Files
LuaCsForBarotraumaEP/Subsurface/Source/Fonts/ScalableFont.cs
juanjp600 84f8c6db22 Fixed positioning of new lines for rotated text
A fairly unimportant change, so I'll just commit it to new-netcode since I forgot to switch to master before making this change and I'm too lazy to just port things over :P
2017-04-06 17:49:08 -03:00

288 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SharpFont;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma
{
public class ScalableFont
{
private static List<ScalableFont> FontList = new List<ScalableFont>();
private static Library Lib = null;
private string filename;
private Face face;
private uint size;
private int baseHeight;
//private int lineHeight;
private Dictionary<uint, GlyphData> texCoords;
private List<Texture2D> textures;
private GraphicsDevice graphicsDevice;
public uint Size
{
get
{
return size;
}
set
{
size = value;
if (graphicsDevice!=null) RenderAtlas(graphicsDevice, charRanges, texDims, baseChar);
}
}
private uint[] charRanges;
private int texDims;
private uint baseChar;
private struct GlyphData
{
public int texIndex;
public Vector2 drawOffset;
public float advance;
public Rectangle texCoords;
}
public ScalableFont(string filename, uint size, GraphicsDevice gd=null)
{
if (Lib == null) Lib = new Library();
this.filename = filename;
this.face = null;
foreach (ScalableFont font in FontList)
{
if (font.filename == filename)
{
this.face = font.face;
break;
}
}
if (this.face == null)
{
this.face = new Face(Lib, filename);
}
this.size = size;
this.textures = new List<Texture2D>();
this.texCoords = new Dictionary<uint, GlyphData>();
if (gd != null) RenderAtlas(gd);
FontList.Add(this);
}
/// <summary>
/// Renders the font into at least one texture atlas, which is simply a collection of all glyphs in the ranges defined by charRanges.
/// Don't call this too often or with very large sizes.
/// </summary>
/// <param name="gd">Graphics device, required to create textures.</param>
/// <param name="charRanges">Character ranges between each even element with their corresponding odd element. Default is 0x20 to 0xFFFF.</param>
/// <param name="texDims">Texture dimensions. Default is 512x512.</param>
/// <param name="baseChar">Base character used to shift all other characters downwards when rendering. Defaults to T.</param>
public void RenderAtlas(GraphicsDevice gd, uint[] charRanges = null, int texDims = 512, uint baseChar = 0x54)
{
if (charRanges == null)
{
charRanges = new uint[] { 0x20, 0xFFFF };
}
this.charRanges = charRanges;
this.texDims = texDims;
this.baseChar = baseChar;
face.SetPixelSizes(0, size);
textures.ForEach(t => t.Dispose());
textures.Clear();
texCoords.Clear();
uint[] pixelBuffer = new uint[texDims * texDims];
for (int i = 0; i < texDims * texDims; i++)
{
pixelBuffer[i] = 0;
}
textures.Add(new Texture2D(gd, texDims, texDims, false, SurfaceFormat.Color));
int texIndex = 0;
Vector2 currentCoords = Vector2.Zero;
int nextY = 0;
face.LoadGlyph(face.GetCharIndex(baseChar), LoadFlags.Default, LoadTarget.Normal);
baseHeight = face.Glyph.Metrics.Height.ToInt32();
//lineHeight = baseHeight;
for (int i = 0; i < charRanges.Count(); i += 2)
{
uint start = charRanges[i];
uint end = charRanges[i + 1];
for (uint j = start; j <= end; j++)
{
uint glyphIndex = face.GetCharIndex(j);
if (glyphIndex == 0) continue;
face.LoadGlyph(glyphIndex, LoadFlags.Default, LoadTarget.Normal);
if (face.Glyph.Metrics.Width == 0 || face.Glyph.Metrics.Height == 0)
{
if (face.Glyph.Metrics.HorizontalAdvance > 0)
{
//glyph is empty, but char still applies advance
GlyphData blankData = new GlyphData();
blankData.advance = (float)face.Glyph.Metrics.HorizontalAdvance;
blankData.texIndex = -1; //indicates no texture because the glyph is empty
texCoords.Add(j, blankData);
}
continue;
}
//stacktrace doesn't really work that well when RenderGlyph throws an exception
