SQCSimulator2023/SQCSim2021/external/sfml251/include/SFML/Graphics/Font.hpp

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_FONT_HPP
#define SFML_FONT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.hpp>
#include <SFML/Graphics/Glyph.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/System/String.hpp>
#include <map>
#include <string>
#include <vector>
namespace sf
{
class InputStream;
////////////////////////////////////////////////////////////
/// \brief Class for loading and manipulating character fonts
///
////////////////////////////////////////////////////////////
class SFML_GRAPHICS_API Font
{
public:
////////////////////////////////////////////////////////////
/// \brief Holds various information about a font
///
////////////////////////////////////////////////////////////
struct Info
{
std::string family; ///< The font family
};
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor defines an empty font
///
////////////////////////////////////////////////////////////
Font();
////////////////////////////////////////////////////////////
/// \brief Copy constructor
///
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
Font(const Font& copy);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Cleans up all the internal resources used by the font
///
////////////////////////////////////////////////////////////
~Font();
////////////////////////////////////////////////////////////
/// \brief Load the font from a file
///
/// The supported font formats are: TrueType, Type 1, CFF,
/// OpenType, SFNT, X11 PCF, Windows FNT, BDF, PFR and Type 42.
/// Note that this function knows nothing about the standard
/// fonts installed on the user's system, thus you can't
/// load them directly.
///
/// \warning SFML cannot preload all the font data in this
/// function, so the file has to remain accessible until
/// the sf::Font object loads a new font or is destroyed.
///
/// \param filename Path of the font file to load
///
/// \return True if loading succeeded, false if it failed
///
/// \see loadFromMemory, loadFromStream
///
////////////////////////////////////////////////////////////
bool loadFromFile(const std::string& filename);
////////////////////////////////////////////////////////////
/// \brief Load the font from a file in memory
///
/// The supported font formats are: TrueType, Type 1, CFF,
/// OpenType, SFNT, X11 PCF, Windows FNT, BDF, PFR and Type 42.
///
/// \warning SFML cannot preload all the font data in this
/// function, so the buffer pointed by \a data has to remain
/// valid until the sf::Font object loads a new font or
/// is destroyed.
///
/// \param data Pointer to the file data in memory
/// \param sizeInBytes Size of the data to load, in bytes
///
/// \return True if loading succeeded, false if it failed
///
/// \see loadFromFile, loadFromStream
///
////////////////////////////////////////////////////////////
bool loadFromMemory(const void* data, std::size_t sizeInBytes);
////////////////////////////////////////////////////////////
/// \brief Load the font from a custom stream
///
/// The supported font formats are: TrueType, Type 1, CFF,
/// OpenType, SFNT, X11 PCF, Windows FNT, BDF, PFR and Type 42.
/// Warning: SFML cannot preload all the font data in this
/// function, so the contents of \a stream have to remain
/// valid as long as the font is used.
///
/// \warning SFML cannot preload all the font data in this
/// function, so the stream has to remain accessible until
/// the sf::Font object loads a new font or is destroyed.
///
/// \param stream Source stream to read from
///
/// \return True if loading succeeded, false if it failed
///
/// \see loadFromFile, loadFromMemory
///
////////////////////////////////////////////////////////////
bool loadFromStream(InputStream& stream);
////////////////////////////////////////////////////////////
/// \brief Get the font information
///
/// \return A structure that holds the font information
///
////////////////////////////////////////////////////////////
const Info& getInfo() const;
////////////////////////////////////////////////////////////
/// \brief Retrieve a glyph of the font
///
/// If the font is a bitmap font, not all character sizes
/// might be available. If the glyph is not available at the
/// requested size, an empty glyph is returned.
///
/// Be aware that using a negative value for the outline
/// thickness will cause distorted rendering.
///
/// \param codePoint Unicode code point of the character to get
/// \param characterSize Reference character size
/// \param bold Retrieve the bold version or the regular one?
