godot/scene/resources/font.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

170 lines
5.2 KiB
C++

/*************************************************************************/
/* font.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef FONT_H
#define FONT_H
#include "resource.h"
#include "scene/resources/texture.h"
#include "map.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Font : public Resource {
OBJ_TYPE( Font, Resource );
protected:
static void _bind_methods();
public:
virtual float get_height() const=0;
virtual float get_ascent() const=0;
virtual float get_descent() const=0;
virtual Size2 get_char_size(CharType p_char,CharType p_next=0) const=0;
Size2 get_string_size(const String& p_string) const;
virtual bool is_distance_field_hint() const=0;
void draw(RID p_canvas_item, const Point2& p_pos, const String& p_text,const Color& p_modulate=Color(1,1,1),int p_clip_w=-1) const;
void draw_halign(RID p_canvas_item, const Point2& p_pos, HAlign p_align,float p_width,const String& p_text,const Color& p_modulate=Color(1,1,1)) 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=0;
void update_changes();
Font();
};
class BitmapFont : public Font {
OBJ_TYPE( BitmapFont, Font );
RES_BASE_EXTENSION("fnt");
Vector< Ref<Texture> > textures;
public:
struct Character {
int texture_idx;
Rect2 rect;
float v_align;
float h_align;
float advance;
Character() { texture_idx=0; v_align=0; }
};
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; }
};
private:
HashMap< CharType, Character > char_map;
Map<KerningPairKey,int> kerning_map;
float height;
float ascent;
bool distance_field_hint;
void _set_chars(const DVector<int>& p_chars);
DVector<int> _get_chars() const;
void _set_kernings(const DVector<int>& p_kernings);
DVector<int> _get_kernings() const;
void _set_textures(const Vector<Variant> & p_textures);
Vector<Variant> _get_textures() const;
Ref<BitmapFont> fallback;
protected:
static void _bind_methods();
public:
Error create_from_fnt(const String& p_file);
void set_height(float p_height);
float get_height() const;
void set_ascent(float p_ascent);
float get_ascent() const;
float get_descent() const;
void add_texture(const Ref<Texture>& p_texture);
void add_char(CharType p_char, int p_texture_idx, const Rect2& p_rect, const Size2& p_align, float p_advance=-1);
int get_character_count() const;
Vector<CharType> get_char_keys() const;
Character get_character(CharType p_char) const;
int get_texture_count() const;
Ref<Texture> get_texture(int p_idx) const;
void add_kerning_pair(CharType p_A,CharType p_B,int p_kerning);
int get_kerning_pair(CharType p_A,CharType p_B) const;
Vector<KerningPairKey> get_kerning_pair_keys() const;
Size2 get_char_size(CharType p_char,CharType p_next=0) const;
void set_fallback(const Ref<BitmapFont> &p_fallback);
Ref<BitmapFont> get_fallback() const;
void clear();
void set_distance_field_hint(bool p_distance_field);
bool is_distance_field_hint() 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;
BitmapFont();
~BitmapFont();
};
#endif