Improved the quality of sf::Text::Bold and made it more efficient
Made sf::Text::Underlined style more robust git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1310 4e206d99-4929-0410-ac5d-dfc041789085
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@ -67,11 +67,12 @@ CSFML_API void sfFont_Destroy(sfFont* font);
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/// \param font : Source font
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/// \param codePoint : Unicode code point of the character to get
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/// \param characterSize : Character size, in pixels
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/// \param bold Retrieve the bold version or the regular one?
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///
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/// \return The corresponding glyph
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///
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////////////////////////////////////////////////////////////
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CSFML_API sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize);
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CSFML_API sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize, sfBool bold);
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////////////////////////////////////////////////////////////
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/// Get the kerning value corresponding to a given pair of characters in a font
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@ -74,12 +74,12 @@ void sfFont_Destroy(sfFont* font)
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////////////////////////////////////////////////////////////
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/// Get a glyph in a font
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////////////////////////////////////////////////////////////
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sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize)
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sfGlyph sfFont_GetGlyph(sfFont* font, sfUint32 codePoint, unsigned int characterSize, sfBool bold)
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{
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sfGlyph glyph = {0, {0, 0, 0, 0}, {0, 0, 0, 0}};
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CSFML_CHECK_RETURN(font, glyph);
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sf::Glyph SFMLGlyph = font->This.GetGlyph(codePoint, characterSize);
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sf::Glyph SFMLGlyph = font->This.GetGlyph(codePoint, characterSize, bold);
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glyph.Advance = SFMLGlyph.Advance;
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glyph.Rectangle.Left = SFMLGlyph.Rectangle.Left;
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@ -80,11 +80,12 @@ namespace SFML
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/// </summary>
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/// <param name="codePoint">Unicode code point of the character to get</param>
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/// <param name="characterSize">Character size</param>
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/// <param name="bold">Retrieve the bold version or the regular one?</param>
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/// <returns>The glyph corresponding to the character</returns>
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////////////////////////////////////////////////////////////
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public Glyph GetGlyph(uint codePoint, uint characterSize)
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public Glyph GetGlyph(uint codePoint, uint characterSize, bool bold)
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{
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return sfFont_GetGlyph(This, codePoint, characterSize);
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return sfFont_GetGlyph(This, codePoint, characterSize, bold);
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}
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////////////////////////////////////////////////////////////
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@ -193,7 +194,7 @@ namespace SFML
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static extern void sfFont_Destroy(IntPtr This);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern Glyph sfFont_GetGlyph(IntPtr This, uint codePoint, uint characterSize);
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static extern Glyph sfFont_GetGlyph(IntPtr This, uint codePoint, uint characterSize, bool bold);
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[DllImport("csfml-graphics"), SuppressUnmanagedCodeSecurity]
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static extern int sfFont_GetKerning(IntPtr This, uint first, uint second, uint characterSize);
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@ -115,11 +115,12 @@ public :
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///
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/// \param codePoint Unicode code point of the character to get
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/// \param characterSize Reference character size
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/// \param bold Retrieve the bold version or the regular one?
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///
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/// \return The glyph corresponding to \a codePoint and \a characterSize
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///
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////////////////////////////////////////////////////////////
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const Glyph& GetGlyph(Uint32 codePoint, unsigned int characterSize) const;
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const Glyph& GetGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const;
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////////////////////////////////////////////////////////////
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/// \brief Get the kerning offset of two glyphs
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@ -246,11 +247,12 @@ private :
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///
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/// \param codePoint Unicode code point of the character to load
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/// \param characterSize Reference character size
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/// \param bold Retrieve the bold version or the regular one?