/// \param outlineThickness Thickness of outline (when != 0 the glyph will not be filled)
///
/// \return The glyph corresponding to \a codePoint and \a characterSize
///
////////////////////////////////////////////////////////////
const Glyph& getGlyph(Uint32 codePoint, unsigned int characterSize, bool bold, float outlineThickness = 0) const;
////////////////////////////////////////////////////////////
/// \brief Get the kerning offset of two glyphs
///
/// The kerning is an extra offset (negative) to apply between two
/// glyphs when rendering them, to make the pair look more "natural".
/// For example, the pair "AV" have a special kerning to make them
/// closer than other characters. Most of the glyphs pairs have a
/// kerning offset of zero, though.
///
/// \param first Unicode code point of the first character
/// \param second Unicode code point of the second character
/// \param characterSize Reference character size
///
/// \return Kerning value for \a first and \a second, in pixels
///
////////////////////////////////////////////////////////////
float getKerning(Uint32 first, Uint32 second, unsigned int characterSize) const;
////////////////////////////////////////////////////////////
/// \brief Get the line spacing
///
/// Line spacing is the vertical offset to apply between two
/// consecutive lines of text.
///
/// \param characterSize Reference character size
///
/// \return Line spacing, in pixels
///
////////////////////////////////////////////////////////////
float getLineSpacing(unsigned int characterSize) const;
////////////////////////////////////////////////////////////
/// \brief Get the position of the underline
///
/// Underline position is the vertical offset to apply between the
/// baseline and the underline.
///
/// \param characterSize Reference character size
///
/// \return Underline position, in pixels
///
/// \see getUnderlineThickness
///
////////////////////////////////////////////////////////////
float getUnderlinePosition(unsigned int characterSize) const;
////////////////////////////////////////////////////////////
/// \brief Get the thickness of the underline
///
/// Underline thickness is the vertical size of the underline.
///
/// \param characterSize Reference character size
///
/// \return Underline thickness, in pixels
///
/// \see getUnderlinePosition
///
////////////////////////////////////////////////////////////
float getUnderlineThickness(unsigned int characterSize) const;
////////////////////////////////////////////////////////////
/// \brief Retrieve the texture containing the loaded glyphs of a certain size
///
/// The contents of the returned texture changes as more glyphs
/// are requested, thus it is not very relevant. It is mainly
/// used internally by sf::Text.
///
/// \param characterSize Reference character size
///
/// \return Texture containing the glyphs of the requested size
///
////////////////////////////////////////////////////////////
const Texture& getTexture(unsigned int characterSize) const;
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
/// \return Reference to self
///
////////////////////////////////////////////////////////////
Font& operator =(const Font& right);
private:
////////////////////////////////////////////////////////////
/// \brief Structure defining a row of glyphs
///
////////////////////////////////////////////////////////////
struct Row
{
Row(unsigned int rowTop, unsigned int rowHeight) : width(0), top(rowTop), height(rowHeight) {}
unsigned int width; ///< Current width of the row
unsigned int top; ///< Y position of the row into the texture
unsigned int height; ///< Height of the row
};
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<Uint64, Glyph> GlyphTable; ///< Table mapping a codepoint to its glyph
////////////////////////////////////////////////////////////
/// \brief Structure defining a page of glyphs
///
////////////////////////////////////////////////////////////
struct Page
{
Page();
GlyphTable glyphs; ///< Table mapping code points to their corresponding glyph
Texture texture; ///< Texture containing the pixels of the glyphs
unsigned int nextRow; ///< Y position of the next new row in the texture
std::vector<Row> rows; ///< List containing the position of all the existing rows
};
////////////////////////////////////////////////////////////
/// \brief Free all the internal resources
///
////////////////////////////////////////////////////////////
void cleanup();
////////////////////////////////////////////////////////////
/// \brief Load a new glyph and store it in the cache
///
/// \param codePoint Unicode code point of the character to load
/// \param characterSize Reference character size
/// \param bold Retrieve the bold version or the regular one?
