class PrimitiveBuilder;
class Texture2D;
+/**
+Stores a set of glyphs and creates strings out of them.
+*/
class Font
{
public:
void init();
void glyph(unsigned);
void kerning(unsigned, unsigned, float);
+ void ligature(unsigned, unsigned, unsigned);
void texture();
void texture_ref(const std::string &);
};
};
unsigned code;
- float x1,y1;
- float x2,y2;
- float w,h;
+ float x1, y1;
+ float x2, y2;
+ float w, h;
float off_x, off_y;
float advance;
+
+ Glyph();
};
private:
typedef std::map<unsigned, Glyph> GlyphMap;
- typedef std::pair<unsigned, unsigned> KerningKey;
- typedef std::map<KerningKey, float> KerningMap;
+ typedef std::pair<unsigned, unsigned> CodePair;
+ typedef std::map<CodePair, float> KerningMap;
+ typedef std::map<CodePair, unsigned> LigatureMap;
RefPtr<const Texture2D> texture;
float native_size;
float ascent;
float descent;
+ float cap_height;
+ float x_height;
GlyphMap glyphs;
KerningMap kerning;
+ LigatureMap ligatures;
public:
Font();
void set_texture(const Texture2D &);
const Texture2D &get_texture() const;
+
+ /** Adds a glyph to the font. There must not be an existing glyph with the
+ same code. */
void add_glyph(const Glyph &);
void set_kerning(unsigned, unsigned, float);
+
+ /** Returns the size used to generate the font texture. This serves as a
+ hint for obtaining the best quality when rendering strings. */
float get_native_size() const { return native_size; }
+
float get_ascent() const { return ascent; }
float get_descent() const { return descent; }
+ float get_cap_height() const { return cap_height; }
+ float get_x_height() const { return x_height; }
+ /** Returns the width of a string, in multiples of the font size. Scale the
+ result according to the size used in rendering. */
float get_string_width(const std::string &, StringCodec::Decoder &) const;
template<class C>
float get_string_width(const std::string &str) const
{ return get_string_width<StringCodec::Utf8>(str); }
- /// Draws a string to the framebuffer with Immediate.
- void draw_string(const std::string &, StringCodec::Decoder &, const Color & = Color()) const;
-
- template<class C>
- void draw_string(const std::string &str, const Color &color = Color()) const
- {
- typename C::Decoder dec;
- draw_string(str, dec, color);
- }
-
- void draw_string(const std::string &str, const Color &color = Color()) const
- { draw_string<StringCodec::Utf8>(str, color); }
-
- /** Builds the primitives for a string. The PrimitiveBuilder should be
- associated with a target that has at least VERTEX2 and TEXCOORD2 components.
- The texture is not bound, to avoid unnecessary bindings when creating
- meshes. */
+ /** Builds the primitives for a string. Two-dimensional vertex and texture
+ coordinates are generated. Size 1.0 is used for building; set up the
+ builder's matrix before the call. The texture is not bound, to avoid
+ unnecessary bindings when creating meshes. */
void build_string(const std::string &, StringCodec::Decoder &, PrimitiveBuilder &) const;
template<class C>
{ return build_string<StringCodec::Utf8>(str, pb); }
private:
- void create_glyph_vertices(const Glyph &, VertexBuilder &) const;
+ void create_glyph_quad(const Glyph &, PrimitiveBuilder &) const;
float get_glyph_advance(unsigned, unsigned = 0) const;
+ unsigned get_ligature(unsigned, unsigned) const;
};
} // namespace GL