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129 lines
4.3 KiB
129 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef FONTMANAGER_H |
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#define FONTMANAGER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include <vgui/VGUI.h> |
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#include "vgui_surfacelib/FontAmalgam.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "filesystem.h" |
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#include "vguifont.h" |
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#if defined(LINUX) || defined(OSX) |
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#include <ft2build.h> |
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#include FT_FREETYPE_H |
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typedef void *(*FontDataHelper)( const char *pchFontName, int &size, const char *fontFileName ); |
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#endif |
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#ifdef CreateFont |
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#undef CreateFont |
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#endif |
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using vgui::HFont; |
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//----------------------------------------------------------------------------- |
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// Purpose: Creates and maintains list of actively used fonts |
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//----------------------------------------------------------------------------- |
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class CFontManager |
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{ |
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public: |
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CFontManager(); |
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~CFontManager(); |
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void SetLanguage(const char *language); |
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// clears the current font list, frees any resources |
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void ClearAllFonts(); |
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HFont CreateFont(); |
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bool SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags); |
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bool SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin, int nRangeMax); |
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bool SetBitmapFontGlyphSet(HFont font, const char *windowsFontName, float scalex, float scaley, int flags); |
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void SetFontScale(HFont font, float sx, float sy); |
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const char *GetFontName( HFont font ); |
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const char *GetFontFamilyName( HFont font ); |
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void GetCharABCwide(HFont font, int ch, int &a, int &b, int &c); |
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int GetFontTall(HFont font); |
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int GetFontTallRequested(HFont font); |
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int GetFontAscent(HFont font, wchar_t wch); |
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int GetCharacterWidth(HFont font, int ch); |
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bool GetFontUnderlined( HFont font ); |
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void GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall); |
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font_t *GetFontForChar(HFont, wchar_t wch); |
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bool IsFontAdditive(HFont font); |
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bool IsBitmapFont(HFont font ); |
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void SetInterfaces( IFileSystem *pFileSystem, IMaterialSystem *pMaterialSystem ) |
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{ |
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m_pFileSystem = pFileSystem; |
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m_pMaterialSystem = pMaterialSystem; |
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} |
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IFileSystem *FileSystem() { return m_pFileSystem; } |
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IMaterialSystem *MaterialSystem() { return m_pMaterialSystem; } |
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#if defined(LINUX) || defined(OSX) |
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FT_Library GetFontLibraryHandle() { return library; } |
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void SetFontDataHelper( FontDataHelper helper ) { m_pFontDataHelper = helper; } |
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#endif |
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#if defined( _X360 ) |
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// secondary cache to speed TTF setup |
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bool GetCachedXUIMetrics( const char *pWindowsFontName, int tall, int style, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ); |
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void SetCachedXUIMetrics( const char *pWindowsFontName, int tall, int style, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ); |
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#endif |
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// used as a hint that intensive TTF operations are finished |
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void ClearTemporaryFontCache(); |
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void GetKernedCharWidth( vgui::HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC ); |
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private: |
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bool IsFontForeignLanguageCapable(const char *windowsFontName); |
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font_t *CreateOrFindWin32Font(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags); |
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CBitmapFont *CreateOrFindBitmapFont(const char *windowsFontName, float scalex, float scaley, int flags); |
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const char *GetFallbackFontName(const char *windowsFontName); |
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const char *GetForeignFallbackFontName(); |
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CUtlVector<CFontAmalgam> m_FontAmalgams; |
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CUtlVector<font_t *> m_Win32Fonts; |
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#if defined(LINUX) || defined(OSX) |
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FT_Library library; |
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FontDataHelper m_pFontDataHelper; |
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#endif |
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char m_szLanguage[64]; |
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IFileSystem *m_pFileSystem; |
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IMaterialSystem *m_pMaterialSystem; |
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#if defined( _X360 ) |
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// These are really bounded by the number of fonts that the game would ever realistically create, so ~100 is expected. |
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// Many of these fonts are redundant and the same underlying metrics can be used. This avoid the very expensive TTF font metric lookup. |
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struct XUIMetricCache_t |
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{ |
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// the font signature that can change |
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CUtlSymbol fontSymbol; |
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int tall; |
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int style; |
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// the metrics |
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XUIFontMetrics fontMetrics; |
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XUICharMetrics charMetrics[256]; |
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}; |
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CUtlVector< XUIMetricCache_t > m_XUIMetricCache; |
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#endif |
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}; |
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// singleton accessor |
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extern CFontManager &FontManager(); |
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#endif // FONTMANAGER_H
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