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https://github.com/TorqueGameEngines/Torque3D.git
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63 lines
2.7 KiB
Objective-C
63 lines
2.7 KiB
Objective-C
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#import "platform/platformFont.h"
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#import <CoreText/CoreText.h>
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//-----------------------------------------------------------------------------
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class OSXFont : public PlatformFont
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{
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private:
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// Font reference.
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CTFontRef mFontRef;
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// Distance from drawing point to typographic baseline.
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// Think of the drawing point as the upper left corner of a text box.
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// NOTE: 'baseline' is synonymous with 'ascent' in Torque.
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U32 mBaseline;
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// Distance between lines.
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U32 mHeight;
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// Glyph rendering color-space.
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CGColorSpaceRef mColorSpace;
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public:
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OSXFont();
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virtual ~OSXFont();
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/// Look up the requested font, cache style, layout, colorspace, and some metrics.
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virtual bool create( const char* name, dsize_t size, U32 charset = TGE_ANSI_CHARSET);
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/// Determine if the character requested is a drawable character, or if it should be ignored.
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virtual bool isValidChar( const UTF16 character) const;
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virtual bool isValidChar( const UTF8* str) const;
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/// Get some vertical data on the font at large. Useful for drawing multiline text, and sizing text boxes.
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virtual U32 getFontHeight() const { return mHeight; }
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virtual U32 getFontBaseLine() const { return mBaseline; }
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// Draw the character to a temporary bitmap, and fill the CharInfo with various text metrics.
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virtual PlatformFont::CharInfo &getCharInfo(const UTF16 character) const;
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virtual PlatformFont::CharInfo &getCharInfo(const UTF8 *str) const;
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}; |