f8db8a3faa
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6
.
160 lines
3.1 KiB
C++
160 lines
3.1 KiB
C++
#ifndef DYNAMICFONT_STB_H
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#define DYNAMICFONT_STB_H
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#ifndef FREETYPE_ENABLED
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#include "font.h"
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#include "io/resource_loader.h"
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#include "stb_truetype.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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bool valid;
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DVector<uint8_t> font_data;
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DVector<uint8_t>::Read fr;
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const uint8_t *last_data_ptr;
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struct KerningPairKey {
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union {
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struct {
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uint32_t A, B;
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};
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uint64_t pair;
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};
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_FORCE_INLINE_ bool operator<(const KerningPairKey &p_r) const { return pair < p_r.pair; }
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};
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Map<KerningPairKey, int> kerning_map;
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Map<int, DynamicFontAtSize *> size_cache;
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friend class DynamicFontAtSize;
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stbtt_fontinfo info;
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int ascent;
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int descent;
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int linegap;
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void lock();
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void unlock();
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friend class DynamicFont;
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Ref<DynamicFontAtSize> _get_dynamic_font_at_size(int p_size);
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public:
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void set_font_data(const DVector<uint8_t> &p_font);
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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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int rect_margin;
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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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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() {
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texture_idx = 0;
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v_align = 0;
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}
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};
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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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float scale;
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int size;
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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 = 0) const;
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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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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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Ref<DynamicFontData> data;
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Ref<DynamicFontAtSize> data_at_size;
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int size;
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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_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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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 // DYNAMICFONT_H
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