/*------------------------------------------------------------------------- This source file is a part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE -------------------------------------------------------------------------*/ #ifndef _Font_H__ #define _Font_H__ #include "OgreOverlayPrerequisites.h" #include "OgreResource.h" #include "OgreTexture.h" #include "OgreMaterial.h" #include "OgreCommon.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Resources * @{ */ /** Enumerates the types of Font usable in the engine. */ enum FontType { /// Generated from a truetype (.ttf) font FT_TRUETYPE = 1, /// Loaded from an image created by an artist FT_IMAGE = 2 }; /** Class representing a font in the system. @remarks This class is simply a way of getting a font texture into the OGRE system and to easily retrieve the texture coordinates required to accurately render them. Fonts can either be loaded from precreated textures, or the texture can be generated using a truetype font. You can either create the texture manually in code, or you can use a .fontdef script to define it (probably more practical since you can reuse the definition more easily) @note This class extends both Resource and ManualResourceLoader since it is both a resource in it's own right, but it also provides the manual load implementation for the Texture it creates. */ class _OgreOverlayExport Font : public Resource, public ManualResourceLoader { protected: /// Command object for Font - see ParamCommand class _OgreOverlayExport CmdType : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /// Command object for Font - see ParamCommand class _OgreOverlayExport CmdSource : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; class _OgreOverlayExport CmdCharSpacer : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /// Command object for Font - see ParamCommand class _OgreOverlayExport CmdSize : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /// Command object for Font - see ParamCommand class _OgreOverlayExport CmdResolution : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /// Command object for Font - see ParamCommand class _OgreOverlayExport CmdCodePoints : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; // Command object for setting / getting parameters static CmdType msTypeCmd; static CmdSource msSourceCmd; static CmdCharSpacer msCharacterSpacerCmd; static CmdSize msSizeCmd; static CmdResolution msResolutionCmd; static CmdCodePoints msCodePointsCmd; /// The type of font FontType mType; /// Source of the font (either an image name or a truetype font) String mSource; /** Add a gap between letters vertically and horizonally prevents nasty artifacts caused by fonts atypically wide or tall characters. */ uint mCharacterSpacer; /// Size of the truetype font, in points Real mTtfSize; /// Resolution (dpi) of truetype font uint mTtfResolution; /// Max distance to baseline of this (truetype) font int mTtfMaxBearingY; public: typedef Ogre::uint32 CodePoint; typedef Ogre::FloatRect UVRect; /// Information about the position and size of a glyph in a texture struct GlyphInfo { CodePoint codePoint; UVRect uvRect; Real aspectRatio; GlyphInfo(CodePoint id, const UVRect& rect, Real aspect) : codePoint(id), uvRect(rect), aspectRatio(aspect) { } }; /// A range of code points, inclusive on both ends typedef std::pair CodePointRange; typedef vector::type CodePointRangeList; protected: /// Map from unicode code point to texture coordinates typedef map::type CodePointMap; CodePointMap mCodePointMap; /// The material which is generated for this font MaterialPtr mMaterial; /// Texture pointer TexturePtr mTexture; /// for TRUE_TYPE font only bool mAntialiasColour; /// Range of code points to generate glyphs for (truetype only) CodePointRangeList mCodePointRangeList; /// Internal method for loading from ttf void createTextureFromFont(void); /// @copydoc Resource::loadImpl virtual void loadImpl(); /// @copydoc Resource::unloadImpl virtual void unloadImpl(); /// @copydoc Resource::calculateSize size_t calculateSize(void) const { return 0; } // permanent resource is in the texture public: /** Constructor. @see Resource */ Font(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); virtual ~Font(); /** Sets the type of font. Must be set before loading. */ void setType(FontType ftype); /** Gets the type of font. */ FontType getType(void) const; /** Sets the source of the font. @remarks If you have created a font of type FT_IMAGE, this method tells the Font which image to use as the source for the characters. So the parameter should be the name of an appropriate image file. Note that when using an image as a font source, you will also need to tell the font where each character is located using setGlyphTexCoords (for each character). @par If you have created a font of type FT_TRUETYPE, this method tells the Font which .ttf file to use to generate the text. You will also need to call setTrueTypeSize and setTrueTypeResolution, and call addCodePointRange as many times as required to define the range of glyphs you want to be available. @param source An image file or a truetype font, depending on the type of this font */ void setSource(const String& source); /** Gets the source this font (either an image or a truetype font). */ const String& getSource(void) const; /** Sets the spacing to allocate for font characters to overlap each other. @param charSpacer The size of the character spacer, in points. Increasing it allows for more stretched-out fonts; decreasing it reduces memory and processing time. The default is "5". */ void setCharacterSpacer(uint charSpacer); /** Gets the spacing to allocate for font characters to overlap each other. @remarks Returns the size of the character spacer, in points. A higher value allows for more stretched-out fonts. A low