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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/fonts.hpp"
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#include <engine/type/type.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/render/material.hpp>
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#include <engine/render/material-flags.hpp>
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#include <engine/utility/hash/fnv1a.hpp>
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#include "game/strings.hpp"
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#include <codecvt>
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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, std::shared_ptr<gl::shader_template> shader_template)
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{
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// Get font metrics for given size
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if (type::font_metrics metrics; typeface.get_metrics(size, metrics))
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{
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font.set_font_metrics(metrics);
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}
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// For each UTF-32 character code in the character set
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for (char32_t code: charset)
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{
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// Skip missing glyphs
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if (!typeface.get_charset().contains(code))
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{
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continue;
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}
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// Add glyph to font
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type::bitmap_glyph& glyph = font.insert(code);
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typeface.get_metrics(size, code, glyph.metrics);
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typeface.get_bitmap(size, code, glyph.bitmap, glyph.bitmap_width, glyph.bitmap_height);
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}
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// Pack glyph bitmaps into the font bitmap
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font.pack();
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// Create font material
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material.set_blend_mode(render::material_blend_mode::translucent);
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// Create font bitmap variable
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material.set_variable("font_bitmap", std::make_shared<render::matvar_texture_2d>(1, font.get_texture()));
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material.set_shader_template(shader_template);
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}
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void load_fonts(::game& ctx)
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{
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// Load dyslexia-friendly typeface (if enabled)
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bool dyslexia_font_loaded = false;
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if (ctx.dyslexia_font)
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{
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const auto dyslexia_font_path = get_string(ctx, "font_dyslexia");
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ctx.typefaces["dyslexia"] = ctx.resource_manager->load<type::typeface>(dyslexia_font_path);
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dyslexia_font_loaded = true;
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}
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// Load typefaces
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if (dyslexia_font_loaded)
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{
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// Override standard typefaces with dyslexia-friendly typeface
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ctx.typefaces["serif"] = ctx.typefaces["dyslexia"];
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ctx.typefaces["sans_serif"] = ctx.typefaces["dyslexia"];
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ctx.typefaces["monospace"] = ctx.typefaces["dyslexia"];
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}
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else
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{
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// Load standard typefaces
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const auto serif_font_path = get_string(ctx, "font_serif");
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const auto sans_serif_font_path = get_string(ctx, "font_sans_serif");
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const auto monospace_font_path = get_string(ctx, "font_monospace");
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ctx.typefaces["serif"] = ctx.resource_manager->load<type::typeface>(serif_font_path);
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ctx.typefaces["sans_serif"] = ctx.resource_manager->load<type::typeface>(sans_serif_font_path);
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ctx.typefaces["monospace"] = ctx.resource_manager->load<type::typeface>(monospace_font_path);
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}
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// Build character set
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/*
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std::unordered_set<char32_t> charset;
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{
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// Add all character codes from the basic Latin unicode block
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for (char32_t code = type::unicode::block::basic_latin.first; code <= type::unicode::block::basic_latin.last; ++code)
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charset.insert(code);
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// Add all character codes from game strings
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for (auto it = ctx.string_map->begin(); it != ctx.string_map->end(); ++it)
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{
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// Convert UTF-8 string to UTF-32
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std::wstring_convert<std::codecvt_utf8<char32_t>, char32_t> convert;
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std::u32string u32 = convert.from_bytes(it->second);
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/// Insert each character code from the UTF-32 string into the character set
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for (char32_t code: u32)
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charset.insert(code);
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}
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}
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*/
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// Load bitmap font shader
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std::shared_ptr<gl::shader_template> font_shader_template = ctx.resource_manager->load<gl::shader_template>("bitmap-font.glsl");
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// Point size to pixel size conversion factor
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const float dpi = ctx.window_manager->get_display(0).get_dpi();
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const float pt_to_px = (dpi / 72.0f) * ctx.font_scale;
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// Build debug font
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if (auto it = ctx.typefaces.find("monospace"); it != ctx.typefaces.end())
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{
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build_bitmap_font(*it->second, ctx.debug_font_size_pt * pt_to_px, it->second->get_charset(), ctx.debug_font, *ctx.debug_font_material, font_shader_template);
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}
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// Build menu font
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if (auto it = ctx.typefaces.find("sans_serif"); it != ctx.typefaces.end())
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{
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build_bitmap_font(*it->second, ctx.menu_font_size_pt * pt_to_px, it->second->get_charset(), ctx.menu_font, *ctx.menu_font_material, font_shader_template);
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}
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// Build title font
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if (auto it = ctx.typefaces.find("serif"); it != ctx.typefaces.end())
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{
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build_bitmap_font(*it->second, ctx.title_font_size_pt * pt_to_px, it->second->get_charset(), ctx.title_font, *ctx.title_font_material, font_shader_template);
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}
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}
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