Torque3D/Engine/source/platform/platformFont.h
2014-09-14 21:39:56 +02:00

98 lines
3.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _PLATFORMFONT_H_
#define _PLATFORMFONT_H_
// Charsets for fonts
// [tom, 7/27/2005] These are intended to map to their Win32 equivalents. This
// enumeration may require changes to accommodate other platforms.
enum FontCharset
{
TGE_ANSI_CHARSET = 0,
TGE_SYMBOL_CHARSET,
TGE_SHIFTJIS_CHARSET,
TGE_HANGEUL_CHARSET,
TGE_HANGUL_CHARSET,
TGE_GB2312_CHARSET,
TGE_CHINESEBIG5_CHARSET,
TGE_OEM_CHARSET,
TGE_JOHAB_CHARSET,
TGE_HEBREW_CHARSET,
TGE_ARABIC_CHARSET,
TGE_GREEK_CHARSET,
TGE_TURKISH_CHARSET,
TGE_VIETNAMESE_CHARSET,
TGE_THAI_CHARSET,
TGE_EASTEUROPE_CHARSET,
TGE_RUSSIAN_CHARSET,
TGE_MAC_CHARSET,
TGE_BALTIC_CHARSET
};
extern const char *getCharSetName(const U32 charSet);
class PlatformFont
{
public:
struct CharInfo
{
S16 bitmapIndex; ///< @note -1 indicates character is NOT to be
/// rendered, i.e., \n, \r, etc.
U32 xOffset; ///< x offset into bitmap sheet
U32 yOffset; ///< y offset into bitmap sheet
U32 width; ///< width of character (pixels)
U32 height; ///< height of character (pixels)
S32 xOrigin;
S32 yOrigin;
S32 xIncrement;
U8 *bitmapData; ///< temp storage for bitmap data
};
virtual ~PlatformFont() {}
/// Is the specified character valid for rendering?
virtual bool isValidChar(const UTF16 ch) const = 0;
virtual bool isValidChar(const UTF8 *str) const = 0;
virtual U32 getFontHeight() const = 0;
virtual U32 getFontBaseLine() const = 0;
virtual PlatformFont::CharInfo &getCharInfo(const UTF16 ch) const = 0;
virtual PlatformFont::CharInfo &getCharInfo(const UTF8 *str) const = 0;
/// This is just for createPlatformFont to call.
///
/// @todo Rethink this so we don't have a private public.
virtual bool create( const char *name, dsize_t size, U32 charset = TGE_ANSI_CHARSET ) = 0;
static void enumeratePlatformFonts( Vector<StringTableEntry>& fonts, UTF16* fontFamily = NULL );
};
extern PlatformFont *createPlatformFont(const char *name, dsize_t size, U32 charset = TGE_ANSI_CHARSET);
#endif // _PLATFORMFONT_H_