Font::Font():
native_size(1),
ascent(1),
- descent(0)
+ descent(0),
+ cap_height(1),
+ x_height(0.5)
{ }
// Avoid synthesizing ~RefPtr in files including font.h
void Font::draw_string(const string &str, StringCodec::Decoder &dec, const Color &color) const
{
- Bind bind_tex(get_texture(), true);
+ BindRestore bind_tex(get_texture());
Immediate imm((TEXCOORD2, COLOR4_UBYTE, VERTEX2));
imm.color(color);
build_string(str, dec, imm);
{
MatrixStack::Push push_mtx(bld.matrix());
- bld.begin(QUADS);
unsigned prev = 0;
for(string::const_iterator i=str.begin(); i!=str.end();)
{
if(prev)
bld.matrix() *= Matrix::translation(get_glyph_advance(prev, c), 0, 0);
- create_glyph_vertices(j->second, bld);
+ create_glyph_quad(j->second, bld);
prev = c;
}
- bld.end();
}
-void Font::create_glyph_vertices(const Glyph &glyph, VertexBuilder &bld) const
+void Font::create_glyph_quad(const Glyph &glyph, PrimitiveBuilder &bld) const
{
+ bld.begin(TRIANGLE_STRIP);
+ bld.texcoord(glyph.x1, glyph.y2);
+ bld.vertex(glyph.off_x, glyph.off_y+glyph.h);
bld.texcoord(glyph.x1, glyph.y1);
bld.vertex(glyph.off_x, glyph.off_y);
- bld.texcoord(glyph.x2, glyph.y1);
- bld.vertex(glyph.off_x+glyph.w, glyph.off_y);
bld.texcoord(glyph.x2, glyph.y2);
bld.vertex(glyph.off_x+glyph.w, glyph.off_y+glyph.h);
- bld.texcoord(glyph.x1, glyph.y2);
- bld.vertex(glyph.off_x, glyph.off_y+glyph.h);
+ bld.texcoord(glyph.x2, glyph.y1);
+ bld.vertex(glyph.off_x+glyph.w, glyph.off_y);
+ bld.end();
}
float Font::get_glyph_advance(unsigned code, unsigned next) const
{
add("native_size", &Font::native_size);
add("ascent", &Font::ascent);
+ add("cap_height", &Font::cap_height);
add("descent", &Font::descent);
add("texture", &Loader::texture);
add("texture", &Loader::texture_ref);
add("glyph", &Loader::glyph);
add("kerning", &Loader::kerning);
+ add("x_height", &Font::x_height);
}
void Font::Loader::glyph(unsigned c)
add("advance", &Glyph::advance);
}
-void Font::Glyph::Loader::texcoords(float x1, float y1, float x2, float y2)
+void Font::Glyph::Loader::texcoords(float x1_, float y1_, float x2_, float y2_)
{
- obj.x1 = x1;
- obj.y1 = y1;
- obj.x2 = x2;
- obj.y2 = y2;
+ obj.x1 = x1_;
+ obj.y1 = y1_;
+ obj.x2 = x2_;
+ obj.y2 = y2_;
}
} // namespace GL