mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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98 lines
3.5 KiB
C++
98 lines
3.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _PLATFORMFONT_H_
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#define _PLATFORMFONT_H_
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// Charsets for fonts
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// [tom, 7/27/2005] These are intended to map to their Win32 equivalents. This
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// enumeration may require changes to accommodate other platforms.
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enum FontCharset
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{
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TGE_ANSI_CHARSET = 0,
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TGE_SYMBOL_CHARSET,
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TGE_SHIFTJIS_CHARSET,
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TGE_HANGEUL_CHARSET,
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TGE_HANGUL_CHARSET,
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TGE_GB2312_CHARSET,
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TGE_CHINESEBIG5_CHARSET,
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TGE_OEM_CHARSET,
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TGE_JOHAB_CHARSET,
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TGE_HEBREW_CHARSET,
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TGE_ARABIC_CHARSET,
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TGE_GREEK_CHARSET,
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TGE_TURKISH_CHARSET,
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TGE_VIETNAMESE_CHARSET,
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TGE_THAI_CHARSET,
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TGE_EASTEUROPE_CHARSET,
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TGE_RUSSIAN_CHARSET,
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TGE_MAC_CHARSET,
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TGE_BALTIC_CHARSET
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};
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extern const char *getCharSetName(const U32 charSet);
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class PlatformFont
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{
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public:
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struct CharInfo
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{
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S16 bitmapIndex; ///< @note -1 indicates character is NOT to be
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/// rendered, i.e., \n, \r, etc.
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U32 xOffset; ///< x offset into bitmap sheet
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U32 yOffset; ///< y offset into bitmap sheet
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U32 width; ///< width of character (pixels)
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U32 height; ///< height of character (pixels)
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S32 xOrigin;
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S32 yOrigin;
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S32 xIncrement;
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U8 *bitmapData; ///< temp storage for bitmap data
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};
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virtual ~PlatformFont() {}
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/// Is the specified character valid for rendering?
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virtual bool isValidChar(const UTF16 ch) const = 0;
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virtual bool isValidChar(const UTF8 *str) const = 0;
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virtual U32 getFontHeight() const = 0;
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virtual U32 getFontBaseLine() const = 0;
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virtual PlatformFont::CharInfo &getCharInfo(const UTF16 ch) const = 0;
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virtual PlatformFont::CharInfo &getCharInfo(const UTF8 *str) const = 0;
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/// This is just for createPlatformFont to call.
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///
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/// @todo Rethink this so we don't have a private public.
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virtual bool create(const char *name, U32 size, U32 charset = TGE_ANSI_CHARSET) = 0;
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static void enumeratePlatformFonts( Vector<StringTableEntry>& fonts, UTF16* fontFamily = NULL );
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};
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extern PlatformFont *createPlatformFont(const char *name, U32 size, U32 charset = TGE_ANSI_CHARSET);
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#endif // _PLATFORMFONT_H_
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