This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======
//
// Baked Bitmap fonts
//
//===========================================================================
#ifndef _BITMAPFONT_H_
#define _BITMAPFONT_H_
#include "vguifont.h"
#include "BitmapFontFile.h"
class ITexture;
//-----------------------------------------------------------------------------
// Purpose: encapsulates a windows font
//-----------------------------------------------------------------------------
class CBitmapFont : public font_t
{
public:
CBitmapFont();
~CBitmapFont();
// creates the font. returns false if the compiled font does not exist.
virtual bool Create(const char *windowsFontName, float scalex, float scaley, int flags);
// returns true if the font is equivalent to that specified
virtual bool IsEqualTo(const char *windowsFontName, float scalex, float scaley, int flags);
// gets the abc widths for a character
virtual void GetCharABCWidths(int ch, int &a, int &b, int &c);
virtual void GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC );
// gets the texture coords in the compiled texture page
void GetCharCoords( int ch, float *left, float *top, float *right, float *bottom );
// sets the scale of the font.
void SetScale( float sx, float sy );
// gets the compiled texture page
ITexture *GetTexturePage();
private:
int m_bitmapFontHandle;
float m_scalex;
float m_scaley;
};
#endif // _BITMAPFONT_H

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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FONTAMALGAM_H
#define FONTAMALGAM_H
#ifdef _WIN32
#pragma once
#endif
#include "vguifont.h"
#include "BitmapFont.h"
#include "utlvector.h"
//-----------------------------------------------------------------------------
// Purpose: object that holds a set of fonts in specified ranges
//-----------------------------------------------------------------------------
class CFontAmalgam
{
public:
CFontAmalgam();
~CFontAmalgam();
// adds a font to the amalgam
void AddFont( font_t *font, int lowRange, int highRange);
// returns the font for the given character
font_t *GetFontForChar(int ch);
// returns the max height of the font set
int GetFontHeight();
// returns the maximum width of a character in a font
int GetFontMaxWidth();
// returns the flags used to make the first font
int GetFlags(int i);
// returns the windows name for the font
const char *GetFontName(int i);
// returns the number of fonts in this amalgam
int GetCount();
// returns true if this font is underlined
bool GetUnderlined();
// sets the scale of a bitmap font
void SetFontScale(float sx, float sy);
// clears the fonts
void RemoveAll();
private:
struct TFontRange
{
int lowRange;
int highRange;
font_t *pWin32Font;
};
CUtlVector<TFontRange> m_Fonts;
int m_iMaxWidth;
int m_iMaxHeight;
};
#endif // FONTAMALGAM_H

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//========= Copyright <20> 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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//========= 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 <ft2build.h>
#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<CFontAmalgam> m_FontAmalgams;
CUtlVector<font_t *> 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

