khanat-opennel-code/code/nel/include/nel/3d/texture_font.h

114 lines
2.7 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TEXTURE_FONT_H
#define NL_TEXTURE_FONT_H
#include "nel/misc/types_nl.h"
#include "nel/3d/texture.h"
namespace NL3D
{
class CFontGenerator;
#define TEXTUREFONT_NBCATEGORY 5 // Config 1
//#define TEXTUREFONT_NBCATEGORY 4
// ****************************************************************************
/**
* CTextureFont
*/
class CTextureFont : public ITexture
{
public:
struct SLetterInfo
{
// To generate the letter
ucchar Char;
CFontGenerator *FontGenerator;
sint Size;
// The less recently used infos
SLetterInfo *Next, *Prev;
uint Cat; // 8x8, 16x16, 24x24, 32x32
//////////////////////////////////////////////////////////////////////
float U ,V;
uint32 CharWidth;
uint32 CharHeight;
uint32 GlyphIndex; // number of the character in the this font
sint32 Top; // Distance between origin and top of the texture
sint32 Left; // Distance between origin and left of the texture
sint32 AdvX; // Advance to the next caracter
};
struct SLetterKey
{
ucchar Char;
CFontGenerator *FontGenerator;
sint Size;
uint32 getVal();
//bool operator < (const SLetterKey&k) const;
//bool operator == (const SLetterKey&k) const;
};
public:
/**
* Default constructor
*/
CTextureFont();
virtual ~CTextureFont();
// Generate the texture
void doGenerate (bool async = false);
// This function manage the cache if the letter wanted does not exist
SLetterInfo* getLetterInfo (SLetterKey& k);
void dumpTextureFont (const char *filename);
private:
// To find a letter in the texture
std::map<uint32, SLetterInfo*> Accel;
std::vector<SLetterInfo> Letters[TEXTUREFONT_NBCATEGORY];
SLetterInfo *Front[TEXTUREFONT_NBCATEGORY], *Back[TEXTUREFONT_NBCATEGORY];
void rebuildLetter (sint cat, sint x, sint y);
/// Todo: serialize a font texture.
public:
virtual void serial(NLMISC::IStream &/* f */) throw(NLMISC::EStream) {nlstop;}
NLMISC_DECLARE_CLASS(CTextureFont);
};
} // NL3D
#endif // NL_TEXTURE_FONT_H
/* End of texture_font.h */