feat: add multi-line text rendering support

This commit is contained in:
2026-02-05 10:26:35 +08:00
parent c35fe48fc3
commit 38c6c7474d

View File

@@ -151,26 +151,92 @@ TextRenderer::CachedText& TextRenderer::createAndCacheTexture(const std::string&
m_cache.erase(key);
return empty;
}
// 分割行
std::vector<std::string> lines;
size_t start = 0;
size_t end = text.find('\n');
while (end != std::string::npos) {
lines.push_back(text.substr(start, end - start));
start = end + 1;
end = text.find('\n', start);
}
lines.push_back(text.substr(start));
// 创建文字表面
SDL_Surface* surface = TTF_RenderText_Solid(font, text.c_str(),text.length(), style.color);
if (!surface) {
std::vector<SDL_Surface*> surface;
int width = 0;
int height = 0;
for (const auto& line : lines) {
auto sur = TTF_RenderText_Solid(font, line.c_str(), line.length(), style.color);
if (!sur) {
SDL_Log("TextRenderer: fail to create '%s' surface\n", line.c_str());
continue;
}
height += sur->h;
width = std::max(width, sur->w);
surface.push_back(sur);
}
if (surface.empty()) {
SDL_Log("错误:无法创建文字表面 '%s'\n", text.c_str());
m_cache.erase(key);
return empty;
}
// 创建纹理
SDL_Texture* texture = SDL_CreateTextureFromSurface(m_renderer, surface);
int width = surface->w;
int height = surface->h;
SDL_DestroySurface(surface); // 立即释放表面
SDL_Texture* texture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
width,
height
);
if (!texture) {
SDL_Log("错误:无法创建纹理\n");
m_cache.erase(key);
return empty;
}
int currentY = 0;
// 保存当前渲染目标
auto currentTexture = SDL_GetRenderTarget(m_renderer);
// 设置文本渲染目标
SDL_SetRenderTarget(m_renderer, texture);
SDL_Color color;
SDL_GetRenderDrawColor(m_renderer, &color.r, &color.g, &color.b, &color.a);
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 0); // 透明黑
SDL_RenderClear(m_renderer); // 清空为透明
SDL_SetRenderDrawColor(m_renderer, color.r, color.g, color.b, color.a);
for (auto* sur : surface) {
auto textTexture = SDL_CreateTextureFromSurface(m_renderer, sur);
if (textTexture) {
SDL_FRect rect = {
static_cast<float>(0),
static_cast<float>(currentY),
static_cast<float>(sur->w),
static_cast<float>(sur->h)
};
SDL_RenderTexture(m_renderer, textTexture, nullptr, &rect);
SDL_DestroyTexture(textTexture);
}
currentY += sur->h;
SDL_DestroySurface(sur);
}
SDL_SetRenderTarget(m_renderer, currentTexture);
// 设置纹理缩放模式为最近邻
//SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
// 保存结果