c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
264 lines
6.8 KiB
C++
264 lines
6.8 KiB
C++
/*************************************************************************/
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/* dynamic_font.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef DYNAMIC_FONT_H
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#define DYNAMIC_FONT_H
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#ifdef FREETYPE_ENABLED
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#include "scene/resources/font.h"
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#include "os/thread_safe.h"
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#include "io/resource_loader.h"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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class DynamicFontAtSize;
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class DynamicFont;
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class DynamicFontData : public Resource {
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OBJ_TYPE(DynamicFontData,Resource);
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public:
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struct CacheID{
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int size;
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bool mipmaps;
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bool filter;
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bool operator< (CacheID right) const;
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CacheID() { size=16; mipmaps=false; filter=false; }
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};
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private:
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const uint8_t *font_mem;
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int font_mem_size;
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bool force_autohinter;
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String font_path;
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Map<CacheID,DynamicFontAtSize*> size_cache;
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friend class DynamicFontAtSize;
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friend class DynamicFont;
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Ref<DynamicFontAtSize> _get_dynamic_font_at_size(CacheID p_cache);
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protected:
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static void _bind_methods();
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public:
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void set_font_ptr(const uint8_t* p_font_mem,int p_font_mem_size);
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void set_font_path(const String& p_path);
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String get_font_path() const;
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void set_force_autohinter(bool p_force);
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DynamicFontData();
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~DynamicFontData();
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};
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class DynamicFontAtSize : public Reference {
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OBJ_TYPE(DynamicFontAtSize,Reference)
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_THREAD_SAFE_CLASS_
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FT_Library library; /* handle to library */
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FT_Face face; /* handle to face object */
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FT_StreamRec stream;
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int ascent;
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int descent;
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int linegap;
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int rect_margin;
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uint32_t texture_flags;
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bool valid;
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struct CharTexture {
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DVector<uint8_t> imgdata;
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int texture_size;
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Vector<int> offsets;
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Ref<ImageTexture> texture;
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};
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Vector<CharTexture> textures;
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struct Character {
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bool found;
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int texture_idx;
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Rect2 rect;
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float v_align;
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float h_align;
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float advance;
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Character() { texture_idx=0; v_align=0; }
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};
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static unsigned long _ft_stream_io(FT_Stream stream, unsigned long offset, unsigned char* buffer, unsigned long count );
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static void _ft_stream_close(FT_Stream stream);
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HashMap< CharType, Character > char_map;
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_FORCE_INLINE_ void _update_char(CharType p_char);
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friend class DynamicFontData;
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Ref<DynamicFontData> font;
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DynamicFontData::CacheID id;
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Error _load();
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protected:
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public:
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float get_height() const;
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float get_ascent() const;
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float get_descent() const;
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Size2 get_char_size(CharType p_char,CharType p_next,const Vector<Ref<DynamicFontAtSize> >& p_fallbacks) const;
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float draw_char(RID p_canvas_item, const Point2& p_pos, CharType p_char,CharType p_next,const Color& p_modulate,const Vector<Ref<DynamicFontAtSize> >& p_fallbacks) const;
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void set_texture_flags(uint32_t p_flags);
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DynamicFontAtSize();
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~DynamicFontAtSize();
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};
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///////////////
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class DynamicFont : public Font {
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OBJ_TYPE( DynamicFont, Font );
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public:
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enum SpacingType{
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SPACING_TOP,
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SPACING_BOTTOM,
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SPACING_CHAR,
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SPACING_SPACE
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};
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private:
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Ref<DynamicFontData> data;
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Ref<DynamicFontAtSize> data_at_size;
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Vector< Ref<DynamicFontData> > fallbacks;
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Vector< Ref<DynamicFontAtSize> > fallback_data_at_size;
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DynamicFontData::CacheID cache_id;
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bool valid;
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int spacing_top;
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int spacing_bottom;
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int spacing_char;
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int spacing_space;
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protected:
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void _reload_cache();
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void set_font_data(const Ref<DynamicFontData>& p_data);
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Ref<DynamicFontData> get_font_data() const;
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void set_size(int p_size);
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int get_size() const;
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bool get_use_mipmaps() const;
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void set_use_mipmaps(bool p_enable);
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bool get_use_filter() const;
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void set_use_filter(bool p_enable);
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int get_spacing(int p_type) const;
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void set_spacing(int p_type, int p_value);
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void add_fallback(const Ref<DynamicFontData>& p_data);
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void set_fallback(int p_idx,const Ref<DynamicFontData>& p_data);
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int get_fallback_count() const;
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Ref<DynamicFontData> get_fallback(int p_idx) const;
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void remove_fallback(int p_idx);
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virtual float get_height() const;
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virtual float get_ascent() const;
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virtual float get_descent() const;
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virtual Size2 get_char_size(CharType p_char,CharType p_next=0) const;
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virtual bool is_distance_field_hint() const;
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virtual float draw_char(RID p_canvas_item, const Point2& p_pos, CharType p_char,CharType p_next=0,const Color& p_modulate=Color(1,1,1)) const;
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DynamicFont();
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~DynamicFont();
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};
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/////////////
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class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String& p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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#endif
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#endif
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