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