// Generates the character and texture data for the layer. bool FontFaceLayer::Initialise(const FontFaceHandle* _handle, FontEffect* _effect, const FontFaceLayer* clone, bool deep_clone) { handle = _handle; effect = _effect; if (effect != NULL) { effect->AddReference(); colour = effect->GetColour(); } const FontGlyphMap& glyphs = handle->GetGlyphs(); // Clone the geometry and textures from the clone layer. if (clone != NULL) { // Copy the cloned layer's characters. characters = clone->characters; // Copy (and reference) the cloned layer's textures. for (size_t i = 0; i < clone->textures.size(); ++i) textures.push_back(clone->textures[i]); // Request the effect (if we have one) adjust the origins as appropriate. if (!deep_clone && effect != NULL) { for (FontGlyphMap::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i) { const FontGlyph& glyph = i->second; CharacterMap::iterator character_iterator = characters.find(i->first); if (character_iterator == characters.end()) continue; Character& character = character_iterator->second; Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y)); Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)); if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) { character.origin.x = (float) glyph_origin.x; character.origin.y = (float) glyph_origin.y; } else characters.erase(character_iterator); } } } else { return AddNewGlyphs(); } return true; }
// Generates the character and rectangle for a glyph. void FontFaceLayer::GenerateCharacter( const FontGlyph& glyph ) { ROCKET_ASSERT(glyph.character < characters.size()); if (characters[glyph.character]) return; Vector2i glyph_origin(0, 0); Vector2i glyph_dimensions = glyph.bitmap_dimensions; // Adjust glyph origin / dimensions for the font outline effect. if (effect != NULL && effect->HasUniqueTexture()) { if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) return; } Character* character = new Character(); character->origin = Vector2f((float) (glyph_origin.x + glyph.bearing.x), (float) (glyph_origin.y - glyph.bearing.y)); character->dimensions = Vector2f((float) glyph_dimensions.x - glyph_origin.x, (float) glyph_dimensions.y - glyph_origin.y); characters[glyph.character] = character; // Only adjust glyph origin for the font shadow effect. if (effect != NULL && !effect->HasUniqueTexture()) { Vector2i glyph_origin(Math::RealToInteger(character->origin.x), Math::RealToInteger(character->origin.y)); Vector2i glyph_dimensions(Math::RealToInteger(character->dimensions.x), Math::RealToInteger(character->dimensions.y)); if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) { character->origin.x = (float) glyph_origin.x; character->origin.y = (float) glyph_origin.y; } else character->texture_index = -1; } else // Add the character's dimensions into the texture layout engine. texture_layout.AddRectangle(glyph.character, glyph_dimensions - glyph_origin); }
// Generates the character and texture data for the layer. bool FontFaceLayer::Initialise(const FontFaceHandle* _handle, FontEffect* _effect, const FontFaceLayer* clone, bool deep_clone) { handle = _handle; effect = _effect; if (effect != NULL) { effect->AddReference(); colour = effect->GetColour(); } const FontGlyphList& glyphs = handle->GetGlyphs(); // Clone the geometry and textures from the clone layer. if (clone != NULL) { // Copy the cloned layer's characters. size_t character_count = clone->characters.size(); characters.resize(character_count, NULL); for (size_t i = 0; i < character_count; ++i) { const Character* clone_character = clone->characters[i]; if (clone_character) characters[i] = new Character(*clone_character); } // Copy (and reference) the cloned layer's textures. for (size_t i = 0; i < clone->textures.size(); ++i) textures.push_back(new Texture(*clone->textures[i])); // Request the effect (if we have one) adjust the origins as appropriate. if (!deep_clone && effect != NULL) { for (FontGlyphList::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i) { const FontGlyph* glyph = *i; if (!glyph) continue; if (glyph->character >= character_count) continue; Character* character = characters[glyph->character]; ROCKET_ASSERT(character); Vector2i glyph_origin(Math::RealToInteger(character->origin.x), Math::RealToInteger(character->origin.y)); Vector2i glyph_dimensions(Math::RealToInteger(character->dimensions.x), Math::RealToInteger(character->dimensions.y)); if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, *glyph)) { character->origin.x = (float) glyph_origin.x; character->origin.y = (float) glyph_origin.y; } else character->texture_index = -1; } } } else { // Initialise the texture layout for the glyphs. characters.resize(glyphs.size(), NULL); for (FontGlyphList::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i) { const FontGlyph* glyph = *i; if (!glyph) continue; GenerateCharacter(*glyph); } if (!GenerateLayout()) return false; } return true; }
