virtualx-engine/scene/resources/dynamic_font_stb.h
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00

160 lines
3.1 KiB
C++

#ifndef DYNAMICFONT_STB_H
#define DYNAMICFONT_STB_H
#ifndef FREETYPE_ENABLED
#include "font.h"
#include "io/resource_loader.h"
#include "stb_truetype.h"
class DynamicFontAtSize;
class DynamicFont;
class DynamicFontData : public Resource {
OBJ_TYPE(DynamicFontData, Resource);
bool valid;
DVector<uint8_t> font_data;
DVector<uint8_t>::Read fr;
const uint8_t *last_data_ptr;
struct KerningPairKey {
union {
struct {
uint32_t A, B;
};
uint64_t pair;
};
_FORCE_INLINE_ bool operator<(const KerningPairKey &p_r) const { return pair < p_r.pair; }
};
Map<KerningPairKey, int> kerning_map;
Map<int, DynamicFontAtSize *> size_cache;
friend class DynamicFontAtSize;
stbtt_fontinfo info;
int ascent;
int descent;
int linegap;
void lock();
void unlock();
friend class DynamicFont;
Ref<DynamicFontAtSize> _get_dynamic_font_at_size(int p_size);
public:
void set_font_data(const DVector<uint8_t> &p_font);
DynamicFontData();
~DynamicFontData();
};
class DynamicFontAtSize : public Reference {
OBJ_TYPE(DynamicFontAtSize, Reference);
int rect_margin;
struct CharTexture {
DVector<uint8_t> imgdata;
int texture_size;
Vector<int> offsets;
Ref<ImageTexture> texture;
};
Vector<CharTexture> textures;
struct Character {
int texture_idx;
Rect2 rect;
float v_align;
float h_align;
float advance;
Character() {
texture_idx = 0;
v_align = 0;
}
};
HashMap<CharType, Character> char_map;
_FORCE_INLINE_ void _update_char(CharType p_char);
friend class DynamicFontData;
Ref<DynamicFontData> font;
float scale;
int size;
protected:
public:
float get_height() const;
float get_ascent() const;
float get_descent() const;
Size2 get_char_size(CharType p_char, CharType p_next = 0) const;
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;
DynamicFontAtSize();
~DynamicFontAtSize();
};
///////////////
class DynamicFont : public Font {
OBJ_TYPE(DynamicFont, Font);
Ref<DynamicFontData> data;
Ref<DynamicFontAtSize> data_at_size;
int size;
protected:
static void _bind_methods();
public:
void set_font_data(const Ref<DynamicFontData> &p_data);
Ref<DynamicFontData> get_font_data() const;
void set_size(int p_size);
int get_size() const;
virtual float get_height() const;
virtual float get_ascent() const;
virtual float get_descent() const;
virtual Size2 get_char_size(CharType p_char, CharType p_next = 0) const;
virtual bool is_distance_field_hint() const;
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;
DynamicFont();
~DynamicFont();
};
/////////////
class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
#endif
#endif // DYNAMICFONT_H