Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Xbox 360 support for TrueType Fonts. The only cuurent solution is to use XUI
// to mount the TTF, and rasterize glyph into a render target. XUI does not support
// rasterization directly to a system memory region.
//
//=====================================================================================//
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <malloc.h>
#include <tier0/dbg.h>
#include <vgui/ISurface.h>
#include <tier0/mem.h>
#include <utlbuffer.h>
#include "filesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "FontEffects.h"
#include "vgui_surfacelib/Win32Font.h"
#include "vgui_surfacelib/FontManager.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool s_bSupportsUnicode = true;
//-----------------------------------------------------------------------------
// Determine possible style from parameters.
//-----------------------------------------------------------------------------
int GetStyleFromParameters( int iFlags, int iWeight )
{
// Available xbox TTF styles are very restricted.
int style = XUI_FONT_STYLE_NORMAL;
if ( iFlags & vgui::ISurface::FONTFLAG_ITALIC )
style |= XUI_FONT_STYLE_ITALIC;
if ( iFlags & vgui::ISurface::FONTFLAG_UNDERLINE )
style |= XUI_FONT_STYLE_UNDERLINE;
if ( iWeight > 400 )
style |= XUI_FONT_STYLE_BOLD;
return style;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWin32Font::CWin32Font()
{
m_szName = UTL_INVAL_SYMBOL;
m_iTall = 0;
m_iWeight = 0;
m_iHeight = 0;
m_iAscent = 0;
m_iFlags = 0;
m_iMaxCharWidth = 0;
m_hFont = NULL;
m_hDC = NULL;
m_bAntiAliased = false;
m_iBlur = 0;
m_iScanLines = 0;
m_bRotary = false;
m_bAdditive = false;
m_rgiBitmapSize[0] = 0;
m_rgiBitmapSize[1] = 0;
Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CWin32Font::~CWin32Font()
{
CloseResource();
}
//-----------------------------------------------------------------------------
// Purpose: Creates the font.
//-----------------------------------------------------------------------------
bool CWin32Font::Create( const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags )
{
// setup font properties
m_iTall = tall;
m_iWeight = weight;
m_iFlags = flags;
m_bAntiAliased = (flags & vgui::ISurface::FONTFLAG_ANTIALIAS) ? 1 : 0;
m_iDropShadowOffset = (flags & vgui::ISurface::FONTFLAG_DROPSHADOW) ? 1 : 0;
m_iOutlineSize = (flags & vgui::ISurface::FONTFLAG_OUTLINE) ? 1 : 0;
m_iBlur = blur;
m_iScanLines = scanlines;
m_bRotary = (flags & vgui::ISurface::FONTFLAG_ROTARY) ? 1 : 0;
m_bAdditive = (flags & vgui::ISurface::FONTFLAG_ADDITIVE) ? 1 : 0;
int style = GetStyleFromParameters( flags, weight );
// must support > 128, there are characters in this range in the custom fonts
COMPILE_TIME_ASSERT( ABCWIDTHS_CACHE_SIZE == 256 );
XUIFontMetrics fontMetrics;
XUICharMetrics charMetrics[256];
// many redundant requests are made that are actually the same font metrics
// find it in the metric cache first based on the true specific keys
if ( !FontManager().GetCachedXUIMetrics( windowsFontName, tall, style, &fontMetrics, charMetrics ) )
{
m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( windowsFontName, tall, style );
if ( !m_hFont )
{
return false;
}
// getting the metrics is an expensive i/o operation, cache results
FontManager().MaterialSystem()->GetTrueTypeFontMetrics( m_hFont, &fontMetrics, charMetrics );
FontManager().SetCachedXUIMetrics( windowsFontName, tall, style, &fontMetrics, charMetrics );
}
m_szName = windowsFontName;
m_iHeight = fontMetrics.fMaxHeight + m_iDropShadowOffset + 2 * m_iOutlineSize;
m_iMaxCharWidth = fontMetrics.fMaxWidth;
m_iAscent = fontMetrics.fMaxAscent;
// determine cell bounds
m_rgiBitmapSize[0] = m_iMaxCharWidth + m_iOutlineSize * 2;
m_rgiBitmapSize[1] = m_iHeight;
// get char spacing
// a is space before character (can be negative)
// b is the width of the character
// c is the space after the character
Assert( ABCWIDTHS_CACHE_SIZE <= 256 );
Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
for ( int i = 1; i < ABCWIDTHS_CACHE_SIZE; i++ )
{
int a,b,c;
// Determine real a,b,c mapping from XUI Character Metrics
a = charMetrics[i].fMinX - 1; // Add one column of padding to make up for font rendering blurring into left column (and adjust in b)
b = charMetrics[i].fMaxX - charMetrics[i].fMinX + 1;
c = charMetrics[i].fAdvance - charMetrics[i].fMaxX; // NOTE: We probably should add a column here, but it's rarely needed in our current fonts so we're opting to save memory instead
// Widen for blur, outline, and shadow. Need to widen b and reduce a and c.
