godot/scene/resources/font.h
Juan Linietsky ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00

210 lines
7.1 KiB
C++

/*************************************************************************/
/* font.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef FONT_H
#define FONT_H
#include "core/map.h"
#include "core/resource.h"
#include "scene/resources/texture.h"
class Font : public Resource {
GDCLASS(Font, Resource);
protected:
static void _bind_methods();
public:
virtual float get_height() const = 0;
virtual float get_ascent() const = 0;
virtual float get_descent() const = 0;
virtual Size2 get_char_size(CharType p_char, CharType p_next = 0) const = 0;
Size2 get_string_size(const String &p_string) const;
Size2 get_wordwrap_string_size(const String &p_string, float p_width) const;
virtual bool is_distance_field_hint() const = 0;
void draw(RID p_canvas_item, const Point2 &p_pos, const String &p_text, const Color &p_modulate = Color(1, 1, 1), int p_clip_w = -1, const Color &p_outline_modulate = Color(1, 1, 1)) const;
void draw_halign(RID p_canvas_item, const Point2 &p_pos, HAlign p_align, float p_width, const String &p_text, const Color &p_modulate = Color(1, 1, 1), const Color &p_outline_modulate = Color(1, 1, 1)) const;
virtual bool has_outline() const { return false; }
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), bool p_outline = false) const = 0;
void update_changes();
Font();
};
// Helper class to that draws outlines immediately and draws characters in its destructor.
class FontDrawer {
const Ref<Font> &font;
Color outline_color;
bool has_outline;
struct PendingDraw {
RID canvas_item;
Point2 pos;
CharType chr;
CharType next;
Color modulate;
};
Vector<PendingDraw> pending_draws;
public:
FontDrawer(const Ref<Font> &p_font, const Color &p_outline_color) :
font(p_font),
outline_color(p_outline_color) {
has_outline = p_font->has_outline();
}
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)) {
if (has_outline) {
PendingDraw draw = { p_canvas_item, p_pos, p_char, p_next, p_modulate };
pending_draws.push_back(draw);
}
return font->draw_char(p_canvas_item, p_pos, p_char, p_next, has_outline ? outline_color : p_modulate, has_outline);
}
~FontDrawer() {
for (int i = 0; i < pending_draws.size(); ++i) {
const PendingDraw &draw = pending_draws[i];
font->draw_char(draw.canvas_item, draw.pos, draw.chr, draw.next, draw.modulate, false);
}
}
};
class BitmapFont : public Font {
GDCLASS(BitmapFont, Font);
RES_BASE_EXTENSION("font");
Vector<Ref<Texture2D>> textures;
public:
struct Character {
int texture_idx;
Rect2 rect;
float v_align;
float h_align;
float advance;
Character() {
texture_idx = 0;
v_align = 0;
}
};
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; }
};
private:
HashMap<CharType, Character> char_map;
Map<KerningPairKey, int> kerning_map;
float height;
float ascent;
bool distance_field_hint;
void _set_chars(const Vector<int> &p_chars);
Vector<int> _get_chars() const;
void _set_kernings(const Vector<int> &p_kernings);
Vector<int> _get_kernings() const;
void _set_textures(const Vector<Variant> &p_textures);
Vector<Variant> _get_textures() const;
Ref<BitmapFont> fallback;
protected:
static void _bind_methods();
public:
Error create_from_fnt(const String &p_file);
void set_height(float p_height);
float get_height() const;
void set_ascent(float p_ascent);
float get_ascent() const;
float get_descent() const;
void add_texture(const Ref<Texture2D> &p_texture);
void add_char(CharType p_char, int p_texture_idx, const Rect2 &p_rect, const Size2 &p_align, float p_advance = -1);
int get_character_count() const;
Vector<CharType> get_char_keys() const;
Character get_character(CharType p_char) const;
int get_texture_count() const;
Ref<Texture2D> get_texture(int p_idx) const;
void add_kerning_pair(CharType p_A, CharType p_B, int p_kerning);
int get_kerning_pair(CharType p_A, CharType p_B) const;
Vector<KerningPairKey> get_kerning_pair_keys() const;
Size2 get_char_size(CharType p_char, CharType p_next = 0) const;
void set_fallback(const Ref<BitmapFont> &p_fallback);
Ref<BitmapFont> get_fallback() const;
void clear();
void set_distance_field_hint(bool p_distance_field);
bool is_distance_field_hint() 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), bool p_outline = false) const;
BitmapFont();
~BitmapFont();
};
class ResourceFormatLoaderBMFont : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false);
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