mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Made FontRenderer static, added scale and linegap to DrawText
it seems I forgot to push the freetype-submodule
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@@ -11,7 +11,6 @@ namespace GlitchyEngine.Renderer.Text
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{
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internal class GlyphDescriptor
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{
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//public FT_Face Face;
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public Font Font;
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public FT_UInt GlyphIndex;
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@@ -32,13 +31,13 @@ namespace GlitchyEngine.Renderer.Text
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private Font _fallback ~ _?.ReleaseRef();
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private uint32 _fontSize;
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internal uint32 _fontSize;
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private int32 _faceIndex;
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private bool _hasColor;
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private Int32_3 _penPos;
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private int32 _lastRowHeight;
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private Texture2D _atlas ~ _?.ReleaseRef();
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internal Texture2D _atlas ~ _?.ReleaseRef();
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private Int32_3 _atlasSize;
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private Dictionary<char32, GlyphDescriptor> _glyphs = new .() ~ DeleteDictionaryAndValues!(_);
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@@ -8,7 +8,7 @@ using internal GlitchyEngine.Renderer.Text;
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namespace GlitchyEngine.Renderer.Text
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{
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public class FontRenderer
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public static class FontRenderer
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{
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internal static FT_Library Library ~ FreeType.Done_FreeType(_);
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@@ -21,84 +21,77 @@ namespace GlitchyEngine.Renderer.Text
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}
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}
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private GraphicsContext _context ~ _.ReleaseRef();
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public this(GraphicsContext context)
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static this()
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{
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FontRenderer.InitLibrary();
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_context = context..AddRef();
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}
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public void DrawText(Renderer2D renderer, Font font, String text, float x, float y, Color fontColor = .White, Color bitmapColor = .White)
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/** @brief Draws a given text using a specified font stack and renderer.
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* @param renderer The 2D renderer that will be used to draw the text.
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* @param font the Fontstack that will be used to draw the text.
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* @param x The horizontal position of the text (i.e. distance between left side of viewport and the left side of the left-most character, well not really but close enough).
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* @param y The vertical position of the text (i.e. distance between top side of viewport and the top side of the top-most character, well not really but close enough).
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* @param fontColor The (default) color used for glyphs that don't have color (e.g. letters or emojies if the font doesn't use bitmaps for them).
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* @param bitmapColor The (default) color used for glyphs that are bitmaps (e.g. emojies, if the font provies them as bitmap).
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* @param fontSize The font size in pixels. If set to 0 the default size of the font will be used. Note: due to technical reasons the actual size might deviate from the specified size.
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* @param lineGapOffset Can be used to manually increase or decrease the gap between lines.
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*/
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public static void DrawText(Renderer2D renderer, Font font, String text, float x, float y, Color fontColor = .White, Color bitmapColor = .White, float fontSize = 0, float lineGapOffset = 0)
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{
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if(text.IsWhiteSpace)
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return;
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// Todo:
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float scale = 1.0f;
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if(fontSize != 0)
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{
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scale = (float)fontSize / (float)font._fontSize;
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}
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// Space between two baselines
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float linespace = ((font._face.size.metrics.ascender - font._face.size.metrics.descender) >> 6);// + lineGap;
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float linespace = (((font._face.size.metrics.ascender - font._face.size.metrics.descender) / 64) + lineGapOffset) * scale;
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// The line we are writing on
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float baseline = y + linespace;
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// Where we are writing the next glyph on the line
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// Position of the next character on the line
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float penPosition = x;
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int32 lastLine = 0;
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int32 line = 0;
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// how many lines we moved up or down (e.g. after a \n)
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int movedLines = 0;
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List<Texture2D> atlasses = scope .();
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//GlyphDescriptor missingGlyph = font.CharMap.GetValue('\0');
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String.UTF8Enumerator textEnumerator = String.UTF8Enumerator(text, 0, text.Length);
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for(char32 char in textEnumerator)
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// freetype identifies glyphs using utf32 (which makes sense), so we enumerate the text as char32
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for(char32 char in String.UTF8Enumerator(text, 0, text.Length))
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{
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if(char == '\n')
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{
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line++;
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movedLines++;
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continue;
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}
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// number of lines that the cursor moved up or down
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int32 lineDiff = line - lastLine;
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if(lineDiff != 0)
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// move baseline if necessary
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if(movedLines != 0)
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{
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baseline += linespace * lineDiff;
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// move baseline
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baseline += linespace * movedLines;
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// TODO: make carriage return optional?
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penPosition = x;
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// return pen to start of line
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penPosition = x;
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lastLine = line;
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movedLines = 0;
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}
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// Get glyph from Font
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var glyphDesc = font.GetGlyph(char);
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// This never happens
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if(glyphDesc == null)
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{
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Debug.Break();
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continue;
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}
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Debug.Assert(glyphDesc != null);
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// Rectangle on the screen
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Vector4 viewportRect = .(penPosition + (glyphDesc.Metrics.horiBearingX / 64) * scale, baseline - (glyphDesc.Metrics.horiBearingY / 64) * scale, glyphDesc.SizeX * scale, glyphDesc.SizeY * scale);
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// Rectangle on the font atlas
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Vector4 texRect = .(glyphDesc.MapCoord.X, glyphDesc.MapCoord.Y, glyphDesc.SizeX, glyphDesc.SizeY);
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Color glyphColor = glyphDesc.IsBitmap ? bitmapColor : fontColor;
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/*
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if(QueueQuad!(viewportRect, texRect, glyphDesc.MapZ, glyphColor))
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{
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DrawQueue(context);
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}
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*/
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Texture2D atlas = glyphDesc.Font.[Friend]_atlas;
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Texture2D atlas = glyphDesc.Font._atlas;
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// Add reference to atlas in case it is recreated during rendering
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if(!atlasses.Contains(atlas))
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{
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atlasses.Add(atlas..AddRef());
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@@ -106,6 +99,18 @@ namespace GlitchyEngine.Renderer.Text
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Vector2 atlasSize = .(atlas.Width, atlas.Height);
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// Rectangle on the screen
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Vector4 viewportRect = .(
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penPosition + (glyphDesc.Metrics.horiBearingX / 64) * scale,
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baseline - (glyphDesc.Metrics.horiBearingY / 64) * scale,
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glyphDesc.SizeX * scale,
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glyphDesc.SizeY * scale);
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// Rectangle on the font atlas
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Vector4 texRect = .(glyphDesc.MapCoord.X, glyphDesc.MapCoord.Y, glyphDesc.SizeX, glyphDesc.SizeY);
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Color glyphColor = glyphDesc.IsBitmap ? bitmapColor : fontColor;
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texRect /= Vector4(atlasSize, atlasSize);
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renderer.Draw(atlas, viewportRect.X, viewportRect.Y, viewportRect.Z, viewportRect.W, glyphColor, 0.0f, texRect);
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@@ -114,7 +119,8 @@ namespace GlitchyEngine.Renderer.Text
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}
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renderer.End();
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// release all atlas textures
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for(int i < atlasses.Count)
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{
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atlasses[i].ReleaseRef();
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