/*------------------------------------------------------------------------- This source file is a part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2014 Torus Knot Software Ltd 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 "OgreOverlayPrerequisites.h" #include "OgreResource.h" #include "OgreCommon.h" #include "OgreSharedPtr.h" #include "OgreColourValue.h" #include "OgreException.h" namespace Ogre { class BillboardSet; /** \addtogroup Optional * @{ */ /** \addtogroup Overlays * @{ */ class Font; typedef SharedPtr FontPtr; /// decode UTF8 encoded bytestream to uint32 codepoints _OgreOverlayExport std::vector utftoc32(String str); /** Enumerates the types of Font usable in the engine. */ enum FontType { /// Generated from a truetype (.ttf) font FT_TRUETYPE = 1, /// Loaded from an image created by an artist FT_IMAGE = 2 }; /// Information about the position and size of a glyph in a texture struct GlyphInfo { typedef uint32 CodePoint; typedef FloatRect UVRect; CodePoint codePoint; UVRect uvRect; float aspectRatio; // width/ height float bearing; // bearingX/ height float advance; // advanceX/ height }; /** Class representing a font in the system. This class is simply a way of getting a font texture into the OGRE system and to easily retrieve the texture coordinates required to accurately render them. Fonts can either be loaded from precreated textures, or the texture can be generated using a truetype font. You can either create the texture manually in code, or you can use a .fontdef script to define it (probably more practical since you can reuse the definition more easily) @note This class extends both Resource and ManualResourceLoader since it is both a resource in it's own right, but it also provides the manual load implementation for the Texture it creates. */ class _OgreOverlayExport Font final : public Resource, public ManualResourceLoader { protected: /// The type of font FontType mType; /// Source of the font (either an image name or a truetype font) String mSource; /// Size of the truetype font, in points Real mTtfSize; /// Resolution (dpi) of truetype font uint mTtfResolution; /// Max distance to baseline of this (truetype) font int mTtfMaxBearingY; public: typedef GlyphInfo::CodePoint CodePoint; typedef GlyphInfo::UVRect UVRect; /// A range of code points, inclusive on both ends typedef std::pair CodePointRange; typedef std::vector CodePointRangeList; protected: /// Map from unicode code point to texture coordinates typedef std::map CodePointMap; CodePointMap mCodePointMap; /// The material which is generated for this font MaterialPtr mMaterial; /// Texture pointer TexturePtr mTexture; /// For TRUE_TYPE font only bool mAntialiasColour; /// Range of code points to generate glyphs for (truetype only) CodePointRangeList mCodePointRangeList; std::vector mMergeFonts; /// Internal method for loading from ttf void createTextureFromFont(void); void loadImpl() override; void unloadImpl() override; size_t calculateSize(void) const override { return 0; } // permanent resource is in the texture friend class ImGuiOverlay; DataStreamPtr _getTTFData(); void* _prepareFont(void* context, uint32& glyphCount, int32& max_height, int32& max_width); void _loadGlyphs(void* font, int32 max_height, Image& img, uint32& l, uint32& m); public: /** Constructor. @see Resource */ Font(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); virtual ~Font(); /** Sets the type of font. Must be set before loading. */ void setType(FontType ftype); /** Gets the type of font. */ FontType getType(void) const; /** Sets the source of the font. If you have created a font of type FT_IMAGE, this method tells the Font which image to use as the source for the characters. So the parameter should be the name of an appropriate image file. Note that when using an image as a font source, you will also need to tell the font where each character is located using setGlyphTexCoords (for each character). @par If you have created a font of type FT_TRUETYPE, this method tells the Font which .ttf file to use to generate the text. You will also need to call setTrueTypeSize and setTrueTypeResolution, and call addCodePointRange as many times as required to define the range of glyphs you want to be available. @param source An image file or a truetype font, depending on the type of this font */ void setSource(const String& source); /** Gets the source this font (either an image or a truetype font). */ const String& getSource(void) const; /** Sets the size of a truetype font (only required for FT_TRUETYPE). @param ttfSize The size of the font in points. Note that the size of the font does not affect how big it is on the screen, just how large it is in the texture and thus how detailed it is. */ void setTrueTypeSize(Real ttfSize); /** Gets the resolution (dpi) of the font used to generate the texture (only required for FT_TRUETYPE). @param ttfResolution The resolution in dpi */ void setTrueTypeResolution(uint ttfResolution); /** Gets the point size of the font used to generate the texture. Only applicable for FT_TRUETYPE Font objects. Note that the size of the font does not affect how big it is on the screen, just how large it is in the texture and thus how detailed it is. */ Real getTrueTypeSize(void) const; /** Gets the resolution (dpi) of the font used to generate the texture. Only