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!
170 lines
5.2 KiB
C++
170 lines
5.2 KiB
C++
/*************************************************************************/
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/* 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 FONT_H
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#define FONT_H
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#include "resource.h"
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#include "scene/resources/texture.h"
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#include "map.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Font : public Resource {
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OBJ_TYPE( Font, Resource );
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protected:
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static void _bind_methods();
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public:
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virtual float get_height() const=0;
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virtual float get_ascent() const=0;
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virtual float get_descent() const=0;
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virtual Size2 get_char_size(CharType p_char,CharType p_next=0) const=0;
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Size2 get_string_size(const String& p_string) const;
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virtual bool is_distance_field_hint() const=0;
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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;
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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;
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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=0;
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void update_changes();
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Font();
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};
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class BitmapFont : public Font {
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OBJ_TYPE( BitmapFont, Font );
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RES_BASE_EXTENSION("fnt");
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Vector< Ref<Texture> > textures;
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public:
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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() { texture_idx=0; v_align=0; }
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};
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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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private:
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HashMap< CharType, Character > char_map;
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Map<KerningPairKey,int> kerning_map;
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float height;
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float ascent;
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bool distance_field_hint;
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void _set_chars(const DVector<int>& p_chars);
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DVector<int> _get_chars() const;
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void _set_kernings(const DVector<int>& p_kernings);
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DVector<int> _get_kernings() const;
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void _set_textures(const Vector<Variant> & p_textures);
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Vector<Variant> _get_textures() const;
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Ref<BitmapFont> fallback;
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protected:
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static void _bind_methods();
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public:
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Error create_from_fnt(const String& p_file);
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void set_height(float p_height);
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float get_height() const;
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void set_ascent(float p_ascent);
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float get_ascent() const;
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float get_descent() const;
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void add_texture(const Ref<Texture>& p_texture);
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void add_char(CharType p_char, int p_texture_idx, const Rect2& p_rect, const Size2& p_align, float p_advance=-1);
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int get_character_count() const;
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Vector<CharType> get_char_keys() const;
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Character get_character(CharType p_char) const;
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int get_texture_count() const;
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Ref<Texture> get_texture(int p_idx) const;
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void add_kerning_pair(CharType p_A,CharType p_B,int p_kerning);
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int get_kerning_pair(CharType p_A,CharType p_B) const;
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Vector<KerningPairKey> get_kerning_pair_keys() const;
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Size2 get_char_size(CharType p_char,CharType p_next=0) const;
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void set_fallback(const Ref<BitmapFont> &p_fallback);
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Ref<BitmapFont> get_fallback() const;
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void clear();
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void set_distance_field_hint(bool p_distance_field);
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bool is_distance_field_hint() 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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BitmapFont();
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~BitmapFont();
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};
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#endif
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