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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "FontManager.h"
#include "graphics/Font.h"
#include "graphics/TextureManager.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/CStrInternStatic.h"
#include "ps/Filesystem.h"
#include "renderer/Renderer.h"
#include <limits>
std::shared_ptr<CFont> CFontManager::LoadFont(CStrIntern fontName)
{
FontsMap::iterator it = m_Fonts.find(fontName);
if (it != m_Fonts.end())
return it->second;
std::shared_ptr<CFont> font(new CFont());
if (!ReadFont(font.get(), fontName))
{
// Fall back to default font (unless this is the default font)
if (fontName == str_sans_10)
font.reset();
else
font = LoadFont(str_sans_10);
}
m_Fonts[fontName] = font;
return font;
}
bool CFontManager::ReadFont(CFont* font, CStrIntern fontName)
{
const VfsPath path(L"fonts/");
// Read font definition file into a stringstream
std::shared_ptr<u8> buffer;
size_t size;
const VfsPath fntName(fontName.string() + ".fnt");
if (g_VFS->LoadFile(path / fntName, buffer, size) < 0)
{
LOGERROR("Failed to open font file %s", (path / fntName).string8());
return false;
}
std::istringstream fontStream(
std::string(reinterpret_cast<const char*>(buffer.get()), size));
int version;
fontStream >> version;
// Make sure this is from a recent version of the font builder.
if (version != 101)
{
LOGERROR("Font %s has invalid version", fontName.c_str());
return false;
}
int textureWidth, textureHeight;
fontStream >> textureWidth >> textureHeight;
std::string format;
fontStream >> format;
if (format == "rgba")
font->m_HasRGB = true;
else if (format == "a")
font->m_HasRGB = false;
else
{
LOGWARNING("Invalid .fnt format string");
return false;
}
int mumberOfGlyphs;
fontStream >> mumberOfGlyphs;
fontStream >> font->m_LineSpacing;
fontStream >> font->m_Height;
font->m_BoundsX0 = std::numeric_limits<float>::max();
font->m_BoundsY0 = std::numeric_limits<float>::max();
font->m_BoundsX1 = -std::numeric_limits<float>::max();
font->m_BoundsY1 = -std::numeric_limits<float>::max();
for (int i = 0; i < mumberOfGlyphs; ++i)
{
int codepoint, textureX, textureY, width, height, offsetX, offsetY, advance;
fontStream >> codepoint
>> textureX >> textureY >> width >> height
>> offsetX >> offsetY >> advance;
if (codepoint < 0 || codepoint > 0xFFFF)
{
LOGWARNING("Font %s has invalid codepoint 0x%x", fontName.c_str(), codepoint);
continue;
}
const float u = static_cast<float>(textureX) / textureWidth;
const float v = static_cast<float>(textureY) / textureHeight;
const float w = static_cast<float>(width) / textureWidth;
const float h = static_cast<float>(height) / textureHeight;
CFont::GlyphData g =
{
u, -v, u + w, -v + h,
static_cast<i16>(offsetX), static_cast<i16>(-offsetY),
static_cast<i16>(offsetX + width), static_cast<i16>(-offsetY + height),
static_cast<i16>(advance)
};
font->m_Glyphs.set(static_cast<u16>(codepoint), g);
font->m_BoundsX0 = std::min(font->m_BoundsX0, static_cast<float>(g.x0));
font->m_BoundsY0 = std::min(font->m_BoundsY0, static_cast<float>(g.y0));
font->m_BoundsX1 = std::max(font->m_BoundsX1, static_cast<float>(g.x1));
font->m_BoundsY1 = std::max(font->m_BoundsY1, static_cast<float>(g.y1));
}
// Ensure the height has been found (which should always happen if the font includes an 'I').
ENSURE(font->m_Height);
// Load glyph texture
const VfsPath imageName(fontName.string() + ".png");
CTextureProperties textureProps(path / imageName,
font->m_HasRGB ? Renderer::Backend::Format::R8G8B8A8_UNORM : Renderer::Backend::Format::A8_UNORM);
textureProps.SetIgnoreQuality(true);
font->m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
return true;
}
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