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///
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/// \return The glyph corresponding to \a codePoint and \a characterSize
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///
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////////////////////////////////////////////////////////////
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GlyphInfo LoadGlyph(Uint32 codePoint, unsigned int characterSize) const;
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GlyphInfo LoadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const;
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////////////////////////////////////////////////////////////
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/// \brief Find a suitable rectangle within the texture for a glyph
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@ -29,6 +29,8 @@
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include FT_GLYPH_H
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#include FT_OUTLINE_H
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#include FT_BITMAP_H
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#include <iostream>
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@ -148,13 +150,16 @@ bool Font::LoadFromMemory(const char* data, std::size_t sizeInBytes)
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////////////////////////////////////////////////////////////
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const Glyph& Font::GetGlyph(Uint32 codePoint, unsigned int characterSize) const
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const Glyph& Font::GetGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const
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{
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// Get the page corresponding to the character size
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GlyphTable& glyphs = myPages[characterSize].Glyphs;
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// Build the key by combining the code point and the bold flag
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Uint32 key = ((bold ? 1 : 0) << 31) | codePoint;
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// Search the glyph into the cache
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GlyphTable::const_iterator it = glyphs.find(codePoint);
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GlyphTable::const_iterator it = glyphs.find(key);
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if (it != glyphs.end())
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{
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// Found: just return it
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@ -163,8 +168,8 @@ const Glyph& Font::GetGlyph(Uint32 codePoint, unsigned int characterSize) const
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else
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{
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// Not found: we have to load it
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GlyphInfo glyph = LoadGlyph(codePoint, characterSize);
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return glyphs.insert(std::make_pair(codePoint, glyph)).first->second.GlyphDesc;
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GlyphInfo glyph = LoadGlyph(codePoint, characterSize, bold);
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return glyphs.insert(std::make_pair(key, glyph)).first->second.GlyphDesc;
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}
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}
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@ -291,7 +296,7 @@ void Font::Cleanup()
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////////////////////////////////////////////////////////////
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Font::GlyphInfo Font::LoadGlyph(Uint32 codePoint, unsigned int characterSize) const
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Font::GlyphInfo Font::LoadGlyph(Uint32 codePoint, unsigned int characterSize, bool bold) const
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{
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// The glyph to return
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GlyphInfo glyphInfo;
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@ -309,16 +314,35 @@ Font::GlyphInfo Font::LoadGlyph(Uint32 codePoint, unsigned int characterSize) co
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if (FT_Load_Char(face, codePoint, FT_LOAD_TARGET_NORMAL) != 0)
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return glyphInfo;
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// Convert the glyph to a bitmap (i.e. rasterize it)
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// Retrieve the glyph
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FT_Glyph glyphDesc;
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if (FT_Get_Glyph(face->glyph, &glyphDesc) != 0)
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return glyphInfo;
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// Apply bold if necessary -- first technique using outline (highest quality)
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FT_Pos weight = 2 << 6;
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bool outline = (glyphDesc->format == FT_GLYPH_FORMAT_OUTLINE);
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if (bold && outline)
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{
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FT_OutlineGlyph outlineGlyph = (FT_OutlineGlyph)glyphDesc;
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FT_Outline_Embolden(&outlineGlyph->outline, weight);
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}
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// Convert the glyph to a bitmap (i.e. rasterize it)
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FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
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FT_BitmapGlyph bitmapGlyph = (FT_BitmapGlyph)glyphDesc;
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FT_Bitmap& bitmap = bitmapGlyph->bitmap;
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// Apply bold if necessary -- fallback technique using bitmap (lower quality)
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if (bold && !outline)
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{
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FT_Bitmap_Embolden(static_cast<FT_Library>(myLibrary), &bitmap, weight, weight);
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}
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// Compute the glyph's advance offset
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glyphInfo.GlyphDesc.Advance = bitmapGlyph->root.advance.x >> 16;
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glyphInfo.GlyphDesc.Advance = glyphDesc->advance.x >> 16;
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if (bold)
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glyphInfo.GlyphDesc.Advance += weight >> 6;
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if ((bitmap.width > 0) && (bitmap.rows > 0))
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{
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@ -468,10 +492,15 @@ bool Font::SetCurrentSize(unsigned int characterSize) const
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////////////////////////////////////////////////////////////
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Font::Page::Page() :
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NextRow(0)
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NextRow(2)
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{
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// Make sure that the texture is initialized by default
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Texture.Create(128, 128, Color(255, 255, 255, 0));
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// Reserve a 2x2 white square for texturing underlines
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for (int x = 0; x < 2; ++x)
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for (int y = 0; y < 2; ++y)
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Texture.SetPixel(x, y, Color(255, 255, 255, 255));
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}
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} // namespace sf
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@ -160,7 +160,8 @@ Vector2f Text::GetCharacterPos(std::size_t index) const
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index = myString.GetSize();
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// We'll need this a lot
