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vcmi/client/renderSDL/CBitmapFont.cpp

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/*
2023-02-01 16:42:03 +02:00
* CBitmapFont.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CBitmapFont.h"
#include "SDL_Extensions.h"
#include "../../lib/vcmi_endian.h"
#include "../../lib/filesystem/Filesystem.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/Rect.h"
#include <SDL_surface.h>
std::array<CBitmapFont::BitmapChar, CBitmapFont::totalChars> CBitmapFont::loadChars() const
{
std::array<BitmapChar, totalChars> ret;
size_t offset = 32;
for (auto & elem : ret)
{
elem.leftOffset = read_le_u32(data.first.get() + offset); offset+=4;
elem.width = read_le_u32(data.first.get() + offset); offset+=4;
elem.rightOffset = read_le_u32(data.first.get() + offset); offset+=4;
}
for (auto & elem : ret)
{
int pixelOffset = read_le_u32(data.first.get() + offset); offset+=4;
elem.pixels = data.first.get() + 4128 + pixelOffset;
assert(pixelOffset + 4128 < data.second);
}
return ret;
}
CBitmapFont::CBitmapFont(const std::string & filename):
data(CResourceHandler::get()->load(ResourceID("data/" + filename, EResType::BMP_FONT))->readAll()),
chars(loadChars()),
height(data.first.get()[5])
{}
size_t CBitmapFont::getLineHeight() const
{
return height;
}
size_t CBitmapFont::getGlyphWidth(const char * data) const
{
std::string localChar = Unicode::fromUnicode(std::string(data, Unicode::getCharacterSize(data[0])));
if (localChar.size() == 1)
{
const BitmapChar & ch = chars[ui8(localChar[0])];
return ch.leftOffset + ch.width + ch.rightOffset;
}
return 0;
}
void CBitmapFont::renderCharacter(SDL_Surface * surface, const BitmapChar & character, const SDL_Color & color, int &posX, int &posY) const
{
Rect clipRect;
CSDL_Ext::getClipRect(surface, clipRect);
posX += character.leftOffset;
CSDL_Ext::TColorPutter colorPutter = CSDL_Ext::getPutterFor(surface, 0);
uint8_t bpp = surface->format->BytesPerPixel;
// start of line, may differ from 0 due to end of surface or clipped surface
int lineBegin = std::max<int>(0, clipRect.y - posY);
int lineEnd = std::min<int>(height, clipRect.y + clipRect.h - posY - 1);
// start end end of each row, may differ from 0
int rowBegin = std::max<int>(0, clipRect.x - posX);
int rowEnd = std::min<int>(character.width, clipRect.x + clipRect.w - posX - 1);
//for each line in symbol
for(int dy = lineBegin; dy <lineEnd; dy++)
{
uint8_t *dstLine = (uint8_t*)surface->pixels;
uint8_t *srcLine = character.pixels;
// shift source\destination pixels to current position
dstLine += (posY+dy) * surface->pitch + posX * bpp;
srcLine += dy * character.width;
//for each column in line
for(int dx = rowBegin; dx < rowEnd; dx++)
{
uint8_t* dstPixel = dstLine + dx*bpp;
switch(srcLine[dx])
{
case 1: //black "shadow"
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colorPutter(dstPixel, 0, 0, 0);
break;
case 255: //text colour
colorPutter(dstPixel, color.r, color.g, color.b);
break;
default :
break; //transparency
}
}
}
posX += character.width;
posX += character.rightOffset;
}
void CBitmapFont::renderText(SDL_Surface * surface, const std::string & data, const SDL_Color & color, const Point & pos) const
{
if (data.empty())
return;
assert(surface);
int posX = pos.x;
int posY = pos.y;
// Should be used to detect incorrect text parsing. Disabled right now due to some old UI code (mostly pregame and battles)
//assert(data[0] != '{');
//assert(data[data.size()-1] != '}');
SDL_LockSurface(surface);
for(size_t i=0; i<data.size(); i += Unicode::getCharacterSize(data[i]))
{
std::string localChar = Unicode::fromUnicode(data.substr(i, Unicode::getCharacterSize(data[i])));
if (localChar.size() == 1)
renderCharacter(surface, chars[ui8(localChar[0])], color, posX, posY);
}
SDL_UnlockSurface(surface);
}