face.Glyph.RenderGlyph(RenderMode.Normal);
byte[] bitmap = face.Glyph.Bitmap.BufferData;
int glyphWidth = face.Glyph.Bitmap.Width;
int glyphHeight = bitmap.Count() / glyphWidth;
//if (glyphHeight>lineHeight) lineHeight=glyphHeight;
if (glyphWidth > texDims - 1 || glyphHeight > texDims - 1)
{
throw new Exception(filename + ", " + size.ToString() + ", "+ (char)j + "; Glyph dimensions exceed texture atlas dimensions");
}
nextY = Math.Max(nextY, glyphHeight + 2);
if (currentCoords.X + glyphWidth + 2 > texDims - 1)
{
currentCoords.X = 0;
currentCoords.Y += nextY;
nextY = 0;
}
if (currentCoords.Y + glyphHeight + 2 > texDims - 1)
{
currentCoords.X = 0;
currentCoords.Y = 0;
textures[texIndex].SetData<uint>(pixelBuffer);
textures.Add(new Texture2D(gd, texDims, texDims, false, SurfaceFormat.Color));
texIndex++;
for (int k = 0; k < texDims * texDims; k++)
{
pixelBuffer[k] = 0;
}
}
GlyphData newData = new GlyphData();
newData.advance = (float)face.Glyph.Metrics.HorizontalAdvance;
newData.texIndex = texIndex;
newData.texCoords = new Rectangle((int)currentCoords.X, (int)currentCoords.Y, glyphWidth, glyphHeight);
newData.drawOffset = new Vector2(face.Glyph.BitmapLeft, baseHeight*14/10 - face.Glyph.BitmapTop);
texCoords.Add(j, newData);
for (int y = 0; y < glyphHeight; y++)
{
for (int x = 0; x < glyphWidth; x++)
{
byte byteColor = bitmap[x + y * glyphWidth];
pixelBuffer[((int)currentCoords.X + x) + ((int)currentCoords.Y + y) * texDims] = (uint)(byteColor << 24 | byteColor << 16 | byteColor << 8 | byteColor);
}
}
currentCoords.X += glyphWidth + 2;
}
textures[texIndex].SetData<uint>(pixelBuffer);
}
graphicsDevice = gd;
}
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects se, float layerDepth)
{
if (textures.Count == 0) return;
int lineNum = 0;
Vector2 currentPos = position;
Vector2 advanceUnit = new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
for (int i = 0; i < text.Length; i++)
{
if (text[i]=='\n')
{
lineNum++;
currentPos = position;
currentPos.X -= baseHeight * 1.8f * lineNum * advanceUnit.Y * scale.Y;
currentPos.Y += baseHeight * 1.8f * lineNum * advanceUnit.X * scale.Y;
continue;
}
uint charIndex = text[i];
GlyphData gd;
if (texCoords.TryGetValue(charIndex, out gd))
{
if (gd.texIndex >= 0)
{
Texture2D tex = textures[gd.texIndex];
Vector2 drawOffset;
drawOffset.X = gd.drawOffset.X * advanceUnit.X * scale.X - gd.drawOffset.Y * advanceUnit.Y * scale.Y;
drawOffset.Y = gd.drawOffset.X * advanceUnit.Y * scale.Y + gd.drawOffset.Y * advanceUnit.X * scale.X;
sb.Draw(tex, currentPos + drawOffset, null, gd.texCoords, origin, rotation, scale, color, se, layerDepth);
}
currentPos += gd.advance * advanceUnit * scale.X;
}
}
}
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects se, float layerDepth)
{
DrawString(sb, text, position, color, rotation, origin, new Vector2(scale), se, layerDepth);
}
public void DrawString(SpriteBatch sb, string text, Vector2 position, Color color)
{
if (textures.Count == 0) return;
Vector2 currentPos = position;
for (int i = 0; i < text.Length; i++)
{
if (text[i] == '\n')
{
currentPos.X = position.X;
currentPos.Y += baseHeight * 1.8f;
continue;
}
uint charIndex = text[i];
GlyphData gd;
if (texCoords.TryGetValue(charIndex, out gd))
{
if (gd.texIndex >= 0)
{
Texture2D tex = textures[gd.texIndex];
sb.Draw(tex, currentPos + gd.drawOffset, gd.texCoords, color);
}
currentPos.X += gd.advance;
}
}
}
public Vector2 MeasureString(string text)
{
float currentLineX = 0.0f;
Vector2 retVal = Vector2.Zero;
retVal.Y = baseHeight*1.8f;
for (int i = 0; i < text.Length; i++)
{
if (text[i] == '\n')
{
currentLineX = 0.0f;
retVal.Y += baseHeight*18/10;
continue;
}
uint charIndex = text[i];
GlyphData gd;
if (texCoords.TryGetValue(charIndex, out gd))
{
currentLineX += gd.advance;
}
retVal.X = Math.Max(retVal.X,currentLineX);
}
return retVal;
}
}
}