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https://github.com/space-wizards/RobustToolbox.git
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* System font API This is a new API that allows operating system fonts to be loaded by the engine and used by content. Fonts are provided in a flat list exposing all the relevant metadata. They are loaded from disk with a Load call. Initial implementation is only for Windows DirectWrite. * Load system fonts as memory mapped files if possible. This allows sharing the font file memory with other processes which is always good. * Use ArrayPool to reduce char array allocations * Disable verbose logging * Implement system font support on Linux via Fontconfig * Implement macOS support * Add "FREEDESKTOP" define constant This is basically LINUX || FREEBSD. Though FreeBSD currently gets detected as LINUX too. Oh well. * Compile out Fontconfig and CoreText system font backends when not on those platforms * Don't add Fontconfig package dep on Mac/Windows * Allow disabling system font support via CVar Cuz why not.
302 lines
11 KiB
C#
302 lines
11 KiB
C#
using System;
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using System.Numerics;
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using System.Text;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Robust.Client.Graphics
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{
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/// <summary>
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/// A generic font for rendering of text.
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/// Does not contain properties such as size. Those are specific to children such as <see cref="VectorFont" />
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/// </summary>
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public abstract class Font
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{
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/// <summary>
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/// The maximum amount a glyph goes above the baseline, in pixels.
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/// </summary>
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public abstract int GetAscent(float scale);
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/// <summary>
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/// The maximum glyph height of a line of text in pixels, not relative to the baseline.
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/// </summary>
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public abstract int GetHeight(float scale);
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/// <summary>
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/// The maximum amount a glyph drops below the baseline, in pixels.
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/// </summary>
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public abstract int GetDescent(float scale);
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/// <summary>
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/// The distance between the baselines of two consecutive lines, in pixels.
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/// Basically, if you encounter a new line, this is how much you need to move down the cursor.
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/// </summary>
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public abstract int GetLineHeight(float scale);
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/// <summary>
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/// The distance between the edges of two consecutive lines, in pixels.
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/// </summary>
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public int GetLineSeparation(float scale)
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{
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return GetLineHeight(scale) - GetHeight(scale);
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}
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/// <summary>
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/// Draw a character at a certain baseline position on screen.
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/// </summary>
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/// <param name="handle">The drawing handle to draw to.</param>
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/// <param name="rune">The Unicode code point to draw.</param>
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/// <param name="baseline">The baseline from which to draw the character.</param>
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/// <param name="scale">DPI scale factor to render the font at.</param>
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/// <param name="color">The color of the character to draw.</param>
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/// <param name="fallback">If the character is not available, render "�" instead.</param>
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/// <returns>How much to advance the cursor to draw the next character.</returns>
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public abstract float DrawChar(
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DrawingHandleBase handle, Rune rune, Vector2 baseline, float scale,
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Color color, bool fallback=true);
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/// <summary>
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/// Gets metrics describing the dimensions and positioning of a single glyph in the font.
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/// </summary>
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/// <param name="rune">The unicode codepoint to fetch the glyph metrics for.</param>
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/// <param name="scale">DPI scale factor to render the font at.</param>
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/// <param name="fallback">
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/// If the character is not available, return data for "�" instead.
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/// This can still fail if the font does not define � itself.
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/// </param>
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/// <returns>
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/// <c>null</c> if this font does not have a glyph for the specified character,
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/// otherwise the metrics you asked for.
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/// </returns>
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/// <seealso cref="TryGetCharMetrics"/>
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public abstract CharMetrics? GetCharMetrics(Rune rune, float scale, bool fallback=true);
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/// <summary>
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/// Try-pattern version of <see cref="GetCharMetrics"/>.
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/// </summary>
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public bool TryGetCharMetrics(Rune rune, float scale, out CharMetrics metrics, bool fallback=true)
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{
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var maybe = GetCharMetrics(rune, scale);
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if (maybe.HasValue)
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{
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metrics = maybe.Value;
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return true;
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}
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metrics = default;
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return false;
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}
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}
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/// <summary>
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/// Font type that renders vector fonts such as OTF and TTF fonts from a <see cref="FontResource"/>
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/// </summary>
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public sealed class VectorFont : Font
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{
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public int Size { get; }
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internal IFontInstanceHandle Handle { get; }
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public VectorFont(FontResource res, int size)
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{
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Size = size;
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Handle = IoCManager.Resolve<IFontManagerInternal>().MakeInstance(res.FontFaceHandle, size);
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}
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internal VectorFont(IFontInstanceHandle handle, int size)
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{
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Size = size;
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Handle = handle;
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}
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public override int GetAscent(float scale) => Handle.GetAscent(scale);
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public override int GetHeight(float scale) => Handle.GetHeight(scale);
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public override int GetDescent(float scale) => Handle.GetDescent(scale);
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public override int GetLineHeight(float scale) => Handle.GetLineHeight(scale);
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public override float DrawChar(DrawingHandleBase handle, Rune rune, Vector2 baseline, float scale, Color color, bool fallback=true)
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{
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var metrics = Handle.GetCharMetrics(rune, scale);
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if (!metrics.HasValue)
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{
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if (fallback && !Rune.IsWhiteSpace(rune))
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{
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rune = new Rune('�');
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metrics = Handle.GetCharMetrics(rune, scale);
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if (!metrics.HasValue)
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return 0;
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}
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else
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return 0;
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}
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var texture = Handle.GetCharTexture(rune, scale);
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if (texture == null)
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{
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return metrics.Value.Advance;
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}
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baseline += new Vector2(metrics.Value.BearingX, -metrics.Value.BearingY);
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if(handle is DrawingHandleWorld worldhandle)
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worldhandle.DrawTextureRect(texture, Box2.FromDimensions(baseline, texture.Size), color);
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else
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handle.DrawTexture(texture, baseline, color);
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return metrics.Value.Advance;
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}
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public override CharMetrics? GetCharMetrics(Rune rune, float scale, bool fallback=true)
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{
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var metrics = Handle.GetCharMetrics(rune, scale);
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if (metrics == null && !Rune.IsWhiteSpace(rune) && fallback)
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return Handle.GetCharMetrics(new Rune('�'), scale);
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return metrics;
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}
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}
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public sealed class StackedFont : Font
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{
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// _main is the "default" font; the top of the Stack.
