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# pragma once
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# include <string>
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# include "platform.h"
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# include GLHEADER
# include <ft2build.h>
# include FT_FREETYPE_H
# include <Eigen/Dense>
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# include "resources/ResourceManager.h"
# include "ThemeData.h"
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class TextCache ;
# define FONT_SIZE_SMALL ((unsigned int)(0.035f * Renderer::getScreenHeight()))
# define FONT_SIZE_MEDIUM ((unsigned int)(0.045f * Renderer::getScreenHeight()))
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# define FONT_SIZE_LARGE ((unsigned int)(0.085f * Renderer::getScreenHeight()))
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# define FONT_PATH_LIGHT ": / opensans_hebrew_condensed_light.ttf"
# define FONT_PATH_REGULAR ": / opensans_hebrew_condensed_regular.ttf"
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enum Alignment
{
ALIGN_LEFT ,
ALIGN_CENTER , // centers both horizontally and vertically
ALIGN_RIGHT
} ;
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//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 ( ) ;
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Eigen : : Vector2f sizeText ( std : : string text , float lineSpacing = 1.5f ) const ; // Returns the expected size of a string when rendered. Extra spacing is applied to the Y axis.
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TextCache * buildTextCache ( const std : : string & text , float offsetX , float offsetY , unsigned int color ) ;
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TextCache * buildTextCache ( const std : : string & text , Eigen : : Vector2f offset , unsigned int color , float xLen , Alignment alignment = ALIGN_LEFT , float lineSpacing = 1.5f ) ;
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void renderTextCache ( TextCache * cache ) ;
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std : : string wrapText ( std : : string text , float xLen ) const ; // Inserts newlines into text to make it wrap properly.
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Eigen : : Vector2f sizeWrappedText ( std : : string text , float xLen , float lineSpacing = 1.5f ) const ; // Returns the expected size of a string after wrapping is applied.
Eigen : : Vector2f getWrappedTextCursorOffset ( std : : string text , float xLen , int cursor , float lineSpacing = 1.5f ) const ; // Returns the position of of the cursor after moving "cursor" characters.
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float getHeight ( float lineSpacing = 1.5f ) const ;
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float getLetterHeight ( ) const ;
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void unload ( std : : shared_ptr < ResourceManager > & rm ) override ;
void reload ( std : : shared_ptr < ResourceManager > & rm ) override ;
int getSize ( ) const ;
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inline const std : : string & getPath ( ) const { return mPath ; }
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inline static const char * getDefaultPath ( ) { return FONT_PATH_REGULAR ; }
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static std : : shared_ptr < Font > getFromTheme ( const ThemeData : : ThemeElement * elem , unsigned int properties , const std : : shared_ptr < Font > & orig ) ;
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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)
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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 ) ;
void init ( ResourceData data ) ;
void deinit ( ) ;
void buildAtlas ( ResourceData data ) ; //Builds a "texture atlas," one big OpenGL texture with glyphs 32 to 128.
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//contains sizing information for every glyph.
struct CharData
{
int texX ;
int texY ;
int texW ;
int texH ;
float advX ; //!<The horizontal distance to advance to the next character after this one
float advY ; //!<The vertical distance to advance to the next character after this one
float bearingX ; //!<The horizontal distance from the cursor to the start of the character
float bearingY ; //!<The vertical distance from the cursor to the start of the character
} ;
CharData mCharData [ 128 ] ;
GLuint mTextureID ;
int mTextureWidth ; //OpenGL texture width
int mTextureHeight ; //OpenGL texture height
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int mMaxGlyphHeight ;
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float mFontScale ; //!<Font scale factor. It is > 1.0 if the font would be to big for the texture
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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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} ;
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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.
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class TextCache
{
public :
struct Vertex
{
Eigen : : Vector2f pos ;
Eigen : : Vector2f tex ;
} ;
struct CacheMetrics
{
Eigen : : Vector2f size ;
} metrics ;
void setColor ( unsigned int color ) ;
TextCache ( int verts , Vertex * v , GLubyte * c , const CacheMetrics & m ) ;
~ TextCache ( ) ;
int vertCount ;
Vertex * verts ;
GLubyte * colors ;
} ;