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float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize).Advance);
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bool bold = (myStyle & Bold) != 0;
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float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize, bold).Advance);
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// Compute the position
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sf::Vector2f position;
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@ -184,7 +185,7 @@ Vector2f Text::GetCharacterPos(std::size_t index) const
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}
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// For regular characters, add the advance offset of the glyph
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position.x += static_cast<float>(myFont->GetGlyph(curChar, myCharacterSize).Advance);
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position.x += static_cast<float>(myFont->GetGlyph(curChar, myCharacterSize, bold).Advance);
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}
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return position;
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@ -221,19 +222,20 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
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// Bind the font texture
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queue.SetTexture(&myFont->GetImage(myCharacterSize));
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// Computes values related to the text style
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bool bold = (myStyle & Bold) != 0;
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bool underlined = (myStyle & Underlined) != 0;
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float italicCoeff = (myStyle & Italic) ? 0.208f : 0.f; // 12 degrees
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float outlineOffset = myCharacterSize * 0.1f;
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float outlineThick = myCharacterSize * (bold ? 0.1f : 0.07f);
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FloatRect outlineCoords = myFont->GetImage(myCharacterSize).GetTexCoords(IntRect(1, 1, 1, 1));
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// Initialize the rendering coordinates
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float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize).Advance);
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float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize, bold).Advance);
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float lineSpacing = static_cast<float>(myFont->GetLineSpacing(myCharacterSize));
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float x = 0.f;
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float y = static_cast<float>(myCharacterSize);
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// Holds the lines to draw later, for underlined style
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std::vector<float> underlineCoords;
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underlineCoords.reserve(16);
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// Compute the shearing to apply if we're using the italic style
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float italicCoeff = (myStyle & Italic) ? 0.208f : 0.f; // 12 degrees
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// Draw one quad for each character
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unsigned int index = 0;
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Uint32 prevChar = 0;
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@ -246,12 +248,19 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
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x += static_cast<float>(myFont->GetKerning(prevChar, curChar, myCharacterSize));
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prevChar = curChar;
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// If we're using the underlined style and there's a new line,
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// we keep track of the previous line to draw it later
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if ((curChar == L'\n') && (myStyle & Underlined))
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// If we're using the underlined style and there's a new line, draw a line
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if (underlined && (curChar == L'\n'))
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{
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underlineCoords.push_back(x);
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underlineCoords.push_back(y + 2);
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float top = y + outlineOffset;
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float bottom = top + outlineThick;
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queue.AddVertex(0, top, outlineCoords.Left, outlineCoords.Top);
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queue.AddVertex(0, bottom, outlineCoords.Left, outlineCoords.Bottom);
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queue.AddVertex(x, bottom, outlineCoords.Right, outlineCoords.Bottom);
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queue.AddVertex(x, top, outlineCoords.Right, outlineCoords.Top);
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queue.AddTriangle(index + 0, index + 1, index + 3);
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queue.AddTriangle(index + 3, index + 1, index + 2);
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index += 4;
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}
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// Handle special characters
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@ -264,7 +273,7 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
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}
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// Extract the current glyph's description
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const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize);
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const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize, bold);
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int advance = curGlyph.Advance;
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const IntRect& rect = curGlyph.Rectangle;
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const FloatRect& coord = curGlyph.TexCoords;
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@ -283,86 +292,19 @@ void Text::Render(RenderTarget&, RenderQueue& queue) const
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x += advance;
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}
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// If we're using the bold style, we must render the string 4 more times,
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// slightly offseted, to simulate a higher weight
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if (myStyle & Bold)
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// If we're using the underlined style, add the last line
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if (underlined)
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{
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float offset = myCharacterSize * 0.02f;
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static const float offsetsX[] = {-offset, offset, 0.f, 0.f};
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static const float offsetsY[] = {0.f, 0.f, -offset, offset};
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for (int j = 0; j < 4; ++j)
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{
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index = 0;
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x = 0.f;
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y = static_cast<float>(myCharacterSize);
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Uint32 prevChar = 0;
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queue.BeginBatch();
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for (std::size_t i = 0; i < myString.GetSize(); ++i)
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{
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Uint32 curChar = myString[i];
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// Apply the kerning offset
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x += static_cast<float>(myFont->GetKerning(prevChar, curChar, myCharacterSize));
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prevChar = curChar;
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// Handle special characters
