godot/scene/resources/dynamic_font_stb.h

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#ifndef DYNAMICFONT_STB_H
#define DYNAMICFONT_STB_H
#ifndef FREETYPE_ENABLED
#include "font.h"
#include "stb_truetype.h"
#include "io/resource_loader.h"
class DynamicFontAtSize;
class DynamicFont;
class DynamicFontData : public Resource {
OBJ_TYPE(DynamicFontData,Resource);
bool valid;
DVector<uint8_t> font_data;
DVector<uint8_t>::Read fr;
const uint8_t* last_data_ptr;
struct KerningPairKey {
union {
struct {
uint32_t A,B;
};
uint64_t pair;
};
_FORCE_INLINE_ bool operator<(const KerningPairKey& p_r) const { return pair<p_r.pair; }
};
Map<KerningPairKey,int> kerning_map;
Map<int,DynamicFontAtSize*> size_cache;
friend class DynamicFontAtSize;
stbtt_fontinfo info;
int ascent;
int descent;
int linegap;
void lock();
void unlock();
friend class DynamicFont;
Ref<DynamicFontAtSize> _get_dynamic_font_at_size(int p_size);
public:
void set_font_data(const DVector<uint8_t>& p_font);
DynamicFontData();
~DynamicFontData();
};
class DynamicFontAtSize : public Reference {
OBJ_TYPE(DynamicFontAtSize,Reference);
int rect_margin;
struct CharTexture {
DVector<uint8_t> imgdata;
int texture_size;
Vector<int> offsets;
Ref<ImageTexture> texture;
};
Vector<CharTexture> textures;
struct Character {
int texture_idx;
Rect2 rect;
float v_align;
float h_align;
float advance;
Character() { texture_idx=0; v_align=0; }
};
HashMap< CharType, Character > char_map;
_FORCE_INLINE_ void _update_char(CharType p_char);
friend class DynamicFontData;
Ref<DynamicFontData> font;
float scale;
int size;
protected:
public:
float get_height() const;
float get_ascent() const;
float get_descent() const;
Size2 get_char_size(CharType p_char,CharType p_next=0) const;
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)) const;
DynamicFontAtSize();
~DynamicFontAtSize();
};
///////////////
class DynamicFont : public Font {
OBJ_TYPE( DynamicFont, Font );
Ref<DynamicFontData> data;
Ref<DynamicFontAtSize> data_at_size;
int size;
protected:
static void _bind_methods();
public:
void set_font_data(const Ref<DynamicFontData>& p_data);
Ref<DynamicFontData> get_font_data() const;
void set_size(int p_size);
int get_size() const;
virtual float get_height() const;
virtual float get_ascent() const;
virtual float get_descent() const;
virtual Size2 get_char_size(CharType p_char,CharType p_next=0) const;
virtual bool is_distance_field_hint() const;
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)) const;
DynamicFont();
~DynamicFont();
};
/////////////
class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String& p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
#endif
#endif // DYNAMICFONT_H