//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef FONTMANAGER_H #define FONTMANAGER_H #ifdef _WIN32 #pragma once #endif #include "vgui/vgui.h" #include "vgui_surfacelib/FontAmalgam.h" #include "vgui_surfacelib/ifontsurface.h" #include "materialsystem/imaterialsystem.h" #include "filesystem.h" #include "vguifont.h" #ifdef LINUX #include #include FT_FREETYPE_H typedef void *(*FontDataHelper)( const char *pchFontName, int &size ); #endif #ifdef CreateFont #undef CreateFont #endif using vgui::HFont; //----------------------------------------------------------------------------- // Purpose: Creates and maintains list of actively used fonts //----------------------------------------------------------------------------- class CFontManager { public: CFontManager(); ~CFontManager(); void SetLanguage(const char *language); const char *GetLanguage(); // clears the current font list, frees any resources void ClearAllFonts(); HFont CreateFont(); bool SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags); bool SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin, int nRangeMax); bool SetBitmapFontGlyphSet(HFont font, const char *windowsFontName, float scalex, float scaley, int flags); void SetFontScale(HFont font, float sx, float sy); const char *GetFontName( HFont font ); void GetCharABCwide(HFont font, int ch, int &a, int &b, int &c); int GetFontTall(HFont font); int GetFontAscent(HFont font, wchar_t wch); int GetCharacterWidth(HFont font, int ch); bool GetFontUnderlined( HFont font ); void GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall); font_t *GetFontForChar(HFont, wchar_t wch); bool IsFontAdditive(HFont font); bool IsBitmapFont(HFont font ); void SetInterfaces( IFileSystem *pFileSystem, IMaterialSystem *pMaterialSystem ) { m_pFileSystem = pFileSystem; m_pMaterialSystem = pMaterialSystem; } IFileSystem *FileSystem() { return m_pFileSystem; } IMaterialSystem *MaterialSystem() { return m_pMaterialSystem; } #ifdef LINUX FT_Library GetFontLibraryHandle() { return library; } void SetFontDataHelper( FontDataHelper helper ) { pFontDataHelper = helper; } #endif #if defined( _X360 ) // secondary cache to speed TTF setup bool GetCachedXUIMetrics( const char *pWindowsFontName, int tall, int style, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ); void SetCachedXUIMetrics( const char *pWindowsFontName, int tall, int style, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ); #endif // used as a hint that intensive TTF operations are finished void ClearTemporaryFontCache(); void GetKernedCharWidth( vgui::HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC ); private: bool IsFontForeignLanguageCapable(const char *windowsFontName); font_t *CreateOrFindWin32Font(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags); CBitmapFont *CreateOrFindBitmapFont(const char *windowsFontName, float scalex, float scaley, int flags); const char *GetFallbackFontName(const char *windowsFontName); const char *GetForeignFallbackFontName(); CUtlVector m_FontAmalgams; CUtlVector m_Win32Fonts; #ifdef LINUX FT_Library library; FontDataHelper pFontDataHelper; #endif char m_szLanguage[64]; IFileSystem *m_pFileSystem; IMaterialSystem *m_pMaterialSystem; #if defined( _X360 ) // These are really bounded by the number of fonts that the game would ever realistically create, so ~100 is expected. // Many of these fonts are redundant and the same underlying metrics can be used. This avoid the very expensive TTF font metric lookup. struct XUIMetricCache_t { // the font signature that can change CUtlSymbol fontSymbol; int tall; int style; // the metrics XUIFontMetrics fontMetrics; XUICharMetrics charMetrics[256]; }; CUtlVector< XUIMetricCache_t > m_XUIMetricCache; #endif }; // singleton accessor extern CFontManager &FontManager(); #endif // FONTMANAGER_H