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef FONTTEXTURECACHE_H
#define FONTTEXTURECACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_surfacelib/fontmanager.h"
#include "utlrbtree.h"
#include "utlmap.h"
#include "bitmap/texturepacker.h"
class ITexture;
#define MAX_COMMON_CHARS 256
//-----------------------------------------------------------------------------
// Purpose: manages texture memory for unicode fonts
//-----------------------------------------------------------------------------
class CFontTextureCache
{
public:
CFontTextureCache();
~CFontTextureCache();
void SetPrefix( const char *pTexturePagePrefix );
// returns a texture ID and a pointer to an array of 4 texture coords for the given character & font
// generates+uploads more texture if necessary
bool GetTextureForChar( FontHandle_t font, FontDrawType_t type, wchar_t wch, int *textureID, float **texCoords );
// This function copies the texcoords out from the static into a preallocated passed in arg.
bool GetTextureAndCoordsForChar( FontHandle_t font, FontDrawType_t type, wchar_t wch, int *textureID, float *texCoords );
// for each character in an array (not assumed to be a NULL-terminated string), returns a
// texture ID and a pointer to an array of 4 texture coords for the given character & font
// generates+uploads more texture if necessary
bool GetTextureForChars( FontHandle_t font, FontDrawType_t type, wchar_t *wch, int *textureID, float **texCoords, int numChars = 1 );
// clears the cache
void Clear();
private:
ITexture *AllocateNewPage( char *pTextureName );
// hold the common characters
struct charDetail_t
{
int page;
float texCoords[4];
};
struct CommonChar_t
{
charDetail_t details[MAX_COMMON_CHARS];
};
// a single character in the cache
typedef unsigned short HCacheEntry;
struct CacheEntry_t
{
FontHandle_t font;
wchar_t wch;
short pad;
int page;
float texCoords[4];
};
struct CacheMapEntry_t
{
Rect_t rc;
bool bInUse;
};
// a single texture page
struct Page_t
{
public:
Page_t()
{
pPackedFontTextureCache = NULL;
}
short textureID[FONT_DRAW_TYPE_COUNT];
CTexturePacker *pPackedFontTextureCache; // the character mapping cache to use for this page.
};
// allocates a new page for a given character
bool AllocatePageForChar(int charWide, int charTall, int &pageIndex, int &drawX, int &drawY, int &twide, int &ttall);
// Creates font materials
void CreateFontMaterials( Page_t &page, ITexture *pFontTexture, bool bitmapFont = false );
CommonChar_t *m_CommonCharCache[384];
static bool CacheEntryLessFunc(const CacheEntry_t &lhs, const CacheEntry_t &rhs);
CUtlRBTree< CacheEntry_t, HCacheEntry > m_CharCache;
// cache
typedef CUtlVector<Page_t> FontPageList_t;
FontPageList_t m_PageList;
int m_CurrPage;
CUtlMap< FontHandle_t, Page_t > m_FontPages;
// Prefix to use when this cache creates font pages
CUtlString m_TexturePagePrefix;
};
#endif // FONTTEXTURECACHE_H

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef IFONTSURFACE_H
#define IFONTSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector2d.h" // must be before the namespace line
#ifdef CreateFont
#undef CreateFont
#endif
// returns true if the surface supports minimize & maximize capabilities
// Numbered this way to prevent interface change in surface.
enum FontFeature_t
{
FONT_FEATURE_ANTIALIASED_FONTS = 1,
FONT_FEATURE_DROPSHADOW_FONTS = 2,
FONT_FEATURE_OUTLINE_FONTS = 6,
};
// adds to the font
enum FontFlags_t
{
FONTFLAG_NONE,
FONTFLAG_ITALIC = 0x001,
FONTFLAG_UNDERLINE = 0x002,
FONTFLAG_STRIKEOUT = 0x004,
FONTFLAG_SYMBOL = 0x008,
FONTFLAG_ANTIALIAS = 0x010,
FONTFLAG_GAUSSIANBLUR = 0x020,
FONTFLAG_ROTARY = 0x040,
FONTFLAG_DROPSHADOW = 0x080,
FONTFLAG_ADDITIVE = 0x100,
FONTFLAG_OUTLINE = 0x200,
FONTFLAG_CUSTOM = 0x400, // custom generated font - never fall back to asian compatibility mode
FONTFLAG_BITMAP = 0x800, // compiled bitmap font - no fallbacks
};
enum FontDrawType_t
{
// Use the "additive" value from the scheme file
FONT_DRAW_DEFAULT = 0,
// Overrides
FONT_DRAW_NONADDITIVE,
FONT_DRAW_ADDITIVE,
FONT_DRAW_TYPE_COUNT = 2,
};
struct FontVertex_t
{
FontVertex_t() {}
FontVertex_t( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) )
{
m_Position = pos;
m_TexCoord = coord;
}
void Init( const Vector2D &pos, const Vector2D &coord = Vector2D( 0, 0 ) )
{
m_Position = pos;
m_TexCoord = coord;
}
Vector2D m_Position;
Vector2D m_TexCoord;
};
typedef unsigned long FontHandle_t;
struct FontCharRenderInfo
{
// Text pos
int x, y;
// Top left and bottom right
// This is now a pointer to an array maintained by the surface, to avoid copying the data on the 360
FontVertex_t *verts;
int textureId;
int abcA;
int abcB;
int abcC;
int fontTall;
FontHandle_t currentFont;
// In:
FontDrawType_t drawType;
wchar_t ch;
// Out
bool valid;
// In/Out (true by default)
bool shouldclip;
};
#endif // IFONTSURFACE_H