/// \param outlineThickness Thickness of outline (when != 0 the glyph will not be filled)
///
/// \return The glyph corresponding to \a codePoint and \a characterSize
///
////////////////////////////////////////////////////////////
Glyph loadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold, float outlineThickness) const;
////////////////////////////////////////////////////////////
/// \brief Find a suitable rectangle within the texture for a glyph
///
/// \param page Page of glyphs to search in
/// \param width Width of the rectangle
/// \param height Height of the rectangle
///
/// \return Found rectangle within the texture
///
////////////////////////////////////////////////////////////
IntRect findGlyphRect(Page& page, unsigned int width, unsigned int height) const;
////////////////////////////////////////////////////////////
/// \brief Make sure that the given size is the current one
///
/// \param characterSize Reference character size
///
/// \return True on success, false if any error happened
///
////////////////////////////////////////////////////////////
bool setCurrentSize(unsigned int characterSize) const;
////////////////////////////////////////////////////////////
// Types
////////////////////////////////////////////////////////////
typedef std::map<unsigned int, Page> PageTable; ///< Table mapping a character size to its page (texture)
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
void* m_library; ///< Pointer to the internal library interface (it is typeless to avoid exposing implementation details)
void* m_face; ///< Pointer to the internal font face (it is typeless to avoid exposing implementation details)
void* m_streamRec; ///< Pointer to the stream rec instance (it is typeless to avoid exposing implementation details)
void* m_stroker; ///< Pointer to the stroker (it is typeless to avoid exposing implementation details)
int* m_refCount; ///< Reference counter used by implicit sharing
Info m_info; ///< Information about the font
mutable PageTable m_pages; ///< Table containing the glyphs pages by character size
mutable std::vector<Uint8> m_pixelBuffer; ///< Pixel buffer holding a glyph's pixels before being written to the texture
#ifdef SFML_SYSTEM_ANDROID
void* m_stream; ///< Asset file streamer (if loaded from file)
#endif
};
} // namespace sf
#endif // SFML_FONT_HPP
////////////////////////////////////////////////////////////
/// \class sf::Font
/// \ingroup graphics
///
/// Fonts can be loaded from a file, from memory or from a custom
/// stream, and supports the most common types of fonts. See
/// the loadFromFile function for the complete list of supported formats.
///
/// Once it is loaded, a sf::Font instance provides three
/// types of information about the font:
/// \li Global metrics, such as the line spacing
/// \li Per-glyph metrics, such as bounding box or kerning
/// \li Pixel representation of glyphs
///
/// Fonts alone are not very useful: they hold the font data
/// but cannot make anything useful of it. To do so you need to
/// use the sf::Text class, which is able to properly output text
/// with several options such as character size, style, color,
/// position, rotation, etc.
/// This separation allows more flexibility and better performances:
/// indeed a sf::Font is a heavy resource, and any operation on it
/// is slow (often too slow for real-time applications). On the other
/// side, a sf::Text is a lightweight object which can combine the
/// glyphs data and metrics of a sf::Font to display any text on a
/// render target.
/// Note that it is also possible to bind several sf::Text instances
/// to the same sf::Font.
///
/// It is important to note that the sf::Text instance doesn't
/// copy the font that it uses, it only keeps a reference to it.
/// Thus, a sf::Font must not be destructed while it is
/// used by a sf::Text (i.e. never write a function that
/// uses a local sf::Font instance for creating a text).
///
/// Usage example:
/// \code
/// // Declare a new font
/// sf::Font font;
///
/// // Load it from a file
/// if (!font.loadFromFile("arial.ttf"))
/// {
/// // error...
/// }
///
/// // Create a text which uses our font
/// sf::Text text1;
/// text1.setFont(font);
/// text1.setCharacterSize(30);
/// text1.setStyle(sf::Text::Regular);
///
/// // Create another text using the same font, but with different parameters
/// sf::Text text2;
/// text2.setFont(font);
/// text2.setCharacterSize(50);
/// text2.setStyle(sf::Text::Italic);
/// \endcode
///
/// Apart from loading font files, and passing them to instances
/// of sf::Text, you should normally not have to deal directly
/// with this class. However, it may be useful to access the
/// font metrics or rasterized glyphs for advanced usage.
///
/// Note that if the font is a bitmap font, it is not scalable,
/// thus not all requested sizes will be available to use. This
/// needs to be taken into consideration when using sf::Text.
/// If you need to display text of a certain size, make sure the
/// corresponding bitmap font that supports that size is used.
///
/// \see sf::Text
///
////////////////////////////////////////////////////////////