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/* Font.cpp
Copyright (c) 2014-2020 by Michael Zahniser
Endless Sky 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 3 of the License, or (at your option) any later version.
Endless Sky 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
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Font.h"
#include "Alignment.h"
#include "../Color.h"
#include "DisplayText.h"
#include "../GameData.h"
#include "../image/ImageBuffer.h"
#include "../image/ImageFileData.h"
#include "../Point.h"
#include "../Preferences.h"
#include "../Screen.h"
#include "Truncate.h"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <cstring>
using namespace std;
namespace {
bool showUnderlines = false;
const int KERN = 2;
/// Shared VAO and VBO quad (0,0) -> (1,1)
GLuint vao = 0;
GLuint vbo = 0;
GLint colorI = 0;
GLint scaleI = 0;
GLint glyphSizeI = 0;
GLint glyphI = 0;
GLint aspectI = 0;
GLint positionI = 0;
}
Font::Font(const filesystem::path &imagePath)
{
Load(imagePath);
}
void Font::Load(const filesystem::path &imagePath)
{
// Load the texture.
ImageBuffer image;
if(!image.Read(ImageFileData(imagePath)))
return;
LoadTexture(image);
CalculateAdvances(image);
SetUpShader(image.Width() / GLYPHS, image.Height());
widthEllipses = WidthRawString("...");
}
void Font::Draw(const DisplayText &text, const Point &point, const Color &color) const
{
DrawAliased(text, round(point.X()), round(point.Y()), color);
}
void Font::DrawAliased(const DisplayText &text, double x, double y, const Color &color) const
{
int width = -1;
const string truncText = TruncateText(text, width);
const auto &layout = text.GetLayout();
if(width >= 0)
{
if(layout.align == Alignment::CENTER)
x += (layout.width - width) / 2;
else if(layout.align == Alignment::RIGHT)
x += layout.width - width;
}
DrawAliased(truncText, x, y, color);
}
void Font::Draw(const string &str, const Point &point, const Color &color) const
{
DrawAliased(str, round(point.X()), round(point.Y()), color);
}
void Font::DrawAliased(const string &str, double x, double y, const Color &color) const
{
glUseProgram(shader->Object());
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(vao);
glUniform4fv(colorI, 1, color.Get());
// Update the scale, only if the screen size has changed.
if(Screen::Width() != screenWidth || Screen::Height() != screenHeight)
{
screenWidth = Screen::Width();
screenHeight = Screen::Height();
scale[0] = 2.f / screenWidth;
scale[1] = -2.f / screenHeight;
}
glUniform2fv(scaleI, 1, scale);
glUniform2f(glyphSizeI, glyphWidth, glyphHeight);
GLfloat textPos[2] = {
static_cast<float>(x - 1.),
static_cast<float>(y)};
int previous = 0;
bool isAfterSpace = true;
bool underlineChar = false;
const int underscoreGlyph = max(0, min(GLYPHS - 1, '_' - 32));
for(char c : str)
{
if(c == '_')
{
underlineChar = showUnderlines;
continue;
}
int glyph = Glyph(c, isAfterSpace);
if(c != '"' && c != '\'')
isAfterSpace = !glyph;
if(!glyph)
{
textPos[0] += space;
continue;
}
glUniform1i(glyphI, glyph);
glUniform1f(aspectI, 1.f);
textPos[0] += advance[previous * GLYPHS + glyph] + KERN;
glUniform2fv(positionI, 1, textPos);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if(underlineChar)
{
glUniform1i(glyphI, underscoreGlyph);
glUniform1f(aspectI, static_cast<float>(advance[glyph * GLYPHS] + KERN)
/ (advance[underscoreGlyph * GLYPHS] + KERN));
glUniform2fv(positionI, 1, textPos);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
underlineChar = false;
}
previous = glyph;
}
glBindVertexArray(0);
glUseProgram(0);
}
int Font::Width(const string &str, char after) const
{
return WidthRawString(str.c_str(), after);
}
int Font::FormattedWidth(const DisplayText &text, char after) const
{
int width = -1;
const string truncText = TruncateText(text, width);
return width < 0 ? WidthRawString(truncText.c_str(), after) : width;
}
int Font::Height() const noexcept
{
return height;
}
int Font::Space() const noexcept
{
return space;
}
void Font::ShowUnderlines(bool show) noexcept
{
showUnderlines = show || Preferences::Has("Always underline shortcuts");
}
int Font::Glyph(char c, bool isAfterSpace) noexcept
{
// Curly quotes.
if(c == '\'' && isAfterSpace)
return 96;
if(c == '"' && isAfterSpace)
return 97;
return max(0, min(GLYPHS - 3, c - 32));
}
void Font::LoadTexture(ImageBuffer &image)
{
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.Width(), image.Height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, image.Pixels());
}
void Font::CalculateAdvances(ImageBuffer &image)
{
// Get the format and size of the surface.
int width = image.Width() / GLYPHS;
height = image.Height();
unsigned mask = 0xFF000000;
unsigned half = 0xC0000000;
int pitch = image.Width();
// advance[previous * GLYPHS + next] is the x advance for each glyph pair.
