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186 lines
5.1 KiB
186 lines
5.1 KiB
7 years ago
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/*
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vgui_font.cpp - fonts management
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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In addition, as a special exception, the author gives permission
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to link the code of this program with VGUI library developed by
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Valve, L.L.C ("Valve"). You must obey the GNU General Public License
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in all respects for all of the code used other than VGUI library.
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If you modify this file, you may extend this exception to your
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version of the file, but you are not obligated to do so. If
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you do not wish to do so, delete this exception statement
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from your version.
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*/
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#include "vgui_main.h"
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int FontCache::s_pFontPageSize[FONT_PAGE_SIZE_COUNT] = { 16, 32, 64, 128 };
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FontCache::FontCache() : m_CharCache( 0, 256, CacheEntryLessFunc )
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{
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CacheEntry_t listHead = { 0, 0 };
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m_LRUListHeadIndex = m_CharCache.Insert( listHead );
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m_CharCache[m_LRUListHeadIndex].nextEntry = m_LRUListHeadIndex;
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m_CharCache[m_LRUListHeadIndex].prevEntry = m_LRUListHeadIndex;
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for( int i = 0; i < FONT_PAGE_SIZE_COUNT; i++ )
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{
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m_pCurrPage[i] = -1;
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}
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}
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bool FontCache::CacheEntryLessFunc( CacheEntry_t const &lhs, CacheEntry_t const &rhs )
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{
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if( lhs.font < rhs.font )
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return true;
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else if( lhs.font > rhs.font )
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return false;
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return ( lhs.ch < rhs.ch );
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}
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bool FontCache::GetTextureForChar( Font *font, char ch, int *textureID, float **texCoords )
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{
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static CacheEntry_t cacheitem;
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cacheitem.font = font;
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cacheitem.ch = ch;
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Assert( texCoords != NULL );
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*texCoords = cacheitem.texCoords;
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HCacheEntry cacheHandle = m_CharCache.Find( cacheitem );
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if( cacheHandle != 65535 && m_CharCache.IsValidIndex( cacheHandle ))
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{
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// we have an entry already, return that
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int page = m_CharCache[cacheHandle].page;
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*textureID = m_PageList[page].textureID;
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//else return false;
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*texCoords = m_CharCache[cacheHandle].texCoords;
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return true;
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}
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// get the char details
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int fontTall = font->getTall();
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int a, b, c;
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font->getCharABCwide( (byte)ch, a, b, c );
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int fontWide = b;
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// get a texture to render into
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int page, drawX, drawY, twide, ttall;
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if( !AllocatePageForChar( fontWide, fontTall, page, drawX, drawY, twide, ttall ))
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return false;
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// create a buffer and render the character into it
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int nByteCount = s_pFontPageSize[FONT_PAGE_SIZE_COUNT-1] * s_pFontPageSize[FONT_PAGE_SIZE_COUNT-1] * 4;
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byte * rgba = (byte *)g_api->EngineMalloc(nByteCount);//(byte *)Z_Malloc( nByteCount );
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font->getCharRGBA( (byte)ch, 0, 0, fontWide, fontTall, rgba );
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// upload the new sub texture
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g_api->BindTexture( m_PageList[page].textureID );
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g_api->UploadTextureBlock( m_PageList[page].textureID, drawX, drawY, rgba, fontWide, fontTall );
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// set the cache info
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cacheitem.page = page;
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cacheitem.texCoords[0] = (float)((double)drawX / ((double)twide));
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cacheitem.texCoords[1] = (float)((double)drawY / ((double)ttall));
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cacheitem.texCoords[2] = (float)((double)(drawX + fontWide) / (double)twide);
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cacheitem.texCoords[3] = (float)((double)(drawY + fontTall) / (double)ttall);
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m_CharCache.Insert( cacheitem );
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// return the data
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*textureID = m_PageList[page].textureID;
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// memcpy( texCoords, cacheitem.texCoords, sizeof( float ) * 4 );
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return true;
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}
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int FontCache::ComputePageType( int charTall ) const
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{
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for( int i = 0; i < FONT_PAGE_SIZE_COUNT; i++ )
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{
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if( charTall < s_pFontPageSize[i] )
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return i;
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}
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return -1;
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}
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bool FontCache::AllocatePageForChar( int charWide, int charTall, int &pageIndex, int &drawX, int &drawY, int &twide, int &ttall )
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{
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// see if there is room in the last page for this character
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int nPageType = ComputePageType( charTall );
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if( nPageType < 0 )
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return false;
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pageIndex = m_pCurrPage[nPageType];
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int nNextX = 0;
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bool bNeedsNewPage = true;
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if( pageIndex > -1 )
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{
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Page_t &page = m_PageList[pageIndex];
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nNextX = page.nextX + charWide;
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// make sure we have room on the current line of the texture page
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if( nNextX > page.wide )
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{
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// move down a line
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page.nextX = 0;
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nNextX = charWide;
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page.nextY += page.fontHeight + 1;
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}
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bNeedsNewPage = (( page.nextY + page.fontHeight + 1 ) > page.tall );
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}
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if( bNeedsNewPage )
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{
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// allocate a new page
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pageIndex = m_PageList.AddToTail();
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Page_t &newPage = m_PageList[pageIndex];
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m_pCurrPage[nPageType] = pageIndex;
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newPage.textureID = g_api->GenerateTexture();
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newPage.fontHeight = s_pFontPageSize[nPageType];
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newPage.wide = 256;
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newPage.tall = 256;
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newPage.nextX = 0;
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newPage.nextY = 0;
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nNextX = charWide;
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// create empty texture
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g_api->CreateTexture( newPage.textureID, 256, 256 );
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}
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// output the position
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Page_t &page = m_PageList[pageIndex];
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drawX = page.nextX;
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drawY = page.nextY;
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twide = page.wide;
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ttall = page.tall;
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// update the next position to draw in
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page.nextX = nNextX + 1;
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return true;
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}
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