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torsten committed 2026-08-13 18:33:10 +02:00
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#include "textcomponent.h"
#include <dtEntity/nodemasks.h>
#include <osg/BlendFunc>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/LineWidth>
#include <osg/Node>
#include <osg/PolygonMode>
#include <osgText/Text>
#include <sstream>
namespace VCtrl
{
////////////////////////////////////////////////////////////////////////////////
const dtEntity::StringId TextComponent::TYPE(dtEntity::SID("Text"));
const dtEntity::StringId TextComponent::PathId(dtEntity::SID("Path"));
////////////////////////////////////////////////////////////////////////////////
TextComponent::TextComponent()
: dtEntityOSG::TransformComponent(new osg::AutoTransform())
, mPath(
dtEntity::DynamicStringProperty::SetValueCB(this, &TextComponent::SetText),
dtEntity:: DynamicStringProperty::GetValueCB(this, &TextComponent::GetText)
)
{
Register(PathId, &mPath);
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
tr->setName("text");
tr->setAutoRotateMode(osg::AutoTransform::ROTATE_TO_SCREEN);
tr->setAutoScaleToScreen(true);
tr->setNodeMask(dtEntity::NodeMasks::PICKABLE | dtEntity::NodeMasks::VISIBLE);
tr->setNormal(osg::Vec3(0,1,0));
osg::StateSet* ss = tr->getOrCreateStateSet();
ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
ss->setRenderBinDetails(90, "DepthSortedBin");
ss->setMode(GL_BLEND,osg::StateAttribute::ON);
ss->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
ss->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::ref_ptr<osg::LineWidth> lw = new osg::LineWidth();
lw->setWidth(2);
ss->setAttributeAndModes(lw, osg::StateAttribute::ON);
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::Rebuild()
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
tr->dirtyBound();
tr->setInitialBound(osg::BoundingSphere(osg::Vec3(), 10));
tr->removeChildren(0, tr->getNumChildren());
if(!mVisible) return;
osg::ref_ptr<osg::Geode> g = new osg::Geode();
tr->addChild(g);
tr->setInitialBound(osg::BoundingSphere(osg::Vec3(), 1));
osgText::Text* text = new osgText::Text();
text->setBackdropType(osgText::Text::NONE);
text->setCharacterSize(20);
text->setCharacterSizeMode(osgText::TextBase::SCREEN_COORDS);
//text->setColor(color);
if(mDisText.empty())
{
text->setText(mText);
}
else
{
text->setText(mDisText);
}
text->setAlignment(osgText::TextBase::CENTER_CENTER);
text->setAxisAlignment(osgText::TextBase::SCREEN);
//text->setPosition(position);
osg::StateSet* ss = text->getOrCreateStateSet();
osg::PolygonMode* polyModeObj = new osg::PolygonMode;
polyModeObj->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL);
ss->setAttribute(polyModeObj);
g->addDrawable(text);
if(mSelected)
{
int x, y, w, h;
int b = 6;
x = -25 / 2 - b;
y = 0 - b;
w = 25 + b * 2;
h = 4 + b * 2;
osg::ref_ptr<osg::Geometry> sel = new osg::Geometry();
g->addDrawable(sel);
osg::Vec4Array* colours = new osg::Vec4Array(1);
(*colours)[0] = osg::Vec4(1,0,0,1);
sel->setColorArray(colours);
sel->setColorBinding(osg::Geometry::BIND_OVERALL);
osg::Vec3Array* coords = new osg::Vec3Array(4);
(*coords)[0] = osg::Vec3(x , y , 0);
(*coords)[1] = osg::Vec3(x , y + h, 0);
(*coords)[2] = osg::Vec3(x + w, y + h, 0);
(*coords)[3] = osg::Vec3(x + w, y , 0);
sel->setVertexArray(coords);
sel->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP, 0, 4));
osg::ref_ptr<osg::PolygonMode> p = new osg::PolygonMode;
p->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
sel->getOrCreateStateSet()->setAttribute(p);
}
}
////////////////////////////////////////////////////////////////////////////////
std::string TextComponent::GetText() const
{
return mText;
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetText(const std::string& text)
{
if(mText != text)
{
mText = text;
Rebuild();
}
}
////////////////////////////////////////////////////////////////////////////////
std::string TextComponent::GetDisText() const
{
return mDisText;
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetDisText(const std::string& text)
{
if(mDisText != text)
{
mDisText = text;
Rebuild();
}
}
////////////////////////////////////////////////////////////////////////////////
dtEntity::Vec3d TextComponent::GetTranslation() const
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
return tr->getPosition();
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetTranslation(const dtEntity::Vec3d& v)
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
tr->setPosition(v);
}
////////////////////////////////////////////////////////////////////////////////
dtEntity::Vec3d TextComponent::GetScale() const
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
return tr->getScale();
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetScale(const dtEntity::Vec3d& v)
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
tr->setScale(v);
}
////////////////////////////////////////////////////////////////////////////////
dtEntity::Quat TextComponent::GetRotation() const
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
return tr->getRotation();
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetRotation(const dtEntity::Quat& v)
{
osg::AutoTransform* tr = static_cast<osg::AutoTransform*>(GetNode());
tr->setRotation(v);
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetColor(const osg::Vec4& v)
{
if(mColor != v)
{
mColor = v;
Rebuild();
}
}
////////////////////////////////////////////////////////////////////////////////
bool TextComponent::GetShowSelection() const
{
return mSelected;
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetShowSelection(bool v)
{
//if(mSelected != v)
{
mSelected = v;
Rebuild();
}
}
////////////////////////////////////////////////////////////////////////////////
void TextComponent::SetVisible(bool v)
{
//if(mVisible != v)
{
mVisible = v;
Rebuild();
}
}
////////////////////////////////////////////////////////////////////////////
TextSystem::TextSystem(dtEntity::EntityManager& em)
: dtEntity::DefaultEntitySystem<TextComponent>(em, dtEntityOSG::TransformComponent::TYPE)
{
}
}