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#ifndef __LIBJIN_FONT_H
#define __LIBJIN_FONT_H
#include "../jin_configuration.h"
#if LIBJIN_MODULES_RENDER
#include <vector>
#include <map>
#include "drawable.h"
#include "FontData.h"
#include "../math/quad.h"
namespace jin
{
namespace graphics
{
struct GlyphVertex
{
int x, y; // screen coordinates
float u, v; // texture uv
};
struct GlyphArrayDrawInfo
{
GLuint texture; // atlas
unsigned int start; // glyph vertex indecies
unsigned int count; // glyph vertex count
};
struct Glyph
{
GLuint atlas;
/* normalized coordinates */
struct Bbox
{
float x, y;
float width, height;
} bbox;
/* glyph size in pixel */
unsigned int width, height;
};
struct Page
{
std::vector<GlyphArrayDrawInfo> glyphinfolist;
std::vector<GlyphVertex> glyphvertices;
int width, height;
};
class Font
{
public:
typedef unsigned int Codepoint;
static Font* createFont(FontData* fontData, unsigned int fontSzie);
Page* typeset(const char* text, int lineheight, int spacing);
void print(const char* text, int x, int y, int lineheight, int spacing = 0);
void print(const Page* page, int x, int y);
//Bitmap* bake(const char* text);
#if defined(font_debug)
void drawAtlas();
#endif
~Font();
private:
static const int TEXTURE_SIZE_LEVELS_COUNT = 7;
static const int TEXTURE_SIZE_LEVEL_MAX = TEXTURE_SIZE_LEVELS_COUNT - 1;
static const int TEXTURE_WIDTHS[TEXTURE_SIZE_LEVELS_COUNT];
static const int TEXTURE_HEIGHTS[TEXTURE_SIZE_LEVELS_COUNT];
Font(FontData* font, Codepoint fontSize);
void estimateSize();
GLuint createAtlas();
Glyph* bakeGlyph(Codepoint character);
Glyph* findGlyph(Codepoint character);
int getCharWidth(int c);
int getCharHeight(int c);
int getTextWidth(const char* text, int spacing = 0);
int getTextHeight(const char* text, int lineheight);
void getTextBox(const char* text, int* w, int* h, int lineheight, int spacing = 0);
int textureWidth;
int textureHeight;
std::vector<GLuint> atlases;
/* map unicode codepoint to glyph */
std::map<Codepoint, Glyph*> glyphs;
FontData* font;
const unsigned int fontsize;
int baseline;
int descent;
/* cursor helped render to texture */
math::Vector2<float> cursor;
};
} // graphics
} // jin
#endif // LIBJIN_MODULES_RENDER
#endif // __LIBJIN_FONT_H
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