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/*
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* Copyright (C) 2021 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 "application.hpp"
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#include "type/type.hpp"
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#include "resources/resource-manager.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/texture-filter.hpp"
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#include "render/material.hpp"
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#include "render/material-flags.hpp"
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#include <codecvt>
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namespace game {
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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, gl::shader_program* shader_program)
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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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font.set_font_metrics(metrics);
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// Format font bitmap
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image& font_bitmap = font.get_bitmap();
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font_bitmap.format(sizeof(std::byte), 1);
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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.has_glyph(code))
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continue;
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// Add glyph to font
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type::bitmap_glyph& glyph = font[code];
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typeface.get_metrics(size, code, glyph.metrics);
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typeface.get_bitmap(size, code, glyph.bitmap);
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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 texture from bitmap
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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());
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font_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
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font_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
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// Create font material
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material.set_flags(MATERIAL_FLAG_TRANSLUCENT);
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material.add_property<const gl::texture_2d*>("font_bitmap")->set_value(font_texture);
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material.set_shader_program(shader_program);
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}
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void load_fonts(game::context* 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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if (auto it = ctx->strings->find("font_dyslexia"); it != ctx->strings->end() && !it->second.empty() && it->second[0] != '#')
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{
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ctx->logger->log(it->second);
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ctx->typefaces["dyslexia"] = ctx->resource_manager->load<type::typeface>(it->second);
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dyslexia_font_loaded = true;
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}
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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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if (auto it = ctx->strings->find("font_serif"); it != ctx->strings->end())
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ctx->typefaces["serif"] = ctx->resource_manager->load<type::typeface>(it->second);
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if (auto it = ctx->strings->find("font_sans_serif"); it != ctx->strings->end())
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ctx->typefaces["sans_serif"] = ctx->resource_manager->load<type::typeface>(it->second);
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if (auto it = ctx->strings->find("font_monospace"); it != ctx->strings->end())
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ctx->typefaces["monospace"] = ctx->resource_manager->load<type::typeface>(it->second);
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}
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// Build character set
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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->strings->begin(); it != ctx->strings->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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// Load bitmap font shader
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gl::shader_program* bitmap_font_shader = ctx->resource_manager->load<gl::shader_program>("bitmap-font.glsl");
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// Determine font point sizes
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float debug_font_size_pt = 12.0f;
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float menu_font_size_pt = 12.0f;
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float title_font_size_pt = 12.0f;
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if (ctx->config->contains("debug_font_size"))
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debug_font_size_pt = (*ctx->config)["debug_font_size"].get<float>();
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if (ctx->config->contains("menu_font_size"))
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menu_font_size_pt = (*ctx->config)["menu_font_size"].get<float>();
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if (ctx->config->contains("title_font_size"))
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title_font_size_pt = (*ctx->config)["title_font_size"].get<float>();
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// Scale font point sizes
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const float font_size = (*ctx->config)["font_size"].get<float>();
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debug_font_size_pt *= font_size;
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menu_font_size_pt *= font_size;
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title_font_size_pt *= font_size;
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// Convert font point sizes to pixel sizes
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const float dpi = ctx->app->get_display_dpi();
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const float debug_font_size_px = (debug_font_size_pt * dpi) / 72.0f;
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const float menu_font_size_px = (menu_font_size_pt * dpi) / 72.0f;
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const float title_font_size_px = (title_font_size_pt * dpi) / 72.0f;
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ctx->logger->log("font size: " + std::to_string(menu_font_size_px));
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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, debug_font_size_px, charset, ctx->debug_font, ctx->debug_font_material, bitmap_font_shader);
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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, menu_font_size_px, charset, ctx->menu_font, ctx->menu_font_material, bitmap_font_shader);
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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, title_font_size_px, charset, ctx->title_font, ctx->title_font_material, bitmap_font_shader);
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}
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}
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} // namespace game
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