/*! * @file text_engine.h * Definition of textEngine, the Font and the Text Text is the text outputed. Font is a class that loads a certain ttf-file with a specific height into memory TextEngine is used to manage the all the different Fonts that might be included for more information see the specific classes. !! IMPORTANT !! When using ttf fonts clear the license issues prior to adding them to orxonox. This is really important, because we do not want to offend anyone. */ #ifndef _TEXT_ENGINE_H #define _TEXT_ENGINE_H #include "glincl.h" #ifdef HAVE_SDL_IMAGE_H #include "SDL_ttf.h" #else #include "SDL/SDL_ttf.h" #endif #include "base_object.h" #include "element_2d.h" #include "vector.h" // FORWARD DECLARATION class PNode; class Font; #define TEXT_ALIGN_LEFT E2D_ALIGN_LEFT #define TEXT_ALIGN_RIGHT E2D_ALIGN_RIGHT #define TEXT_ALIGN_CENTER E2D_ALIGN_CENTER #define TEXT_ALIGN_SCREEN_CENTER E2D_ALIGN_SCREEN_CENTER #define TEXT_DEFAULT_COLOR Vector(1.0, 1.0, 1.0) //!< the default Color (white) #define TEXT_DEFAULT_BLENDING 1.0f //!< the default blending of the text, (no blending at all) /* some default values */ #define FONT_DEFAULT_SIZE 50 //!< default size of the Text #define FONT_NUM_COLORS 256 //!< number of colors. #define FONT_HIGHEST_KNOWN_CHAR 128 //!< The highest character known to the textEngine. #define TEXT_DEFAULT_ALIGNMENT TEXT_ALIGN_CENTER //!< default alignment typedef enum TEXT_RENDER_TYPE { TEXT_RENDER_STATIC = 1, TEXT_RENDER_DYNAMIC = 2 }; /** * STATIC means: a font, that is only one GL-face. ** it is very fast, and can be used for all text ** that does not have to be changed anymore, or if ** the the text should look very nice * DYNAMIC means: a very fast font, that will is build ** from multiple quads. ** Use this type, if you want to create fast changing ** text like a counter. */ //! A Struct to handel Texture Coordinates for quads struct TexCoord { float minU; //!< The minimum U-Coordinate float maxU; //!< The maximum U-Coordinate float minV; //!< The minimum V-Coordinate float maxV; //!< The maximum V-Coordinate }; //! A struct for handling glyphs /** a Glyph is one letter of a certain font */ struct Glyph { // Glyph-specific (size and so on) Uint16 character; //!< The character int minX; //!< The minimum distance from the origin in X int maxX; //!< The maximum distance from the origin in X int minY; //!< The minimum distance from the origin in Y int maxY; //!< The maximum distance from the origin in Y int width; //!< The width of the Glyph int height; //!< The height of the Glyph int bearingX; //!< How much is right of the Origin int bearingY; //!< How much is above the Origin int advance; //!< How big a Glyph would be in monospace-mode // OpenGL-specific // TexCoord texCoord; //!< A Texture Coordinate for this glyph. GLuint displayList; //!< DiplayList to render this Glyph. }; //////////// /// TEXT /// //////////// //! Represents one textElement. class Text : public Element2D { public: Text(Font* font = NULL, TEXT_RENDER_TYPE type = TEXT_RENDER_DYNAMIC); ~Text(); void setFont(Font* font); void setFont(const char* fontFile, unsigned int fontSize); void setType(TEXT_RENDER_TYPE type); void setText(const char* text, bool isExtern = false); /** @returns the String this Text displays */ inline const char* getText() const { return (externText == NULL)?this->text:this->externText; }; /** @param blending the blending intensity to set (between 0.0 and 1.0) */ inline void setBlending(float blending) { this->blending = blending; }; /** sets the Color of the Text to render (values in [0-1]) @param r red @param g green @param b blue */ void setColor(float r, float g, float b) { this->color = Vector(r,g,b); }; void createTexture(); virtual void draw() const; void debug() const; private: static GLuint loadTexture(SDL_Surface* surface, TexCoord* texCoord); static int powerOfTwo(int input); private: Font* font; //!< Font of this text TEXT_RENDER_TYPE type; //!< The type of this Font. char* text; //!< The text to display const char* externText; //!< the text to Display from an external Source. Vector color; //!< The color of the font. float blending; //!< The blending intensity. // placement in openGL GLuint texture; //!< A GL-texture to hold the text TexCoord texCoord; //!< Texture-coordinates @todo fix this to have a struct float height; float width; }; //////////// /// FONT /// //////////// //! A class to handle a Font of a certain ttf-File, Size and Color. class Font : public BaseObject { friend class Text; public: Font(const char* fontFile, unsigned int fontSize = FONT_DEFAULT_SIZE); virtual ~Font(); // font bool loadFont(const char* fontFile); void setSize(unsigned int fontSize); void setStyle(const char* renderStyle); /** @returns a Pointer to the Array of Glyphs */ inline Glyph** getGlyphArray() const { return glyphArray; }; /** @returns the texture to the fast-texture */ inline GLuint getFastTextureID() const { return fastTextureID; }; private: int getMaxHeight(); int getMaxAscent(); int getMaxDescent(); Glyph* getGlyphMetrics(Uint16 character); GLuint createFastTexture(); void initGlyphs(Uint16 from, Uint16 count); int findOptimalFastTextureSize(); void debug(); private: // general purpose GLdouble projMat[16]; //!< The Projection Matrix // information about the Font TTF_Font* font; //!< The font we use for this. unsigned int fontSize; //!< The size of the font in pixels. each Font has one size. int renderStyle; //!< The Renderstyle Glyph** glyphArray; //!< An Array of all the Glyphs stored in the Array of Glyphs. GLuint fastTextureID; //!< The fast textureID. tList* textList; //!< A list of texts this Font is mapped to. }; /////////////////// /// TEXT-ENGINE /// /////////////////// //! A singleton Class that operates as a Handler for generating and rendering Text in 2D class TextEngine : public BaseObject { public: virtual ~TextEngine(); /** @returns a Pointer to the only object of this Class */ inline static TextEngine* getInstance() { if (!singletonRef) singletonRef = new TextEngine(); return singletonRef; }; Text* createText(const char* fontFile, unsigned int fontSize = FONT_DEFAULT_SIZE, int textType = TEXT_RENDER_DYNAMIC); void debug() const; private: TextEngine(); static TextEngine* singletonRef; // general static void enableFonts(); static void disableFonts(); static bool checkVersion(); }; #endif /* _TEXT_ENGINE_H */