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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef LINUXFONT_H
#define LINUXFONT_H
#include "utlrbtree.h"
#include <tier0/memdbgoff.h>
#include <tier0/memdbgon.h>
#include "tier1/strtools.h"
#include "tier1/utlstring.h"
#include <ft2build.h>
#include FT_FREETYPE_H
//-----------------------------------------------------------------------------
// Purpose: encapsulates a OSX font
//-----------------------------------------------------------------------------
class CLinuxFont
{
public:
CLinuxFont();
~CLinuxFont();
// 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);
// set the font to be the one to currently draw with in the gdi
void *SetAsActiveFont( void *glContext );
// 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
virtual bool GetUnderlined() { return m_bUnderlined; }
// gets the name of this font
const char *GetName() { return m_szName.String(); }
// gets the weight of the font
virtual int GetWeight() { return m_iWeight; }
// 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 );
#ifdef DBGFLAG_VALIDATE
void Validate( CValidator &validator, char *pchName );
#endif
virtual bool CreateFromMemory(const char *windowsFontName, void *data, int size, int tall, int weight, int blur, int scanlines, int flags);
protected:
CUtlString m_szName;
int m_iTall;
int m_iWeight;
int m_iFlags;
bool m_bAntiAliased;
bool m_bRotary;
bool m_bAdditive;
int m_iDropShadowOffset;
bool m_bUnderlined;
int m_iOutlineSize;
int m_iHeight;
int m_iMaxCharWidth;
int m_iAscent;
int m_iScanLines;
int m_iBlur;
float *m_pGaussianDistribution;
private:
void InitMetrics();
static void CreateFontList();
// abc widths
struct abc_t
{
short b;
char a;
char c;
};
// cache for storing asian abc widths (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);
// cache for storing asian abc widths (since it's too big too just store them all)
struct kernedSize
{
float wide;
// float abcA; //$ Not yet used...
// float abcC; //
};
struct kerned_abc_cache_t
{
wchar_t wch;
wchar_t wchBefore;
wchar_t wchAfter;
kernedSize abc;
};
CUtlRBTree<kerned_abc_cache_t, unsigned short> m_ExtendedKernedABCWidthsCache;
static bool ExtendedKernedABCWidthsCacheLessFunc(const kerned_abc_cache_t &lhs, const kerned_abc_cache_t &rhs);
int m_rgiBitmapSize[2];
unsigned char *m_pBuf; // pointer to buffer for use when generated bitmap versions of a texture
FT_Face face;
struct font_name_entry
{
font_name_entry()
{
m_pchFile = NULL;
m_pchFriendlyName = NULL;
}
char *m_pchFile;
char *m_pchFriendlyName;
bool operator<( const font_name_entry &rhs ) const
{
return V_stricmp( rhs.m_pchFriendlyName, m_pchFriendlyName ) > 0;
}
};
static CUtlRBTree< font_name_entry > m_FriendlyNameCache;
static bool ms_bSetFriendlyNameCacheLessFunc;
};
#endif // OSXFONT_H

