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Xash3DArchive/engine/client/vgui/vgui_font.cpp

173 lines
4.7 KiB
C++

/*
vgui_font.cpp - fonts management
Copyright (C) 2011 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU 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 General Public License for more details.
*/
#include "common.h"
#include "vgui_draw.h"
#include "vgui_main.h"
int FontCache::s_pFontPageSize[FONT_PAGE_SIZE_COUNT] = { 16, 32, 64, 128 };
FontCache::FontCache() : m_CharCache( 0, 256, CacheEntryLessFunc )
{
CacheEntry_t listHead = { 0, 0 };
m_LRUListHeadIndex = m_CharCache.Insert( listHead );
m_CharCache[m_LRUListHeadIndex].nextEntry = m_LRUListHeadIndex;
m_CharCache[m_LRUListHeadIndex].prevEntry = m_LRUListHeadIndex;
for( int i = 0; i < FONT_PAGE_SIZE_COUNT; i++ )
{
m_pCurrPage[i] = -1;
}
}
bool FontCache::CacheEntryLessFunc( CacheEntry_t const &lhs, CacheEntry_t const &rhs )
{
if( lhs.font < rhs.font )
return true;
else if( lhs.font > rhs.font )
return false;
return ( lhs.ch < rhs.ch );
}
bool FontCache::GetTextureForChar( Font *font, char ch, int *textureID, float **texCoords )
{
static CacheEntry_t cacheitem;
cacheitem.font = font;
cacheitem.ch = ch;
Assert( texCoords != NULL );
*texCoords = cacheitem.texCoords;
HCacheEntry cacheHandle = m_CharCache.Find( cacheitem );
if( m_CharCache.IsValidIndex( cacheHandle ))
{
// we have an entry already, return that
int page = m_CharCache[cacheHandle].page;
*textureID = m_PageList[page].textureID;
*texCoords = m_CharCache[cacheHandle].texCoords;
return true;
}
// get the char details
int fontTall = font->getTall();
int a, b, c;
font->getCharABCwide( (byte)ch, a, b, c );
int fontWide = b;
// get a texture to render into
int page, drawX, drawY, twide, ttall;
if( !AllocatePageForChar( fontWide, fontTall, page, drawX, drawY, twide, ttall ))
return false;
// create a buffer and render the character into it
int nByteCount = s_pFontPageSize[FONT_PAGE_SIZE_COUNT-1] * s_pFontPageSize[FONT_PAGE_SIZE_COUNT-1] * 4;
byte * rgba = (byte *)Z_Malloc( nByteCount );
font->getCharRGBA( (byte)ch, 0, 0, fontWide, fontTall, rgba );
// upload the new sub texture
VGUI_BindTexture( m_PageList[page].textureID );
VGUI_UploadTextureBlock( m_PageList[page].textureID, drawX, drawY, rgba, fontWide, fontTall );
// set the cache info
cacheitem.page = page;
cacheitem.texCoords[0] = (float)((double)drawX / ((double)twide));
cacheitem.texCoords[1] = (float)((double)drawY / ((double)ttall));
cacheitem.texCoords[2] = (float)((double)(drawX + fontWide) / (double)twide);
cacheitem.texCoords[3] = (float)((double)(drawY + fontTall) / (double)ttall);
m_CharCache.Insert( cacheitem );
// return the data
*textureID = m_PageList[page].textureID;
// memcpy( texCoords, cacheitem.texCoords, sizeof( float ) * 4 );
return true;
}
int FontCache::ComputePageType( int charTall ) const
{
for( int i = 0; i < FONT_PAGE_SIZE_COUNT; i++ )
{
if( charTall < s_pFontPageSize[i] )
return i;
}
return -1;
}
bool FontCache::AllocatePageForChar( int charWide, int charTall, int &pageIndex, int &drawX, int &drawY, int &twide, int &ttall )
{
// see if there is room in the last page for this character
int nPageType = ComputePageType( charTall );
pageIndex = m_pCurrPage[nPageType];
int nNextX = 0;
bool bNeedsNewPage = true;
if( pageIndex > -1 )
{
Page_t &page = m_PageList[pageIndex];
nNextX = page.nextX + charWide;
// make sure we have room on the current line of the texture page
if( nNextX > page.wide )
{
// move down a line
page.nextX = 0;
nNextX = charWide;
page.nextY += page.fontHeight + 1;
}
bNeedsNewPage = (( page.nextY + page.fontHeight + 1 ) > page.tall );
}
if( bNeedsNewPage )
{
// allocate a new page
pageIndex = m_PageList.AddToTail();
Page_t &newPage = m_PageList[pageIndex];
m_pCurrPage[nPageType] = pageIndex;
newPage.textureID = VGUI_GenerateTexture();
newPage.fontHeight = s_pFontPageSize[nPageType];
newPage.wide = 256;
newPage.tall = 256;
newPage.nextX = 0;
newPage.nextY = 0;
nNextX = charWide;
// create empty texture
VGUI_CreateTexture( newPage.textureID, 256, 256 );
}
// output the position
Page_t &page = m_PageList[pageIndex];
drawX = page.nextX;
drawY = page.nextY;
twide = page.wide;
ttall = page.tall;
// update the next position to draw in
page.nextX = nNextX + 1;
return true;
}