Files
RobustToolbox/Robust.Client/Graphics/Font.cs
T
2021-03-09 23:25:27 +01:00

157 lines
5.8 KiB
C#

using System;
using System.Text;
using Robust.Client.ResourceManagement;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics
{
/// <summary>
/// A generic font for rendering of text.
/// Does not contain properties such as size. Those are specific to children such as <see cref="VectorFont" />
/// </summary>
public abstract class Font
{
/// <summary>
/// The maximum amount a glyph goes above the baseline, in pixels.
/// </summary>
public abstract int GetAscent(float scale);
/// <summary>
/// The maximum glyph height of a line of text in pixels, not relative to the baseline.
/// </summary>
public abstract int GetHeight(float scale);
/// <summary>
/// The maximum amount a glyph drops below the baseline, in pixels.
/// </summary>
public abstract int GetDescent(float scale);
/// <summary>
/// The distance between the baselines of two consecutive lines, in pixels.
/// Basically, if you encounter a new line, this is how much you need to move down the cursor.
/// </summary>
public abstract int GetLineHeight(float scale);
/// <summary>
/// The distance between the edges of two consecutive lines, in pixels.
/// </summary>
public int GetLineSeparation(float scale)
{
return GetLineHeight(scale) - GetHeight(scale);
}
/// <summary>
/// Draw a character at a certain baseline position on screen.
/// </summary>
/// <param name="handle">The drawing handle to draw to.</param>
/// <param name="rune">The Unicode code point to draw.</param>
/// <param name="baseline">The baseline from which to draw the character.</param>
/// <param name="scale">DPI scale factor to render the font at.</param>
/// <param name="color">The color of the character to draw.</param>
/// <returns>How much to advance the cursor to draw the next character.</returns>
public abstract float DrawChar(
DrawingHandleScreen handle, Rune rune, Vector2 baseline, float scale,
Color color);
[Obsolete("Use Rune variant instead")]
public float DrawChar(DrawingHandleScreen handle, char chr, Vector2 baseline, float scale, Color color)
{
return DrawChar(handle, (Rune) chr, baseline, scale, color);
}
/// <summary>
/// Gets metrics describing the dimensions and positioning of a single glyph in the font.
/// </summary>
/// <param name="rune">The unicode codepoint to fetch the glyph metrics for.</param>
/// <param name="scale">DPI scale factor to render the font at.</param>
/// <returns>
/// <c>null</c> if this font does not have a glyph for the specified character,
/// otherwise the metrics you asked for.
/// </returns>
/// <seealso cref="TryGetCharMetrics"/>
public abstract CharMetrics? GetCharMetrics(Rune rune, float scale);
/// <summary>
/// Try-pattern version of <see cref="GetCharMetrics"/>.
/// </summary>
public bool TryGetCharMetrics(Rune rune, float scale, out CharMetrics metrics)
{
var maybe = GetCharMetrics(rune, scale);
if (maybe.HasValue)
{
metrics = maybe.Value;
return true;
}
metrics = default;
return false;
}
}
/// <summary>
/// Font type that renders vector fonts such as OTF and TTF fonts from a <see cref="FontResource"/>
/// </summary>
public sealed class VectorFont : Font
{
public int Size { get; }
internal IFontInstanceHandle Handle { get; }
public VectorFont(FontResource res, int size)
{
Size = size;
Handle = IoCManager.Resolve<IFontManagerInternal>().MakeInstance(res.FontFaceHandle, size);
}
public override int GetAscent(float scale) => Handle.GetAscent(scale);
public override int GetHeight(float scale) => Handle.GetHeight(scale);
public override int GetDescent(float scale) => Handle.GetDescent(scale);
public override int GetLineHeight(float scale) => Handle.GetLineHeight(scale);
public override float DrawChar(DrawingHandleScreen handle, Rune rune, Vector2 baseline, float scale, Color color)
{
var metrics = Handle.GetCharMetrics(rune, scale);
if (!metrics.HasValue)
{
return 0;
}
var texture = Handle.GetCharTexture(rune, scale);
if (texture == null)
{
return metrics.Value.Advance;
}
baseline += new Vector2(metrics.Value.BearingX, -metrics.Value.BearingY);
handle.DrawTexture(texture, baseline, color);
return metrics.Value.Advance;
}
public override CharMetrics? GetCharMetrics(Rune rune, float scale)
{
return Handle.GetCharMetrics(rune, scale);
}
}
public sealed class DummyFont : Font
{
public override int GetAscent(float scale) => default;
public override int GetHeight(float scale) => default;
public override int GetDescent(float scale) => default;
public override int GetLineHeight(float scale) => default;
public override float DrawChar(DrawingHandleScreen handle, Rune rune, Vector2 baseline, float scale, Color color)
{
// Nada, it's a dummy after all.
return 0;
}
public override CharMetrics? GetCharMetrics(Rune rune, float scale)
{
// Nada, it's a dummy after all.
return null;
}
}
}