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https://github.com/id-Software/DOOM-3-BFG.git
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104 lines
3.4 KiB
C
104 lines
3.4 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __FONT_H__
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#define __FONT_H__
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struct scaledGlyphInfo_t {
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float top, left;
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float width, height;
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float xSkip;
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float s1, t1, s2, t2;
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const class idMaterial * material;
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};
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class idFont {
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public:
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idFont( const char * n );
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~idFont();
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void Touch();
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const char * GetName() const { return name; }
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float GetLineHeight( float scale ) const;
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float GetAscender( float scale ) const;
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float GetMaxCharWidth( float scale ) const;
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float GetGlyphWidth( float scale, uint32 idx ) const;
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void GetScaledGlyph( float scale, uint32 idx, scaledGlyphInfo_t & glyphInfo ) const;
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private:
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static idFont * RemapFont( const char * baseName );
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int GetGlyphIndex( uint32 idx ) const;
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bool LoadFont();
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struct glyphInfo_t {
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byte width; // width of glyph in pixels
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byte height; // height of glyph in pixels
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char top; // distance in pixels from the base line to the top of the glyph
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char left; // distance in pixels from the pen to the left edge of the glyph
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byte xSkip; // x adjustment after rendering this glyph
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uint16 s; // x offset in image where glyph starts (in pixels)
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uint16 t; // y offset in image where glyph starts (in pixels)
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};
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struct fontInfo_t {
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struct oldInfo_t {
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float maxWidth;
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float maxHeight;
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} oldInfo[3];
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short ascender;
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short descender;
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short numGlyphs;
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glyphInfo_t * glyphData;
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// This is a sorted array of all characters in the font
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// This maps directly to glyphData, so if charIndex[0] is 42 then glyphData[0] is character 42
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uint32 * charIndex;
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// As an optimization, provide a direct mapping for the ascii character set
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char ascii[128];
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const idMaterial * material;
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};
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// base name of the font (minus "fonts/" and ".dat")
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idStr name;
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// Fonts can be aliases to other fonts
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idFont * alias;
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// If the font is NOT an alias, this is where the font data is located
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fontInfo_t * fontInfo;
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};
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#endif
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