value reduces memory and processing time. The default is "5". */ uint getCharacterSpacer(void) const; /** Sets the size of a truetype font (only required for FT_TRUETYPE). @param ttfSize The size of the font in points. Note that the size of the font does not affect how big it is on the screen, just how large it is in the texture and thus how detailed it is. */ void setTrueTypeSize(Real ttfSize); /** Gets the resolution (dpi) of the font used to generate the texture (only required for FT_TRUETYPE). @param ttfResolution The resolution in dpi */ void setTrueTypeResolution(uint ttfResolution); /** Gets the point size of the font used to generate the texture. @remarks Only applicable for FT_TRUETYPE Font objects. Note that the size of the font does not affect how big it is on the screen, just how large it is in the texture and thus how detailed it is. */ Real getTrueTypeSize(void) const; /** Gets the resolution (dpi) of the font used to generate the texture. @remarks Only applicable for FT_TRUETYPE Font objects. */ uint getTrueTypeResolution(void) const; /** Gets the maximum baseline distance of all glyphs used in the texture. @remarks Only applicable for FT_TRUETYPE Font objects. The baseline is the vertical origin of horizontal based glyphs. The bearingY attribute is the distance from the baseline (origin) to the top of the glyph's bounding box. @note This value is only available after the font has been loaded. */ int getTrueTypeMaxBearingY() const; /** Returns the texture coordinates of the associated glyph. @remarks Parameter is a short to allow both ASCII and wide chars. @param id The code point (unicode) @return A rectangle with the UV coordinates, or null UVs if the code point was not present */ inline const UVRect& getGlyphTexCoords(CodePoint id) const { CodePointMap::const_iterator i = mCodePointMap.find(id); if (i != mCodePointMap.end()) { return i->second.uvRect; } else { static UVRect nullRect(0.0, 0.0, 0.0, 0.0); return nullRect; } } /** Sets the texture coordinates of a glyph. @remarks You only need to call this if you're setting up a font loaded from a texture manually. @note Also sets the aspect ratio (width / height) of this character. textureAspect is the width/height of the texture (may be non-square) */ inline void setGlyphTexCoords(CodePoint id, Real u1, Real v1, Real u2, Real v2, Real textureAspect) { CodePointMap::iterator i = mCodePointMap.find(id); if (i != mCodePointMap.end()) { i->second.uvRect.left = u1; i->second.uvRect.top = v1; i->second.uvRect.right = u2; i->second.uvRect.bottom = v2; i->second.aspectRatio = textureAspect * (u2 - u1) / (v2 - v1); } else { mCodePointMap.insert( CodePointMap::value_type(id, GlyphInfo(id, UVRect(u1, v1, u2, v2), textureAspect * (u2 - u1) / (v2 - v1)))); } } /** Gets the aspect ratio (width / height) of this character. */ inline Real getGlyphAspectRatio(CodePoint id) const { CodePointMap::const_iterator i = mCodePointMap.find(id); if (i != mCodePointMap.end()) { return i->second.aspectRatio; } else { return 1.0; } } /** Sets the aspect ratio (width / height) of this character. @remarks You only need to call this if you're setting up a font loaded from a texture manually. */ inline void setGlyphAspectRatio(CodePoint id, Real ratio) { CodePointMap::iterator i = mCodePointMap.find(id); if (i != mCodePointMap.end()) { i->second.aspectRatio = ratio; } } /** Gets the information available for a glyph corresponding to a given code point, or throws an exception if it doesn't exist; */ const GlyphInfo& getGlyphInfo(CodePoint id) const; /** Adds a range of code points to the list of code point ranges to generate glyphs for, if this is a truetype based font. @remarks In order to save texture space, only the glyphs which are actually needed by the application are generated into the texture. Before this object is loaded you must call this method as many times as necessary to define the code point range that you need. */ void addCodePointRange(const CodePointRange& range) { mCodePointRangeList.push_back(range); } /** Clear the list of code point ranges. */ void clearCodePointRanges() { mCodePointRangeList.clear(); } /** Get a const reference to the list of code point ranges to be used to generate glyphs from a truetype font. */ const CodePointRangeList& getCodePointRangeList() const { return mCodePointRangeList; } /** Gets the material generated for this font, as a weak reference. @remarks This will only be valid after the Font has been loaded. */ inline const MaterialPtr& getMaterial() const { return mMaterial; } /** Gets the material generated for this font, as a weak reference. @remarks This will only be valid after the Font has been loaded. */ inline const MaterialPtr& getMaterial() { return mMaterial; } /** Sets whether or not the colour of this font is antialiased as it is generated from a true type font. @remarks This is valid only for a FT_TRUETYPE font. If you are planning on using alpha blending to draw your font, then it is a good idea to set this to false (which is the default), otherwise the darkening of the font will combine with the fading out of the alpha around the edges and make your font look thinner than it should. However, if you intend to blend your font using a colour blending mode (add or modulate for example) then it's a good idea to set this to true, in order to soften your font edges. */ inline void setAntialiasColour(bool enabled) { mAntialiasColour = enabled; } /** Gets whether or not the colour of this font is antialiased as it is generated from a true type font. */ inline bool getAntialiasColour(void) const { return mAntialiasColour; } /** Implementation of ManualResourceLoader::loadResource, called when the Texture that this font creates needs to (re)load. */ void loadResource(Resource* resource); }; /** @} */ /** @} */ } #endif