mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-13 14:07:06 -04:00
139 lines
5.3 KiB
C++
139 lines
5.3 KiB
C++
/*
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* This source file is modified from a part of RmlUi, the HTML/CSS Interface Middleware
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*
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* For the latest information, see http://github.com/mikke89/RmlUi
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*
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* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
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* Copyright (c) 2019-2023 The RmlUi Team, and contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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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
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* THE SOFTWARE.
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*
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*/
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#ifndef RMLUI_CORE_FONTENGINESCALED_FONTFACELAYER_H
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#define RMLUI_CORE_FONTENGINESCALED_FONTFACELAYER_H
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#include "RmlUi/Core.h"
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#include "RmlUi/Core/FontGlyph.h"
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#include "RmlUi/../../Source/Core/TextureLayout.h"
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namespace Rml {
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class FontEffect;
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}
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namespace RecompRml {
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using namespace Rml;
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class FontFaceHandleScaled;
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/**
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A textured layer stored as part of a font face handle. Each handle will have at least a base
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layer for the standard font. Further layers can be added to allow rendering of text effects.
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@author Peter Curry
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*/
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class FontFaceLayer {
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public:
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FontFaceLayer(const SharedPtr<const FontEffect>& _effect);
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~FontFaceLayer();
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/// Generates or re-generates the character and texture data for the layer.
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/// @param[in] handle The handle generating this layer.
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/// @param[in] effect The effect to initialise the layer with.
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/// @param[in] clone The layer to optionally clone geometry and texture data from.
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/// @return True if the layer was generated successfully, false if not.
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bool Generate(const FontFaceHandleScaled* handle, const FontFaceLayer* clone = nullptr, bool clone_glyph_origins = false);
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/// Generates the texture data for a layer (for the texture database).
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/// @param[out] texture_data The pointer to be set to the generated texture data.
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/// @param[out] texture_dimensions The dimensions of the texture.
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/// @param[in] texture_id The index of the texture within the layer to generate.
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/// @param[in] glyphs The glyphs required by the font face handle.
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bool GenerateTexture(UniquePtr<const byte[]>& texture_data, Vector2i& texture_dimensions, int texture_id, const FontGlyphMap& glyphs);
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/// Generates the geometry required to render a single character.
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/// @param[out] geometry An array of geometries this layer will write to. It must be at least as big as the number of textures in this layer.
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/// @param[in] character_code The character to generate geometry for.
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/// @param[in] position The position of the baseline.
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/// @param[in] colour The colour of the string.
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inline void GenerateGeometry(Geometry* geometry, const Character character_code, const Vector2f position, const Colourb colour) const
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{
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auto it = character_boxes.find(character_code);
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if (it == character_boxes.end())
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return;
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const TextureBox& box = it->second;
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if (box.texture_index < 0)
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return;
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// Generate the geometry for the character.
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Vector<Vertex>& character_vertices = geometry[box.texture_index].GetVertices();
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Vector<int>& character_indices = geometry[box.texture_index].GetIndices();
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character_vertices.resize(character_vertices.size() + 4);
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character_indices.resize(character_indices.size() + 6);
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GeometryUtilities::GenerateQuad(&character_vertices[0] + (character_vertices.size() - 4),
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&character_indices[0] + (character_indices.size() - 6), Vector2f(position.x + box.origin.x, position.y + box.origin.y).Round(),
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box.dimensions, colour, box.texcoords[0], box.texcoords[1], (int)character_vertices.size() - 4);
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}
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/// Returns the effect used to generate the layer.
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const FontEffect* GetFontEffect() const;
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/// Returns one of the layer's textures.
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const Texture* GetTexture(int index);
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/// Returns the number of textures employed by this layer.
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int GetNumTextures() const;
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/// Returns the layer's colour.
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Colourb GetColour() const;
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private:
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struct TextureBox {
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TextureBox() : texture_index(-1) {}
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// The offset, in pixels, of the baseline from the start of this character's geometry.
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Vector2f origin;
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// The width and height, in pixels, of this character's geometry.
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Vector2f dimensions;
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// The texture coordinates for the character's geometry.
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Vector2f texcoords[2];
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// The texture this character renders from.
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int texture_index;
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};
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using CharacterMap = UnorderedMap<Character, TextureBox>;
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using TextureList = Vector<Texture>;
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SharedPtr<const FontEffect> effect;
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TextureLayout texture_layout;
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CharacterMap character_boxes;
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TextureList textures;
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Colourb colour;
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};
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} // namespace Rml
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#endif
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