#pragma once #include #include "platform.h" #include GLHEADER #include #include FT_FREETYPE_H #include #include "resources/ResourceManager.h" #include "ThemeData.h" class TextCache; #define FONT_SIZE_MINI ((unsigned int)(0.030f * Renderer::getScreenHeight())) #define FONT_SIZE_SMALL ((unsigned int)(0.035f * Renderer::getScreenHeight())) #define FONT_SIZE_MEDIUM ((unsigned int)(0.045f * Renderer::getScreenHeight())) #define FONT_SIZE_LARGE ((unsigned int)(0.085f * Renderer::getScreenHeight())) #define FONT_PATH_LIGHT ":/opensans_hebrew_condensed_light.ttf" #define FONT_PATH_REGULAR ":/opensans_hebrew_condensed_regular.ttf" typedef unsigned long UnicodeChar; enum Alignment { ALIGN_LEFT, ALIGN_CENTER, // centers both horizontally and vertically ALIGN_RIGHT }; //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 get(int size, const std::string& path = getDefaultPath()); virtual ~Font(); Eigen::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, Eigen::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. Eigen::Vector2f sizeWrappedText(std::string text, float xLen, float lineSpacing = 1.5f); // Returns the expected size of a string after wrapping is applied. Eigen::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. float getHeight(float lineSpacing = 1.5f) const; float getLetterHeight(); void unload(std::shared_ptr& rm) override; void reload(std::shared_ptr& 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 getFromTheme(const ThemeData::ThemeElement* elem, unsigned int properties, const std::shared_ptr& 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) // utf8 stuff static size_t getNextCursor(const std::string& str, size_t cursor); static size_t getPrevCursor(const std::string& str, size_t cursor); static size_t moveCursor(const std::string& str, size_t cursor, int moveAmt); // negative moveAmt = move backwards, positive = move forwards static UnicodeChar readUnicodeChar(const std::string& str, size_t& cursor); // reads unicode character at cursor AND moves cursor to the next valid unicode char private: static FT_Library sLibrary; static std::map< std::pair, std::weak_ptr > sFontMap; Font(int size, const std::string& path); struct FontTexture { GLuint textureId; Eigen::Vector2i textureSize; Eigen::Vector2i writePos; int rowHeight; FontTexture(); ~FontTexture(); bool findEmpty(const Eigen::Vector2i& size, Eigen::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 }; struct FontFace { const ResourceData data; FT_Face face; FontFace(ResourceData&& d, int size); virtual ~FontFace(); }; void rebuildTextures(); void unloadTextures(); std::vector mTextures; void getTextureForNewGlyph(const Eigen::Vector2i& glyphSize, FontTexture*& tex_out, Eigen::Vector2i& cursor_out); std::map< unsigned int, std::unique_ptr > mFaceCache; FT_Face getFaceForChar(UnicodeChar id); void clearFaceCache(); struct Glyph { FontTexture* texture; Eigen::Vector2f texPos; Eigen::Vector2f texSize; // in texels! Eigen::Vector2f advance; Eigen::Vector2f bearing; }; std::map mGlyphMap; Glyph* getGlyph(UnicodeChar id); int mMaxGlyphHeight; const int mSize; const std::string mPath; float getNewlineStartOffset(const std::string& text, const unsigned int& charStart, const float& xLen, const Alignment& alignment); friend TextCache; }; // 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. // Rendering a previously constructed TextCache (Font::renderTextCache) every frame is MUCH faster than rebuilding one every frame. // 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 { Eigen::Vector2f pos; Eigen::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 verts; std::vector colors; }; std::vector vertexLists; public: struct CacheMetrics { Eigen::Vector2f size; } metrics; void setColor(unsigned int color); friend Font; };