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/*************************************************************************/
/*  dynamic_font_stb.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 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 {

	GDCLASS(DynamicFontData,Resource);

	bool valid;

	PoolVector<uint8_t> font_data;
	PoolVector<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 PoolVector<uint8_t>& p_font);
	DynamicFontData();
	~DynamicFontData();
};


class DynamicFontAtSize : public Reference {

	GDCLASS(DynamicFontAtSize,Reference);


	int rect_margin;

	struct CharTexture {

		PoolVector<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 {

	GDCLASS( 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