UI Node component that renders text for the UI Pro system. It exposes alignment, text scope and a layout style, creates or updates a text texture via TextRendering, and computes UV scale and offset so the rendered text aligns and scales inside the node.
namespace Sandbox.UiPro;
public enum HorizontalAlignment
{
Left,
Center,
Right
}
public enum VerticalAlignment
{
Top,
Center,
Bottom
}
[Title( "Text Node - UI Pro" ), Category( "UI Pro" ), Icon( "text_fields" )]
public class TextNode : NodeComponent
{
[Property, InlineEditor, Group( "Layout Settings" ), Order( -999 )] public override NodeStyle Style { get; set; } = GetDefaultStyle();
[Property, Group("Text Settings")] public HorizontalAlignment HorizontalAlignment { get; set; } = HorizontalAlignment.Center;
[Property, Group( "Text Settings" )] public VerticalAlignment VerticalAlignment { get; set; } = VerticalAlignment.Center;
[Property, InlineEditor, Group( "Text Settings" )] public TextRendering.Scope TextScope { get; set; } = TextRendering.Scope.Default;
private static NodeStyle GetDefaultStyle()
{
return new NodeStyle()
{
Anchor = NodePoint.CenterMiddle,
Pivot = NodePoint.CenterMiddle,
Offset = Vector2.Zero,
Size = new Vector2( 100, 100 ),
ChildPadding = Vector2.Zero,
ClipChildren = false,
StretchHorizontal = false,
StretchVertical = false,
CornerRadius = 0,
BorderWidth = 0,
BorderColor = Color.Black,
Texture = Texture.White,
Tint = Color.White,
UvScale = Vector2.One,
UvOffset = Vector2.Zero
};
}
protected override void UpdateStyle(float scaleFactor)
{
Style.BorderWidth = 0; // for debugging
Style.BorderColor = Color.White;
TextRendering.Scope scope = TextScope;
scope.FontSize *= scaleFactor;
Texture texture = TextRendering.GetOrCreateTexture( scope );
Style.Texture = texture;
Vector2 scale = (Layout.Outer.Size * scaleFactor) / texture.Size;
Style.UvScale = scale;
float alignX = HorizontalAlignment switch
{
HorizontalAlignment.Left => 0f,
HorizontalAlignment.Center => 0.5f,
HorizontalAlignment.Right => 1f,
_ => 0.5f,
};
float alignY = VerticalAlignment switch
{
VerticalAlignment.Top => 0f,
VerticalAlignment.Center => 0.5f,
VerticalAlignment.Bottom => 1f,
_ => 0.5f,
};
float offsetX = alignX * (1f / scale.x - 1f);
float offsetY = alignY * (1f / scale.y - 1f);
Style.UvOffset = new Vector2( offsetX, offsetY );
}
}