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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef OSXFONT_H
#define OSXFONT_H
#include "utlrbtree.h"
#include "utlsymbol.h"
#include "tier1/strtools.h"
#include "tier1/utlstring.h"
#include <tier0/memdbgoff.h>
#include <ApplicationServices/ApplicationServices.h>
#include <Carbon/Carbon.h>
#include <CoreText/CoreText.h>
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: encapsulates a OSX font
//-----------------------------------------------------------------------------
class COSXFont
{
public:
COSXFont();
~COSXFont();
// 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);
// set the font to be the one to currently draw with in the gdi
void *SetAsActiveFont( CGContextRef cgContext );
// 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 descent of the font, in pixels (descent=units below the base line)
virtual int GetDescent();
// 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
virtual bool GetUnderlined() { return m_bUnderlined; }
// gets the name of this font
const char *GetName() { return m_szName.String(); }
// gets the weight of the font
virtual int GetWeight() { return m_iWeight; }
// 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 );
#ifdef DBGFLAG_VALIDATE
void Validate( CValidator &validator, char *pchName );
#endif
private:
static void CreateFontList( bool bForceReload );
protected:
CUtlString m_szName;
int m_iTall;
int m_iWeight;
int m_iFlags;
bool m_bAntiAliased;
bool m_bRotary;
bool m_bAdditive;
int m_iDropShadowOffset;
bool m_bUnderlined;
int m_iOutlineSize;
int m_iHeight;
int m_iMaxCharWidth;
int m_iAscent;
int m_iDescent;
int m_iScanLines;
int m_iBlur;
float *m_pGaussianDistribution;
private:
// abc widths
struct abc_t
{
short b;
char a;
char c;
};
// cache for storing asian abc widths (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);
// cache for storing asian abc widths (since it's too big too just store them all)
struct kernedSize
{
float wide;
float abcA;
float abcC;
};
struct kerned_abc_cache_t
{
wchar_t wch;
wchar_t wchBefore;
wchar_t wchAfter;
kernedSize abc;
};
CUtlRBTree<kerned_abc_cache_t, unsigned short> m_ExtendedKernedABCWidthsCache;
static bool ExtendedKernedABCWidthsCacheLessFunc(const kerned_abc_cache_t &lhs, const kerned_abc_cache_t &rhs);
int m_rgiBitmapSize[2];
unsigned char *m_pBuf; // pointer to buffer for use when generated bitmap versions of a texture
CTFontRef m_hFont;
char *m_pContextMemory;
CGContextRef m_ContextRef;
};
#endif // OSXFONT_H

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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: console support for fonts
//
// $NoKeywords: $
//=============================================================================//
#ifndef PS3FONT_H
#define PS3FONT_H
#ifdef GetCharABCWidths
#undef GetCharABCWidths
#endif
#include "UtlRBTree.h"
#include "tier1/UtlSymbol.h"
#include "vguifont.h"
#if defined(_PS3)
#if defined(HFONT)
#error HFONT defined twice, which breaks the kooky typedef in ps3font.h
#else
typedef void * HPS3FONT ;
#endif
#include <cell/fontFT.h>
#endif
struct CPS3FontMetrics : public CellFontHorizontalLayout
{
float fMaxWidth; // must be initialized externally
inline CPS3FontMetrics() : fMaxWidth(NAN) {};
};
// has some inline accessors to translate from PS3 members to XUI ones
struct CPS3CharMetrics : public CellFontGlyphMetrics
{
inline int A() { return 0; }
inline int B() { return ceilf( Horizontal.advance ); }
inline int C() { return 0; }
};
//-----------------------------------------------------------------------------
// Purpose: encapsulates a windows font
//-----------------------------------------------------------------------------
class CPS3Font
{
public:
CPS3Font();
~CPS3Font();
// 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 GetCharsRGBA( newChar_t *newChars, int numNewChars, unsigned char *pRGBA );
virtual void GetCharRGBA( wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *pRGBA );
// 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);
virtual void GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA, float &abcC );
// 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(); }
// dump the system resource, if it's open
void CloseResource();
enum FontStyleFlags_t
{
kFONT_STYLE_NORMAL = 0,
kFONT_STYLE_ITALIC = 2,
kFONT_STYLE_UNDERLINE = 4,
kFONT_STYLE_BOLD = 8,
};
private:
#if !defined( _GAMECONSOLE )
HFONT m_hFont;
HDC m_hDC;
HBITMAP m_hDIB;
#elif defined ( _PS3 )
HPS3FONT m_hFont;
#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;
int m_iWeight;
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 = 256 }; // was 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 // PS3FONT_H