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switch (curChar)
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{
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case L' ' : x += space; continue;
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case L'\t' : x += space * 4; continue;
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case L'\n' : y += lineSpacing; x = 0; continue;
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case L'\v' : y += lineSpacing * 4; continue;
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}
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// Extract the current glyph's description
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const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize);
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int advance = curGlyph.Advance;
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const IntRect& rect = curGlyph.Rectangle;
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const FloatRect& coord = curGlyph.TexCoords;
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// Draw a textured quad for the current character
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queue.AddVertex(x + offsetsX[j] + rect.Left - italicCoeff * rect.Top, y + offsetsY[j] + rect.Top, coord.Left, coord.Top);
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queue.AddVertex(x + offsetsX[j] + rect.Left - italicCoeff * rect.Bottom, y + offsetsY[j] + rect.Bottom, coord.Left, coord.Bottom);
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queue.AddVertex(x + offsetsX[j] + rect.Right - italicCoeff * rect.Bottom, y + offsetsY[j] + rect.Bottom, coord.Right, coord.Bottom);
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queue.AddVertex(x + offsetsX[j] + rect.Right - italicCoeff * rect.Top, y + offsetsY[j] + rect.Top, coord.Right, coord.Top);
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float top = y + outlineOffset;
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float bottom = top + outlineThick;
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queue.AddVertex(0, top, outlineCoords.Left, outlineCoords.Top);
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queue.AddVertex(0, bottom, outlineCoords.Left, outlineCoords.Bottom);
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queue.AddVertex(x, bottom, outlineCoords.Right, outlineCoords.Bottom);
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queue.AddVertex(x, top, outlineCoords.Right, outlineCoords.Top);
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queue.AddTriangle(index + 0, index + 1, index + 3);
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queue.AddTriangle(index + 3, index + 1, index + 2);
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index += 4;
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// Advance to the next character
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x += advance;
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}
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}
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}
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// Draw the underlines if needed
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if (myStyle & Underlined)
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{
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// Compute the line thickness
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float thickness = (myStyle & Bold) ? 3.f : 2.f;
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// Add the last line (which was not finished with a \n)
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underlineCoords.push_back(x);
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underlineCoords.push_back(y + 2);
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// Draw the underlines as quads
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index = 0;
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queue.SetTexture(NULL);
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queue.BeginBatch();
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for (std::size_t i = 0; i < underlineCoords.size(); i += 2)
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{
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queue.AddVertex(0, underlineCoords[i + 1]);
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queue.AddVertex(0, underlineCoords[i + 1] + thickness);
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queue.AddVertex(underlineCoords[i], underlineCoords[i + 1] + thickness);
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queue.AddVertex(underlineCoords[i], underlineCoords[i + 1]);
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queue.AddTriangle(index + 0, index + 1, index + 3);
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queue.AddTriangle(index + 3, index + 1, index + 2);
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index += 4;
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}
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}
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}
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@ -381,8 +323,11 @@ void Text::RecomputeRect()
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return;
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// Initial values
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bool bold = (myStyle & Bold) != 0;
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float outlineOffset = myCharacterSize * 0.1f;
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float outlineThick = myCharacterSize * (bold ? 0.1f : 0.07f);
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float charSize = static_cast<float>(myCharacterSize);
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float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize).Advance);
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float space = static_cast<float>(myFont->GetGlyph(L' ', myCharacterSize, bold).Advance);
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float lineSpacing = static_cast<float>(myFont->GetLineSpacing(myCharacterSize));
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float curWidth = 0;
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float curHeight = 0;
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@ -425,7 +370,7 @@ void Text::RecomputeRect()
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}
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// Extract the current glyph's description
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const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize);
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const Glyph& curGlyph = myFont->GetGlyph(curChar, myCharacterSize, bold);
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// Advance to the next character
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curWidth += static_cast<float>(curGlyph.Advance);
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@ -441,13 +386,6 @@ void Text::RecomputeRect()
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width = curWidth;
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height += curHeight;
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// Add a slight width / height if we're using the bold style
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if (myStyle & Bold)
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{
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width += 1.f;
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height += 1.f;
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}
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// Add a slight width if we're using the italic style
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if (myStyle & Italic)
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{
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@ -457,8 +395,8 @@ void Text::RecomputeRect()
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// Add a slight height if we're using the underlined style
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if (myStyle & Underlined)
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{
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if (curHeight < charSize + 4.f)
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height += 4.f;
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if (curHeight < charSize + outlineOffset + outlineThick)
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height += outlineOffset + outlineThick;
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}
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// Finally update the rectangle
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