applicable for FT_TRUETYPE Font objects. */ uint getTrueTypeResolution(void) const; /** Gets the maximum baseline distance of all glyphs used in the texture. Only applicable for FT_TRUETYPE Font objects. The baseline is the vertical origin of horizontal based glyphs. The bearingY attribute is the distance from the baseline (origin) to the top of the glyph's bounding box. @note This value is only available after the font has been loaded. */ int getTrueTypeMaxBearingY() const; /** Returns the texture coordinates of the associated glyph. @remarks Parameter is a short to allow both ASCII and wide chars. @param id The code point (unicode) @return A rectangle with the UV coordinates, or null UVs if the code point was not present */ const UVRect& getGlyphTexCoords(CodePoint id) const { return getGlyphInfo(id).uvRect; } /** Sets the texture coordinates of a glyph. You only need to call this if you're setting up a font loaded from a texture manually. @note Also sets the aspect ratio (width / height) of this character. textureAspect is the width/height of the texture (may be non-square) */ void setGlyphInfoFromTexCoords(CodePoint id, const UVRect& rect, float textureAspect = 1.0) { auto glyphAspect = textureAspect * rect.width() / rect.height(); setGlyphInfo({id, rect, glyphAspect, 0, glyphAspect}); } void setGlyphInfo(const GlyphInfo& info) { mCodePointMap[info.codePoint] = info; } /** Gets the aspect ratio (width / height) of this character. */ float getGlyphAspectRatio(CodePoint id) const { return getGlyphInfo(id).aspectRatio; } /** Sets the aspect ratio (width / height) of this character. You only need to call this if you're setting up a font loaded from a texture manually. */ void setGlyphAspectRatio(CodePoint id, Real ratio) { CodePointMap::iterator i = mCodePointMap.find(id); if (i != mCodePointMap.end()) { i->second.aspectRatio = ratio; } } /** Gets the information available for a glyph corresponding to a given code point, or throws an exception if it doesn't exist; */ const GlyphInfo& getGlyphInfo(CodePoint id) const { CodePointMap::const_iterator i = mCodePointMap.find(id); if (i == mCodePointMap.end()) { // Try a fallback first. i = mCodePointMap.find(static_cast('?')); if (i == mCodePointMap.end()) { OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, StringUtil::format( "Code point %d and fallback 63 not found in font %s", id, mName.c_str())); } } return i->second; } /** Adds a range of code points to the list of code point ranges to generate glyphs for, if this is a truetype based font. In order to save texture space, only the glyphs which are actually needed by the application are generated into the texture. Before this object is loaded you must call this method as many times as necessary to define the code point range that you need. */ void addCodePointRange(const CodePointRange& range) { mCodePointRangeList.push_back(range); } /** Clear the list of code point ranges. */ void clearCodePointRanges() { mCodePointRangeList.clear(); } /** Get a const reference to the list of code point ranges to be used to generate glyphs from a truetype font. */ const CodePointRangeList& getCodePointRangeList() const { return mCodePointRangeList; } /** Add a font to merge with this one. This is useful when you want to use a font for most of the characters, but fall back to another font for characters not present in the current font. e.g. icons. */ void addMergeFont(const FontPtr& font) { mMergeFonts.push_back(font); } const std::vector& getMergeFontList() const { return mMergeFonts; } /** Gets the material generated for this font, as a weak reference. This will only be valid after the Font has been loaded. */ inline const MaterialPtr& getMaterial() const { return mMaterial; } /** * Write a text into a BillboardSet for positioning in Space * * Text is laid out in the x-y plane, running into x+ and using y+ as up * @param bbs the target BillboardSet * @param text text to write * @param height character height in world units * @param colour text colour */ void putText(BillboardSet* bbs, String text, float height, const ColourValue& colour = ColourValue::White); /** Sets whether the colour of this font is multiplied with alpha as it is generated from a true type font. This is valid only for a FT_TRUETYPE font. If you are planning on using alpha blending to draw your font, then set this to false (which is the default), otherwise the darkening of the font will combine with the fading out of the alpha around the edges and make your font look thinner than it should. However, if you intend to use premultipled alpha or a colour blending mode (add or modulate for example) then set this to true, in order to soften your font edges. */ inline void setAntialiasColour(bool enabled) { mAntialiasColour = enabled; } /** Gets whether or not the colour of this font is antialiased as it is generated from a true type font. */ inline bool getAntialiasColour(void) const { return mAntialiasColour; } /** Implementation of ManualResourceLoader::loadResource, called when the Texture that this font creates needs to (re)load. */ void loadResource(Resource* resource) override; /** Manually set the material used for this font. This should only be used when the font is being loaded from a ManualResourceLoader. */ void _setMaterial(const MaterialPtr& mat); }; /** @} */ /** @} */ } #endif