// Generates the character and texture data for the layer. bool FontFaceLayer::Initialise(const FontFaceHandle* _handle, FontEffect* _effect, const FontFaceLayer* clone, bool deep_clone) { handle = _handle; effect = _effect; if (effect != NULL) { effect->AddReference(); colour = effect->GetColour(); } const FontGlyphList& glyphs = handle->GetGlyphs(); // Clone the geometry and textures from the clone layer. if (clone != NULL) { // Copy the cloned layer's characters. characters = clone->characters; // Copy (and reference) the cloned layer's textures. for (size_t i = 0; i < clone->textures.size(); ++i) textures.push_back(clone->textures[i]); // Request the effect (if we have one) adjust the origins as appropriate. if (!deep_clone && effect != NULL) { for (FontGlyphList::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i) { const FontGlyph& glyph = *i; if (glyph.character >= characters.size()) continue; Character& character = characters[glyph.character]; Vector2i glyph_origin(Math::RealToInteger(character.origin.x), Math::RealToInteger(character.origin.y)); Vector2i glyph_dimensions(Math::RealToInteger(character.dimensions.x), Math::RealToInteger(character.dimensions.y)); if (effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) { character.origin.x = (float) glyph_origin.x; character.origin.y = (float) glyph_origin.y; } else character.texture_index = -1; } } } else { // Initialise the texture layout for the glyphs. characters.resize(glyphs.size(), Character()); for (FontGlyphList::const_iterator i = glyphs.begin(); i != glyphs.end(); ++i) { const FontGlyph& glyph = *i; Vector2i glyph_origin(0, 0); Vector2i glyph_dimensions = glyph.bitmap_dimensions; // Adjust glyph origin / dimensions for the font effect. if (effect != NULL) { if (!effect->GetGlyphMetrics(glyph_origin, glyph_dimensions, glyph)) continue; } Character character; character.origin = Vector2f((float) (glyph_origin.x + glyph.bearing.x), (float) (glyph_origin.y - glyph.bearing.y)); character.dimensions = Vector2f((float) glyph_dimensions.x - glyph_origin.x, (float) glyph_dimensions.y - glyph_origin.y); characters[glyph.character] = character; // Add the character's dimensions into the texture layout engine. texture_layout.AddRectangle(glyph.character, glyph_dimensions - glyph_origin); } // Generate the texture layout; this will position the glyph rectangles efficiently and // allocate the texture data ready for writing. if (!texture_layout.GenerateLayout(512)) return false; // Iterate over each rectangle in the layout, copying the glyph data into the rectangle as // appropriate and generating geometry. for (int i = 0; i < texture_layout.GetNumRectangles(); ++i) { TextureLayoutRectangle& rectangle = texture_layout.GetRectangle(i); const TextureLayoutTexture& texture = texture_layout.GetTexture(rectangle.GetTextureIndex()); Character& character = characters[(word) rectangle.GetId()]; // Set the character's texture index. character.texture_index = rectangle.GetTextureIndex(); // Generate the character's texture coordinates. character.texcoords[0].x = float(rectangle.GetPosition().x) / float(texture.GetDimensions().x); character.texcoords[0].y = float(rectangle.GetPosition().y) / float(texture.GetDimensions().y); character.texcoords[1].x = float(rectangle.GetPosition().x + rectangle.GetDimensions().x) / float(texture.GetDimensions().x); character.texcoords[1].y = float(rectangle.GetPosition().y + rectangle.GetDimensions().y) / float(texture.GetDimensions().y); } // Generate the textures. for (int i = 0; i < texture_layout.GetNumTextures(); ++i) { Texture texture; if (!texture.Load(String(64, "?font::%p/%p/%d", handle, effect, i))) return false; textures.push_back(texture); } } return true; }