m_ABCWidthsCache[i].a = a - m_iBlur - m_iOutlineSize;
m_ABCWidthsCache[i].b = b + ( ( m_iBlur + m_iOutlineSize ) * 2 ) + m_iDropShadowOffset;
m_ABCWidthsCache[i].c = c - m_iBlur - m_iDropShadowOffset - m_iOutlineSize;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: generates texture data (written into appropriate font page subrects) for multiple chars
//-----------------------------------------------------------------------------
void CWin32Font::GetCharsRGBA( newChar_t *newChars, int numNewChars, unsigned char *pRGBA )
{
if ( !m_hFont )
{
// demand request for font glyph, re-create font
int style = GetStyleFromParameters( m_iFlags, m_iWeight );
m_hFont = FontManager().MaterialSystem()->OpenTrueTypeFont( GetName(), m_iTall, style );
}
wchar_t *pWch = (wchar_t *)_alloca( numNewChars*sizeof(wchar_t) );
int *pOffsetX = (int *)_alloca( numNewChars*sizeof(int) );
int *pOffsetY = (int *)_alloca( numNewChars*sizeof(int) );
int *pWidth = (int *)_alloca( numNewChars*sizeof(int) );
int *pHeight = (int *)_alloca( numNewChars*sizeof(int) );
int *pRGBAOffset = (int *)_alloca( numNewChars*sizeof(int) );
for ( int i = 0; i < numNewChars; i++ )
{
int a, c, wide;
GetCharABCWidths( newChars[i].wch, a, wide, c );
pWch[i] = newChars[i].wch;
pOffsetX[i] = -a;
pOffsetY[i] = 0;
pWidth[i] = newChars[i].fontWide;
pHeight[i] = newChars[i].fontTall;
pRGBAOffset[i] = newChars[i].offset;
}
if ( !FontManager().MaterialSystem()->GetTrueTypeGlyphs( m_hFont, numNewChars, pWch, pOffsetX, pOffsetY, pWidth, pHeight, pRGBA, pRGBAOffset ) )
{
// failure
return;
}
for ( int i = 0; i < numNewChars; i++ )
{
// apply requested effects in specified order
unsigned char *pCharRGBA = pRGBA + newChars[i].offset;
ApplyDropShadowToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iDropShadowOffset );
ApplyOutlineToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iOutlineSize );
ApplyGaussianBlurToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iBlur );
ApplyScanlineEffectToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_iScanLines );
ApplyRotaryEffectToTexture( newChars[i].fontWide, newChars[i].fontTall, pCharRGBA, m_bRotary );
}
}
//-----------------------------------------------------------------------------
// Purpose: writes the char into the specified 32bpp texture at specified rect
//-----------------------------------------------------------------------------
void CWin32Font::GetCharRGBA( wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *pRGBA )
{
newChar_t newChar;
newChar.wch = ch;
newChar.fontWide = rgbaWide;
newChar.fontTall = rgbaTall;
newChar.offset = 0;
GetCharsRGBA( &newChar, 1, pRGBA );
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the font is equivalent to that specified
//-----------------------------------------------------------------------------
bool CWin32Font::IsEqualTo(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags)
{
// do an true comparison that accounts for non-supported behaviors that gets remapped
// avoids creating fonts that are graphically equivalent, though specified differently
if ( !stricmp( windowsFontName, m_szName.String() ) &&
m_iTall == tall &&
m_iBlur == blur &&
m_iScanLines == scanlines )
{
// only these flags affect the font glyphs
int validFlags = vgui::ISurface::FONTFLAG_DROPSHADOW |
