- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
89 lines
3.9 KiB
C#
89 lines
3.9 KiB
C#
#region MIT License
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/*Copyright (c) 2012-2013 Robert Rouhani <robert.rouhani@gmail.com>
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SharpFont based on Tao.FreeType, Copyright (c) 2003-2007 Tao Framework Team
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.*/
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#endregion
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using System;
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namespace SharpFont
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{
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/// <summary><para>
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/// A list of values that are used to select a specific hinting algorithm to use by the hinter. You should OR one
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/// of these values to your ‘load_flags’ when calling <see cref="Face.LoadGlyph"/>.
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/// </para><para>
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/// Note that font's native hinters may ignore the hinting algorithm you have specified (e.g., the TrueType
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/// bytecode interpreter). You can set <see cref="LoadFlags.ForceAutohint"/> to ensure that the auto-hinter is
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/// used.
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/// </para><para>
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/// Also note that <see cref="LoadTarget.Light"/> is an exception, in that it always implies
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/// <see cref="LoadFlags.ForceAutohint"/>.
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/// </para></summary>
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/// <remarks><para>
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/// You should use only one of the <see cref="LoadTarget"/> values in your ‘load_flags’. They can't be ORed.
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/// </para><para>
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/// If <see cref="LoadFlags.Render"/> is also set, the glyph is rendered in the corresponding mode (i.e., the mode
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/// which matches the used algorithm best) unless <see cref="LoadFlags.Monochrome"/> is set.
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/// </para><para>
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/// You can use a hinting algorithm that doesn't correspond to the same rendering mode. As an example, it is
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/// possible to use the ‘light’ hinting algorithm and have the results rendered in horizontal LCD pixel mode, with
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/// code like:
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/// <code>
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/// FT_Load_Glyph( face, glyph_index,
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/// load_flags | FT_LOAD_TARGET_LIGHT );
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///
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/// FT_Render_Glyph( face->glyph, FT_RENDER_MODE_LCD );
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/// </code>
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/// </para></remarks>
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public enum LoadTarget
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{
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/// <summary>
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/// This corresponds to the default hinting algorithm, optimized for standard gray-level rendering. For
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/// monochrome output, use <see cref="LoadTarget.Mono"/> instead.
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/// </summary>
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Normal = (RenderMode.Normal & 15) << 16,
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/// <summary><para>
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/// A lighter hinting algorithm for non-monochrome modes. Many generated glyphs are more fuzzy but better
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/// resemble its original shape. A bit like rendering on Mac OS X.
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/// </para><para>
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/// As a special exception, this target implies <see cref="LoadFlags.ForceAutohint"/>.
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/// </para></summary>
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Light = (RenderMode.Light & 15) << 16,
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/// <summary>
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/// Strong hinting algorithm that should only be used for monochrome output. The result is probably unpleasant
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/// if the glyph is rendered in non-monochrome modes.
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/// </summary>
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Mono = (RenderMode.Mono & 15) << 16,
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/// <summary>
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/// A variant of <see cref="LoadTarget.Normal"/> optimized for horizontally decimated LCD displays.
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/// </summary>
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Lcd = (RenderMode.Lcd & 15) << 16,
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/// <summary>
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/// A variant of <see cref="LoadTarget.Normal"/> optimized for vertically decimated LCD displays.
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/// </summary>
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VerticalLcd = (RenderMode.VerticalLcd & 15) << 16
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}
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}
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