// There is no advance if the previous value is 0, i.e. we are at the very
// start of a string.
memset(advance, 0, GLYPHS * sizeof(advance[0]));
for(int previous = 1; previous < GLYPHS; ++previous)
for(int next = 0; next < GLYPHS; ++next)
{
int maxD = 0;
int glyphWidth = 0;
uint32_t *begin = image.Pixels();
for(int y = 0; y < height; ++y)
{
// Find the last non-empty pixel in the previous glyph.
uint32_t *pend = begin + previous * width;
uint32_t *pit = pend + width;
while(pit != pend && (*--pit & mask) < half) {}
int distance = (pit - pend) + 1;
glyphWidth = max(distance, glyphWidth);
// Special case: if "next" is zero (i.e. end of line of text),
// calculate the full width of this character. Otherwise:
if(next)
{
// Find the first non-empty pixel in this glyph.
uint32_t *nit = begin + next * width;
uint32_t *nend = nit + width;
while(nit != nend && (*nit++ & mask) < half) {}
// How far apart do you want these glyphs drawn? If drawn at
// an advance of "width", there would be:
// pend + width - pit <- pixels after the previous glyph.
// nit - (nend - width) <- pixels before the next glyph.
// So for zero kerning distance, you would want:
distance += 1 - (nit - (nend - width));
}
maxD = max(maxD, distance);
// Update the pointer to point to the beginning of the next row.
begin += pitch;
}
// This is a fudge factor to avoid over-kerning, especially for the
// underscore and for glyph combinations like AV.
advance[previous * GLYPHS + next] = max(maxD, glyphWidth - 4) / 2;
}
// Set the space size based on the character width.
width /= 2;
height /= 2;
space = (width + 3) / 6 + 1;
}
void Font::SetUpShader(float glyphW, float glyphH)
{
glyphWidth = glyphW * .5f;
glyphHeight = glyphH * .5f;
shader = GameData::Shaders().Get("font");
// Initialize the shared parameters only once
if(!vao)
{
glUseProgram(shader->Object());
glUniform1i(shader->Uniform("tex"), 0);
glUseProgram(0);
// Create the VAO and VBO.
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat vertices[] = {
0.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 1.f,
1.f, 0.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Connect the xy to the "vert" attribute of the vertex shader.
constexpr auto stride = 4 * sizeof(GLfloat);
glEnableVertexAttribArray(shader->Attrib("vert"));
glVertexAttribPointer(shader->Attrib("vert"), 2, GL_FLOAT, GL_FALSE, stride, nullptr);
glEnableVertexAttribArray(shader->Attrib("corner"));
glVertexAttribPointer(shader->Attrib("corner"), 2, GL_FLOAT, GL_FALSE,
stride, reinterpret_cast<const GLvoid *>(2 * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
colorI = shader->Uniform("color");
scaleI = shader->Uniform("scale");
glyphSizeI = shader->Uniform("glyphSize");
glyphI = shader->Uniform("glyph");
aspectI = shader->Uniform("aspect");
positionI = shader->Uniform("position");
}
// We must update the screen size next time we draw.
screenWidth = 0;
screenHeight = 0;
}
int Font::WidthRawString(const char *str, char after) const noexcept
{
int width = 0;
int previous = 0;
bool isAfterSpace = true;
for( ; *str; ++str)
{
if(*str == '_')
continue;
int glyph = Glyph(*str, isAfterSpace);
if(*str != '"' && *str != '\'')
isAfterSpace = !glyph;
if(!glyph)
width += space;
else
{
width += advance[previous * GLYPHS + glyph] + KERN;
previous = glyph;
}
}
width += advance[previous * GLYPHS + max(0, min(GLYPHS - 1, after - 32))];
return width;
}
// Param width will be set to the width of the return value, unless the layout width is negative.
string Font::TruncateText(const DisplayText &text, int &width) const
{
width = -1;
const auto &layout = text.GetLayout();
const string &str = text.GetText();
if(layout.width < 0 || (layout.align == Alignment::LEFT && layout.truncate == Truncate::NONE))
return str;
width = layout.width;
switch(layout.truncate)
{
case Truncate::NONE:
width = WidthRawString(str.c_str());
return str;
case Truncate::FRONT:
return TruncateFront(str, width);
case Truncate::MIDDLE:
return TruncateMiddle(str, width);
case Truncate::BACK:
default:
return TruncateBack(str, width);
}
}
string Font::TruncateBack(const string &str, int &width) const
{
return TruncateEndsOrMiddle(str, width,
[](const string &str, int charCount)
{
return str.substr(0, charCount) + "...";
});
}
string Font::TruncateFront(const string &str, int &width) const
{
return TruncateEndsOrMiddle(str, width,
[](const string &str, int charCount)
{
return "..." + str.substr(str.size() - charCount);
});
}
string Font::TruncateMiddle(const string &str, int &width) const
{
return TruncateEndsOrMiddle(str, width,
[](const string &str, int charCount)
{
return str.substr(0, (charCount + 1) / 2) + "..." + str.substr(str.size() - charCount / 2);
});
}
string Font::TruncateEndsOrMiddle(const string &str, int &width,
function<string(const string &, int)> getResultString) const
{
int firstWidth = WidthRawString(str.c_str());
if(firstWidth <= width)
{
width = firstWidth;
return str;
}
int workingChars = 0;
int workingWidth = 0;
int low = 0, high = str.size() - 1;
while(low <= high)
{
// Think "how many chars to take from both ends, omitting in the middle".
int nextChars = (low + high) / 2;
int nextWidth = WidthRawString(getResultString(str, nextChars).c_str());
if(nextWidth <= width)
{
if(nextChars > workingChars)
{
workingChars = nextChars;
workingWidth = nextWidth;
}
low = nextChars + (nextChars == low);
}
else
high = nextChars - 1;
}
width = workingWidth;
return getResultString(str, workingChars);
}
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