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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WIN32FONT_H
#define WIN32FONT_H
#ifdef _WIN32
#pragma once
#endif
#if !defined( _X360 ) && !defined( _PS3 )
#define WIN32_LEAN_AND_MEAN
#define OEMRESOURCE
#include <windows.h>
#endif
#ifdef GetCharABCWidths
#undef GetCharABCWidths
#endif
#include "utlrbtree.h"
#include "tier1/utlsymbol.h"
#if defined(_PS3)
class IFont; #endif
//-----------------------------------------------------------------------------
// Purpose: encapsulates a windows font
//-----------------------------------------------------------------------------
class CWin32Font { public: CWin32Font(); ~CWin32Font();
// creates the font from windows. returns false if font does not exist in the OS.
virtual bool Create(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags);
// writes the char into the specified 32bpp texture
virtual void GetCharRGBA(wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *rgba);
// returns true if the font is equivalent to that specified
virtual bool IsEqualTo(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags);
// returns true only if this font is valid for use
virtual bool IsValid();
// gets the abc widths for a character
virtual void GetCharABCWidths(int ch, int &a, int &b, int &c);
#if !defined (_PS3)
// set the font to be the one to currently draw with in the gdi
virtual void SetAsActiveFont(HDC hdc); #endif
// returns the height of the font, in pixels
virtual int GetHeight();
// returns the ascent of the font, in pixels (ascent=units above the base line)
virtual int GetAscent();
// returns the maximum width of a character, in pixels
virtual int GetMaxCharWidth();
// returns the flags used to make this font
virtual int GetFlags();
// returns true if this font is underlined
bool GetUnderlined() { return m_bUnderlined; }
// gets the name of this font
const char *GetName() { return m_szName.String(); }
// gets the width of ch given its position around before and after chars
virtual void GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC );
#if defined( _X360 )
// generates texture data for a set of chars
virtual void GetCharsRGBA( newChar_t *newChars, int numNewChars, unsigned char *pRGBA );
virtual void CloseResource(); #endif
private:
#if !defined( _GAMECONSOLE )
HFONT m_hFont; HDC m_hDC; HBITMAP m_hDIB; #elif defined ( _PS3 )
IFont *m_pFont; #elif defined( _X360 )
HXUIFONT m_hFont; HDC m_hDC; #endif
// pointer to buffer for use when generated bitmap versions of a texture
unsigned char *m_pBuf;
protected: CUtlSymbol m_szName;
short m_iTall;
#ifdef _PS3
int m_iWeight; #else
unsigned short m_iWeight; #endif
unsigned short m_iFlags; unsigned short m_iScanLines; unsigned short m_iBlur; unsigned short m_rgiBitmapSize[2];
unsigned int m_iHeight : 8; unsigned int m_iMaxCharWidth : 8; unsigned int m_iAscent : 8; unsigned int m_iDropShadowOffset : 1; unsigned int m_iOutlineSize : 1; unsigned int m_bAntiAliased : 1; unsigned int m_bRotary : 1; unsigned int m_bAdditive : 1; unsigned int m_bUnderlined : 1; //30
private: // abc widths
struct abc_t { short b; char a; char c; };
// cache for additional or asian characters (since it's too big too just store them all)
struct abc_cache_t { wchar_t wch; abc_t abc; }; CUtlRBTree<abc_cache_t, unsigned short> m_ExtendedABCWidthsCache; static bool ExtendedABCWidthsCacheLessFunc(const abc_cache_t &lhs, const abc_cache_t &rhs);
// First range of characters are automatically cached
#if defined( _PS3 )
enum { ABCWIDTHS_CACHE_SIZE = 128 }; abc_t m_ABCWidthsCache[ABCWIDTHS_CACHE_SIZE]; #elif defined( _X360 )
// 360 requires all possible characters during font init
enum { ABCWIDTHS_CACHE_SIZE = 256 }; abc_t m_ABCWidthsCache[ABCWIDTHS_CACHE_SIZE]; #endif
};
#endif // WIN32FONT_H
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