vgui::ISurface::FONTFLAG_OUTLINE |
vgui::ISurface::FONTFLAG_ROTARY |
vgui::ISurface::FONTFLAG_ITALIC |
vgui::ISurface::FONTFLAG_UNDERLINE;
if ( ( m_iFlags & validFlags ) == ( flags & validFlags ) )
{
if ( GetStyleFromParameters( m_iFlags, m_iWeight ) == GetStyleFromParameters( flags, weight ) )
{
// the font is equivalent
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true only if this font is valid for use
//-----------------------------------------------------------------------------
bool CWin32Font::IsValid()
{
if ( m_szName != UTL_INVAL_SYMBOL )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: set the font to be the one to currently draw with in the gdi
//-----------------------------------------------------------------------------
void CWin32Font::SetAsActiveFont( HDC hdc )
{
}
//-----------------------------------------------------------------------------
// Purpose: gets the abc widths for a character
//-----------------------------------------------------------------------------
void CWin32Font::GetCharABCWidths( int ch, int &a, int &b, int &c )
{
Assert( IsValid() );
if ( ch < ABCWIDTHS_CACHE_SIZE )
{
// use the cache entry
a = m_ABCWidthsCache[ch].a;
b = m_ABCWidthsCache[ch].b;
c = m_ABCWidthsCache[ch].c;
}
else
{
// cannot support getting character metrics outside of the font initialization
DevMsg( "CWin32Font: Cannot resolve character %d in font %s\n", ch, m_szName.String() );
Assert( 0 );
a = 0;
b = 0;
c = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the height of the font, in pixels
//-----------------------------------------------------------------------------
int CWin32Font::GetHeight()
{
Assert( IsValid() );
return m_iHeight;
}
//-----------------------------------------------------------------------------
// Purpose: returns the ascent of the font, in pixels (ascent=units above the base line)
//-----------------------------------------------------------------------------
int CWin32Font::GetAscent()
{
Assert( IsValid() );
return m_iAscent;
}
//-----------------------------------------------------------------------------
// Purpose: returns the maximum width of a character, in pixels
//-----------------------------------------------------------------------------
int CWin32Font::GetMaxCharWidth()
{
Assert( IsValid() );
return m_iMaxCharWidth;
}
//-----------------------------------------------------------------------------
// Purpose: returns the flags used to make this font, used by the dynamic resizing code
//-----------------------------------------------------------------------------
int CWin32Font::GetFlags()
{
Assert( IsValid() );
return m_iFlags;
}
void CWin32Font::CloseResource()
{
if ( !m_hFont )
{
return;
}
// many fonts are blindly precached by vgui and never used
// save memory and don't hold font open, re-open if glyph actually requested used during draw
FontManager().MaterialSystem()->CloseTrueTypeFont( m_hFont );
m_hFont = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Get the kerned size of a char, for win32 just pass thru for now
//-----------------------------------------------------------------------------
void CWin32Font::GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA )
{
int a,b,c;
GetCharABCWidths(ch, a, b, c );
wide = ( a + b + c);
abcA = a;
}