|
|
- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code 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.
- *
- * Antkeeper source code 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.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/fonts.hpp"
- #include "application.hpp"
- #include "type/type.hpp"
- #include "resources/resource-manager.hpp"
- #include "gl/texture-wrapping.hpp"
- #include "gl/texture-filter.hpp"
- #include "render/material.hpp"
- #include "render/material-flags.hpp"
- #include <codecvt>
-
- namespace game {
-
- static void build_bitmap_font(const type::typeface& typeface, float size, const std::unordered_set<char32_t>& charset, type::bitmap_font& font, render::material& material, gl::shader_program* shader_program)
- {
- // Get font metrics for given size
- if (type::font_metrics metrics; typeface.get_metrics(size, metrics))
- font.set_font_metrics(metrics);
-
- // Format font bitmap
- image& font_bitmap = font.get_bitmap();
- font_bitmap.format(sizeof(std::byte), 1);
-
- // For each UTF-32 character code in the character set
- for (char32_t code: charset)
- {
- // Skip missing glyphs
- if (!typeface.has_glyph(code))
- continue;
-
- // Add glyph to font
- type::bitmap_glyph& glyph = font[code];
- typeface.get_metrics(size, code, glyph.metrics);
- typeface.get_bitmap(size, code, glyph.bitmap);
- }
-
- // Pack glyph bitmaps into the font bitmap
- font.pack();
-
- // Create font texture from bitmap
- gl::texture_2d* font_texture = new gl::texture_2d(font_bitmap.get_width(), font_bitmap.get_height(), gl::pixel_type::uint_8, gl::pixel_format::r, gl::color_space::linear, font_bitmap.get_pixels());
- font_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
- font_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
-
- // Create font material
- material.set_flags(MATERIAL_FLAG_TRANSLUCENT);
- material.add_property<const gl::texture_2d*>("font_bitmap")->set_value(font_texture);
- material.set_shader_program(shader_program);
- }
-
- void load_fonts(game::context* ctx)
- {
- // Load dyslexia-friendly typeface (if enabled)
- bool dyslexia_font = false;
- if (ctx->config->contains("dyslexia_font"))
- {
- dyslexia_font = (*ctx->config)["dyslexia_font"].get<bool>();
-
- if (dyslexia_font)
- {
- if (auto it = ctx->strings->find("font_dyslexia"); it != ctx->strings->end() && !it->second.empty() && it->second[0] != '#')
- {
- ctx->logger->log(it->second);
- ctx->typefaces["dyslexia"] = ctx->resource_manager->load<type::typeface>(it->second);
- }
- else
- {
- dyslexia_font = false;
- }
- }
- }
-
- // Load typefaces
- if (dyslexia_font)
- {
- // Override standard typefaces with dyslexia-friendly typeface
- ctx->typefaces["serif"] = ctx->typefaces["dyslexia"];
- ctx->typefaces["sans_serif"] = ctx->typefaces["dyslexia"];
- ctx->typefaces["monospace"] = ctx->typefaces["dyslexia"];
- }
- else
- {
- // Load standard typefaces
- if (auto it = ctx->strings->find("font_serif"); it != ctx->strings->end())
- ctx->typefaces["serif"] = ctx->resource_manager->load<type::typeface>(it->second);
- if (auto it = ctx->strings->find("font_sans_serif"); it != ctx->strings->end())
- ctx->typefaces["sans_serif"] = ctx->resource_manager->load<type::typeface>(it->second);
- if (auto it = ctx->strings->find("font_monospace"); it != ctx->strings->end())
- ctx->typefaces["monospace"] = ctx->resource_manager->load<type::typeface>(it->second);
- }
-
- // Build character set
- std::unordered_set<char32_t> charset;
- {
- // Add all character codes from the basic Latin unicode block
- for (char32_t code = type::unicode::block::basic_latin.first; code <= type::unicode::block::basic_latin.last; ++code)
- charset.insert(code);
-
- // Add all character codes from game strings
- for (auto it = ctx->strings->begin(); it != ctx->strings->end(); ++it)
- {
- // Convert UTF-8 string to UTF-32
- std::wstring_convert<std::codecvt_utf8<char32_t>, char32_t> convert;
- std::u32string u32 = convert.from_bytes(it->second);
-
- /// Insert each character code from the UTF-32 string into the character set
- for (char32_t code: u32)
- charset.insert(code);
- }
- }
-
- // Load bitmap font shader
- gl::shader_program* bitmap_font_shader = ctx->resource_manager->load<gl::shader_program>("bitmap-font.glsl");
-
- // Determine font point sizes
- float debug_font_size_pt = 12.0f;
- float menu_font_size_pt = 12.0f;
- float title_font_size_pt = 12.0f;
- if (ctx->config->contains("debug_font_size"))
- debug_font_size_pt = (*ctx->config)["debug_font_size"].get<float>();
- if (ctx->config->contains("menu_font_size"))
- menu_font_size_pt = (*ctx->config)["menu_font_size"].get<float>();
- if (ctx->config->contains("title_font_size"))
- title_font_size_pt = (*ctx->config)["title_font_size"].get<float>();
-
- // Scale font point sizes
- if (ctx->config->contains("font_scale"))
- {
- const float font_scale = (*ctx->config)["font_scale"].get<float>();
- debug_font_size_pt *= font_scale;
- menu_font_size_pt *= font_scale;
- title_font_size_pt *= font_scale;
- }
-
- // Convert font point sizes to pixel sizes
- const float dpi = ctx->app->get_display_dpi();
- const float debug_font_size_px = (debug_font_size_pt * dpi) / 72.0f;
- const float menu_font_size_px = (menu_font_size_pt * dpi) / 72.0f;
- const float title_font_size_px = (title_font_size_pt * dpi) / 72.0f;
-
- // Build debug font
- if (auto it = ctx->typefaces.find("monospace"); it != ctx->typefaces.end())
- {
- build_bitmap_font(*it->second, debug_font_size_px, charset, ctx->debug_font, ctx->debug_font_material, bitmap_font_shader);
- }
-
- // Build menu font
- if (auto it = ctx->typefaces.find("sans_serif"); it != ctx->typefaces.end())
- {
- build_bitmap_font(*it->second, menu_font_size_px, charset, ctx->menu_font, ctx->menu_font_material, bitmap_font_shader);
- }
-
- // Build title font
- if (auto it = ctx->typefaces.find("serif"); it != ctx->typefaces.end())
- {
- build_bitmap_font(*it->second, title_font_size_px, charset, ctx->title_font, ctx->title_font_material, bitmap_font_shader);
- }
- }
-
- } // namespace game
|