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains all texture state for the material system surface to use
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef TEXTUREDICTIONARY_H
#define TEXTUREDICTIONARY_H
#ifdef _WIN32
#pragma once
#endif
#include "rendersystem/irenderdevice.h"
class IMaterial;
class IMaterial2;
enum
{
INVALID_TEXTURE_ID = -1
};
enum ETextureScaling
{
k_ETextureScalingLinear = 1,
k_ETextureScalingPointSample = 2,
};
//-----------------------------------------------------------------------------
// A class that manages textures used by the material system surface
//-----------------------------------------------------------------------------
class ITextureDictionary
{
public:
// Create, destroy textures
virtual int CreateTexture( bool procedural = false ) = 0;
virtual void DestroyTexture( int id ) = 0;
virtual void DestroyAllTextures() = 0;
// Is this a valid id?
virtual bool IsValidId( int id ) const = 0;
// Binds a material to a texture
virtual void BindTextureToFile( int id, const char *pFileName ) = 0;
// Binds a material to a texture
virtual void BindTextureToMaterial( int id, IMaterial *pMaterial ) = 0;
// Binds a material to a texture
virtual void BindTextureToMaterialReference( int id, int referenceId, IMaterial *pMaterial ) = 0;
// Texture info
virtual IMaterial *GetTextureMaterial( int id ) = 0; // Source1 version
virtual HRenderTexture GetTextureHandle( int textureId ) = 0; // Source2 version
virtual void GetTextureSize(int id, int& iWide, int& iTall ) = 0;
virtual void GetTextureTexCoords( int id, float &s0, float &t0, float &s1, float &t1 ) = 0;
virtual void SetTextureRGBA( int id, const char* rgba, int wide, int tall ) = 0;
virtual void SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, ETextureScaling eScaling ) = 0;
virtual int FindTextureIdForTextureFile( char const *pFileName ) = 0;
virtual void SetSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ) = 0;
virtual void SetSubTextureRGBAEx( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat format ) = 0;
virtual void UpdateSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ) = 0;
virtual void BindTextureToMaterial2Reference( int id, int referenceId, IMaterial2 *pMaterial ) = 0;
virtual void BindTextureToMaterial2( int id, IMaterial2 *pMaterial ) = 0;
virtual IMaterial2 *GetTextureMaterial2( int id ) = 0; // Source2 version
#if defined( _X360 )
//
// Local gamerpic
//
// Get the texture id for the local gamerpic.
virtual int GetLocalGamerpicTextureID( void ) const = 0;
// Update the local gamerpic texture. Use the given texture if a gamerpic cannot be loaded.
virtual bool SetLocalGamerpicTexture( DWORD userIndex, const char *pDefaultGamerpicFileName ) = 0;
//
// Remote gamerpic
//
// Get the texture id for a remote gamerpic with the given xuid.
virtual int GetRemoteGamerpicTextureID( XUID xuid ) = 0;
// Update the remote gamerpic texture for the given xuid. Use the given texture if a gamerpic cannot be loaded.
virtual bool SetRemoteGamerpicTextureID( XUID xuid, const char *pDefaultGamerpicFileName ) = 0;
#endif // _X360
};
ITextureDictionary *TextureDictionary();
#endif // TEXTUREDICTIONARY_H

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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VGUIFONT_H
#define VGUIFONT_H
#ifdef _WIN32
#pragma once
#endif
// Structure passed to CWin32Font::GetCharsRGBA
struct newChar_t
{
wchar_t wch; // A new character to generate texture data for
int fontWide; // Texel width of the character
int fontTall; // Texel height of the character
int offset; // Offset into the buffer given to GetCharsRGBA
};
#if defined( WIN32 )
#include "Win32Font.h"
typedef CWin32Font font_t;
#elif defined(_PS3)
#include "ps3font.h"
typedef CPS3Font font_t;
#elif defined(OSX)
#include "osxfont.h"
typedef COSXFont font_t;
#elif defined(LINUX)
#include "linuxfont.h"
typedef CLinuxFont font_t;
#else
#error
#endif
#endif //VGUIFONT_H