyle() { return _style.valid() ? _style.get() : Style::getDefaultStyle().get(); }
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const Style* getActiveStyle() const { return _style.valid() ? _style.get() : Style::getDefaultStyle().get(); }
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void setLayout(Layout* layout) { _layout = layout; }
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Layout* getLayout() { return _layout.get(); }
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const Layout* getLayout() const { return _layout.get(); }
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const Layout* getActiveLayout() const { return _layout.valid() ? _layout.get() : Layout::getDefaultLayout().get(); }
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void setTextTechnique(TextTechnique* technique);
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TextTechnique* getTextTechnique() { return _technique.get(); }
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const TextTechnique* getTextTechnique() const { return _technique.get(); }
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void setText(const std::string& str);
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void setText(const String& str) { _string = str; }
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String& getText() { return _string; }
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const String& getText() const { return _string; }
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void setPosition(const osg::Vec3d& position) { _position = position; }
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const osg::Vec3d& getPosition() const { return _position; }
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void setRotation(const osg::Quat& rotation) { _rotation = rotation; }
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const osg::Quat& getRotation() const { return _rotation; }
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void setCharacterSize(float characterSize) { _characterSize = characterSize; }
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float getCharacterSize() const { return _characterSize; }
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/// force a regeneration of the rendering backend required to represent the text.
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virtual void update();
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protected:
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virtual ~TextNode();
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osg::ref_ptr<Font> _font;
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osg::ref_ptr<Style> _style;
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osg::ref_ptr<Layout> _layout;
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osg::ref_ptr<TextTechnique> _technique;
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String _string;
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osg::Vec3d _position;
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osg::Quat _rotation;
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float _characterSize;
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};
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}
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#endif
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