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

214 lines
7.1 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Font.h
//
// Loading, unloading, caching and rendering of fonts.
// Also functions for word wrapping and similar.
//
#ifndef ES_CORE_RESOURCES_FONT_H
#define ES_CORE_RESOURCES_FONT_H
#include "ThemeData.h"
#include "renderers/Renderer.h"
#include "resources/ResourceManager.h"
#include <ft2build.h>
#include FT_FREETYPE_H
#include <vector>
class TextCache;
// clang-format off
#define FONT_SIZE_MINI (static_cast<unsigned int>(0.030f * \
std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_SIZE_SMALL (static_cast<unsigned int>(0.035f * \
std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_SIZE_MEDIUM (static_cast<unsigned int>(0.045f * \
std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
#define FONT_SIZE_LARGE (static_cast<unsigned int>(0.085f * \
std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())))
// clang-format on
#define FONT_PATH_LIGHT ":/fonts/Akrobat-Regular.ttf"
#define FONT_PATH_REGULAR ":/fonts/Akrobat-SemiBold.ttf"
#define FONT_PATH_BOLD ":/fonts/Akrobat-Bold.ttf"
enum Alignment {
ALIGN_LEFT,
ALIGN_CENTER, // Centers both horizontally and vertically.
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:
virtual ~Font();
static void initLibrary();
static std::shared_ptr<Font> get(int size, const std::string& path = getDefaultPath());
// Returns the expected size of a string when rendered. Extra spacing is applied to the Y axis.
glm::vec2 sizeText(std::string text, float lineSpacing = 1.5f);
// Returns the portion of a string that fits within the passed argument maxWidth.
std::string getTextMaxWidth(std::string text, float maxWidth);
TextCache* buildTextCache(const std::string& text,
float offsetX,
float offsetY,
unsigned int color,
float lineSpacing = 1.5f,
bool noTopMargin = false);
TextCache* buildTextCache(const std::string& text,
glm::vec2 offset,
unsigned int color,
float xLen,
Alignment alignment = ALIGN_LEFT,
float lineSpacing = 1.5f,
bool noTopMargin = false);
void renderTextCache(TextCache* cache);
// Inserts newlines into text to make it wrap properly.
std::string wrapText(std::string text, float xLen);
// Returns the expected size of a string after wrapping is applied.
glm::vec2 sizeWrappedText(std::string text, float xLen, float lineSpacing = 1.5f);
// Returns the position of the cursor after moving a "cursor" amount of characters.
glm::vec2 getWrappedTextCursorOffset(std::string text,
float xLen,
size_t cursor,
float lineSpacing = 1.5f);
float getHeight(float lineSpacing = 1.5f) const;
float getLetterHeight();
void reload(ResourceManager& rm) override { rebuildTextures(); }
void unload(ResourceManager& rm) override { unloadTextures(); }
int getSize() const { return mSize; }
const std::string& getPath() const { return mPath; }
static std::string getDefaultPath() { return FONT_PATH_REGULAR; }
static std::shared_ptr<Font> getFromTheme(const ThemeData::ThemeElement* elem,
unsigned int properties,
const std::shared_ptr<Font>& orig);
// Returns an approximation of VRAM used by this font's texture (in bytes).
size_t getMemUsage() const;
// Returns an approximation of total VRAM used by font textures (in bytes).
static size_t getTotalMemUsage();
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 {
unsigned int textureId;
glm::ivec2 textureSize;
glm::ivec2 writePos;
int rowHeight;
FontTexture(const int mSize);
~FontTexture();
bool findEmpty(const glm::ivec2& size, glm::ivec2& cursor_out);
// You must call initTexture() after creating a FontTexture to get a textureId.
// Initializes the OpenGL texture according to this FontTexture's settings,
// updating textureId.
void initTexture();
// Deinitializes the OpenGL texture if any exists, is automatically called
// in the destructor.
void deinitTexture();
};
struct FontFace {
const ResourceData data;
FT_Face face;
FontFace(ResourceData&& d, int size);
virtual ~FontFace();
};
// Completely recreate the texture data for all textures based on mGlyphs information.
void rebuildTextures();
void unloadTextures();
std::vector<FontTexture> mTextures;
void getTextureForNewGlyph(const glm::ivec2& glyphSize,
FontTexture*& tex_out,
glm::ivec2& cursor_out);
std::map<unsigned int, std::unique_ptr<FontFace>> mFaceCache;
FT_Face getFaceForChar(unsigned int id);
void clearFaceCache() { mFaceCache.clear(); }
struct Glyph {
FontTexture* texture;
glm::vec2 texPos;
glm::vec2 texSize; // In texels.
glm::vec2 advance;
glm::vec2 bearing;
};
std::map<unsigned int, Glyph> mGlyphMap;
Glyph* getGlyph(unsigned int id);
int mMaxGlyphHeight;
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 VertexList {
std::vector<Renderer::Vertex> verts;
// This is a pointer because the texture ID can change during
// deinit/reinit (when launching a game).
unsigned int* textureIdPtr;
};
std::vector<VertexList> vertexLists;
public:
struct CacheMetrics {
glm::vec2 size;
} metrics;
void setColor(unsigned int color);
friend Font;
};
#endif // ES_CORE_RESOURCES_FONT_H