godot/scene/resources/dynamic_font.h

195 lines
3.9 KiB
C++

#ifndef DYNAMIC_FONT_H
#define DYNAMIC_FONT_H
#ifdef FREETYPE_ENABLED
#include "scene/resources/font.h"
#include "os/thread_safe.h"
#include "io/resource_loader.h"
#include <ft2build.h>
#include FT_FREETYPE_H
class DynamicFontAtSize;
class DynamicFont;
class DynamicFontData : public Resource {
OBJ_TYPE(DynamicFontData,Resource);
const uint8_t *font_mem;
int font_mem_size;
bool force_autohinter;
String font_path;
Map<int,DynamicFontAtSize*> size_cache;
friend class DynamicFontAtSize;
friend class DynamicFont;
Ref<DynamicFontAtSize> _get_dynamic_font_at_size(int p_size);
public:
void set_font_ptr(const uint8_t* p_font_mem,int p_font_mem_size);
void set_font_path(const String& p_path);
void set_force_autohinter(bool p_force);
DynamicFontData();
~DynamicFontData();
};
class DynamicFontAtSize : public Reference {
OBJ_TYPE(DynamicFontAtSize,Reference)
_THREAD_SAFE_CLASS_
FT_Library library; /* handle to library */
FT_Face face; /* handle to face object */
FT_StreamRec stream;
int ascent;
int descent;
int linegap;
int rect_margin;
bool valid;
struct CharTexture {
DVector<uint8_t> imgdata;
int texture_size;
Vector<int> offsets;
Ref<ImageTexture> texture;
};
Vector<CharTexture> textures;
struct Character {
bool found;
int texture_idx;
Rect2 rect;
float v_align;
float h_align;
float advance;
Character() { texture_idx=0; v_align=0; }
};
static unsigned long _ft_stream_io(FT_Stream stream, unsigned long offset, unsigned char* buffer, unsigned long count );
static void _ft_stream_close(FT_Stream stream);
HashMap< CharType, Character > char_map;
_FORCE_INLINE_ void _update_char(CharType p_char);
friend class DynamicFontData;
Ref<DynamicFontData> font;
int size;
Error _load();
protected:
public:
float get_height() const;
float get_ascent() const;
float get_descent() const;
Size2 get_char_size(CharType p_char,CharType p_next,const Vector<Ref<DynamicFontAtSize> >& p_fallbacks) const;
float draw_char(RID p_canvas_item, const Point2& p_pos, const CharType& p_char,const CharType& p_next,const Color& p_modulate,const Vector<Ref<DynamicFontAtSize> >& p_fallbacks) const;
DynamicFontAtSize();
~DynamicFontAtSize();
};
///////////////
class DynamicFont : public Font {
OBJ_TYPE( DynamicFont, Font );
Ref<DynamicFontData> data;
Ref<DynamicFontAtSize> data_at_size;
Vector< Ref<DynamicFontData> > fallbacks;
Vector< Ref<DynamicFontAtSize> > fallback_data_at_size;
int size;
bool valid;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
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;
void add_fallback(const Ref<DynamicFontData>& p_data);
void set_fallback(int p_idx,const Ref<DynamicFontData>& p_data);
int get_fallback_count() const;
Ref<DynamicFontData> get_fallback(int p_idx) const;
void remove_fallback(int p_idx);
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, const CharType& p_char,const 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