214 lines
7.3 KiB
C++
214 lines
7.3 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/map.h"
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#include "core/resource.h"
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#include "scene/resources/texture.h"
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class Font : public Resource {
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GDCLASS(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 float get_underline_position() const = 0;
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virtual float get_underline_thickness() 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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Size2 get_wordwrap_string_size(const String &p_string, float p_width) 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 Color &p_outline_modulate = Color(1, 1, 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 Color &p_outline_modulate = Color(1, 1, 1)) const;
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virtual bool has_outline() const { return false; }
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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), bool p_outline = false) const = 0;
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void update_changes();
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Font();
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};
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// Helper class to that draws outlines immediately and draws characters in its destructor.
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class FontDrawer {
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const Ref<Font> &font;
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Color outline_color;
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bool has_outline;
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struct PendingDraw {
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RID canvas_item;
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Point2 pos;
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CharType chr;
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CharType next;
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Color modulate;
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};
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Vector<PendingDraw> pending_draws;
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public:
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FontDrawer(const Ref<Font> &p_font, const Color &p_outline_color) :
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font(p_font),
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outline_color(p_outline_color) {
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has_outline = p_font->has_outline();
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}
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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)) {
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if (has_outline) {
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PendingDraw draw = { p_canvas_item, p_pos, p_char, p_next, p_modulate };
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pending_draws.push_back(draw);
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}
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return font->draw_char(p_canvas_item, p_pos, p_char, p_next, has_outline ? outline_color : p_modulate, has_outline);
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}
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~FontDrawer() {
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for (int i = 0; i < pending_draws.size(); ++i) {
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const PendingDraw &draw = pending_draws[i];
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font->draw_char(draw.canvas_item, draw.pos, draw.chr, draw.next, draw.modulate, false);
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}
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}
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};
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class BitmapFont : public Font {
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GDCLASS(BitmapFont, Font);
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RES_BASE_EXTENSION("font");
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Vector<Ref<Texture2D>> 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() {
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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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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 Vector<int> &p_chars);
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Vector<int> _get_chars() const;
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void _set_kernings(const Vector<int> &p_kernings);
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Vector<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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float get_underline_position() const;
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float get_underline_thickness() const;
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void add_texture(const Ref<Texture2D> &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<Texture2D> 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), bool p_outline = false) const;
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BitmapFont();
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~BitmapFont();
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};
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class ResourceFormatLoaderBMFont : 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 = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false);
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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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