ES-DE/es-core/src/resources/Font.h

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#pragma once
#ifndef ES_CORE_RESOURCES_FONT_H
#define ES_CORE_RESOURCES_FONT_H
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#include "math/Vector2f.h"
#include "math/Vector2i.h"
#include "resources/ResourceManager.h"
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#include "Renderer.h"
#include "ThemeData.h"
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#include <ft2build.h>
#include FT_FREETYPE_H
#include <vector>
class TextCache;
#define FONT_SIZE_MINI ((unsigned int)(0.030f * std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_SIZE_SMALL ((unsigned int)(0.035f * std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_SIZE_MEDIUM ((unsigned int)(0.045f * std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_SIZE_LARGE ((unsigned int)(0.085f * std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_PATH_LIGHT ":/opensans_hebrew_condensed_light.ttf"
#define FONT_PATH_REGULAR ":/opensans_hebrew_condensed_regular.ttf"
enum Alignment
{
ALIGN_LEFT,
ALIGN_CENTER, // centers both horizontally and vertically
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ALIGN_RIGHT,
ALIGN_TOP,
ALIGN_BOTTOM
};
//A TrueType Font renderer that uses FreeType and OpenGL.
//The library is automatically initialized when it's needed.
class Font : public IReloadable
{
public:
static void initLibrary();
static std::shared_ptr<Font> get(int size, const std::string& path = getDefaultPath());
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virtual ~Font();
Vector2f sizeText(std::string text, float lineSpacing = 1.5f); // Returns the expected size of a string when rendered. Extra spacing is applied to the Y axis.
TextCache* buildTextCache(const std::string& text, float offsetX, float offsetY, unsigned int color);
TextCache* buildTextCache(const std::string& text, Vector2f offset, unsigned int color, float xLen, Alignment alignment = ALIGN_LEFT, float lineSpacing = 1.5f);
void renderTextCache(TextCache* cache);
std::string wrapText(std::string text, float xLen); // Inserts newlines into text to make it wrap properly.
Vector2f sizeWrappedText(std::string text, float xLen, float lineSpacing = 1.5f); // Returns the expected size of a string after wrapping is applied.
Vector2f getWrappedTextCursorOffset(std::string text, float xLen, size_t cursor, float lineSpacing = 1.5f); // Returns the position of of the cursor after moving "cursor" characters.
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float getHeight(float lineSpacing = 1.5f) const;
float getLetterHeight();
void unload(std::shared_ptr<ResourceManager>& rm) override;
void reload(std::shared_ptr<ResourceManager>& rm) override;
int getSize() const;
inline const std::string& getPath() const { return mPath; }
inline static const char* getDefaultPath() { return FONT_PATH_REGULAR; }
static std::shared_ptr<Font> getFromTheme(const ThemeData::ThemeElement* elem, unsigned int properties, const std::shared_ptr<Font>& orig);
size_t getMemUsage() const; // returns an approximation of VRAM used by this font's texture (in bytes)
static size_t getTotalMemUsage(); // returns an approximation of total VRAM used by font textures (in bytes)
private:
static FT_Library sLibrary;
static std::map< std::pair<std::string, int>, std::weak_ptr<Font> > sFontMap;
Font(int size, const std::string& path);
struct FontTexture
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{
GLuint textureId;
Vector2i textureSize;
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Vector2i writePos;
int rowHeight;
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FontTexture();
~FontTexture();
bool findEmpty(const Vector2i& size, Vector2i& cursor_out);
// you must call initTexture() after creating a FontTexture to get a textureId
void initTexture(); // initializes the OpenGL texture according to this FontTexture's settings, updating textureId
void deinitTexture(); // deinitializes the OpenGL texture if any exists, is automatically called in the destructor
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};
struct FontFace
{
const ResourceData data;
FT_Face face;
FontFace(ResourceData&& d, int size);
virtual ~FontFace();
};
void rebuildTextures();
void unloadTextures();
std::vector<FontTexture> mTextures;
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void getTextureForNewGlyph(const Vector2i& glyphSize, FontTexture*& tex_out, Vector2i& cursor_out);
std::map< unsigned int, std::unique_ptr<FontFace> > mFaceCache;
FT_Face getFaceForChar(unsigned int id);
void clearFaceCache();
struct Glyph
{
FontTexture* texture;
Vector2f texPos;
Vector2f texSize; // in texels!
Vector2f advance;
Vector2f bearing;
};
std::map<unsigned int, Glyph> mGlyphMap;
Glyph* getGlyph(unsigned int id);
int mMaxGlyphHeight;
const int mSize;
const std::string mPath;
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float getNewlineStartOffset(const std::string& text, const unsigned int& charStart, const float& xLen, const Alignment& alignment);
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friend TextCache;
};
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// Used to store a sort of "pre-rendered" string.
// When a TextCache is constructed (Font::buildTextCache()), the vertices and texture coordinates of the string are calculated and stored in the TextCache object.
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// Rendering a previously constructed TextCache (Font::renderTextCache) every frame is MUCH faster than rebuilding one every frame.
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// Keep in mind you still need the Font object to render a TextCache (as the Font holds the OpenGL texture), and if a Font changes your TextCache may become invalid.
class TextCache
{
protected:
struct Vertex
{
Vector2f pos;
Vector2f tex;
};
struct VertexList
{
GLuint* textureIdPtr; // this is a pointer because the texture ID can change during deinit/reinit (when launching a game)
std::vector<Vertex> verts;
std::vector<GLubyte> colors;
};
std::vector<VertexList> vertexLists;
public:
struct CacheMetrics
{
Vector2f size;
} metrics;
void setColor(unsigned int color);
friend Font;
};
#endif // ES_CORE_RESOURCES_FONT_H