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public readonly Font _main;
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public readonly Font[] Stack;
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public StackedFont(params Font[] args)
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{
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if (args.Length < 1)
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throw new ArgumentException("At least one font is required");
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Stack = args;
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_main = args[0];
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}
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// All metrics methods use the default font (_main).
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// Technically these could vary between stacked fonts, but that is a case
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// that really should already be avoided for so many other reasons.
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public override int GetAscent(float scale) => _main.GetAscent(scale);
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public override int GetHeight(float scale) => _main.GetHeight(scale);
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public override int GetDescent(float scale) => _main.GetDescent(scale);
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public override int GetLineHeight(float scale) => _main.GetLineHeight(scale);
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// DrawChar just proxies to the stack, or invokes _main's fallback.
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public override float DrawChar(DrawingHandleBase handle, Rune rune, Vector2 baseline, float scale, Color color, bool fallback=true)
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{
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foreach (var f in Stack)
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{
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var w = f.DrawChar(handle, rune, baseline, scale, color, fallback: false);
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if (w != 0f)
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return w;
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}
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if (fallback)
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return _main.DrawChar(handle, rune, baseline, scale, color, fallback: true);
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return 0f;
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}
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public override CharMetrics? GetCharMetrics(Rune rune, float scale, bool fallback=true)
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{
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foreach (var f in Stack)
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{
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var m = f.GetCharMetrics(rune, scale, fallback: false);
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if (m != null)
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return m;
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}
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if (!Rune.IsWhiteSpace(rune) && fallback)
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return _main.GetCharMetrics(rune, scale, fallback: true);
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return null;
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}
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}
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public sealed class DummyFont : Font
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{
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public override int GetAscent(float scale) => default;
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public override int GetHeight(float scale) => default;
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public override int GetDescent(float scale) => default;
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public override int GetLineHeight(float scale) => default;
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public override float DrawChar(DrawingHandleBase handle, Rune rune, Vector2 baseline, float scale, Color color, bool fallback=true)
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{
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// Nada, it's a dummy after all.
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return 0;
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}
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public override CharMetrics? GetCharMetrics(Rune rune, float scale, bool fallback=true)
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{
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// Nada, it's a dummy after all.
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return null;
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}
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}
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/// <summary>
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/// Possible values for font weights. Larger values have thicker font strokes.
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/// </summary>
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/// <remarks>
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/// <para>
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/// These values are based on the <c>usWeightClass</c> property of the OpenType specification:
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/// https://learn.microsoft.com/en-us/typography/opentype/spec/os2#usweightclass
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/// </para>
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/// </remarks>
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/// <seealso cref="ISystemFontFace.Weight"/>
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public enum FontWeight : ushort
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{
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Thin = 100,
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ExtraLight = 200,
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UltraLight = ExtraLight,
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Light = 300,
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SemiLight = 350,
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Normal = 400,
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Regular = Normal,
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Medium = 500,
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SemiBold = 600,
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DemiBold = SemiBold,
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Bold = 700,
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ExtraBold = 800,
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UltraBold = ExtraBold,
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Black = 900,
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Heavy = Black,
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ExtraBlack = 950,
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UltraBlack = ExtraBlack,
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}
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/// <summary>
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/// Possible slant values for fonts.
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/// </summary>
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/// <seealso cref="ISystemFontFace.Slant"/>
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public enum FontSlant : byte
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{
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// NOTE: Enum values correspond to DWRITE_FONT_STYLE.
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Normal = 0,
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Oblique = 1,
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// FUN FACT: they're called "italics" because they look like the Leaning Tower of Pisa.
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// Don't fact-check that.
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Italic = 2
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}
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/// <summary>
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/// Possible values for font widths. Larger values are proportionally wider.
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/// </summary>
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/// <remarks>
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/// <para>
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/// These values are based on the <c>usWidthClass</c> property of the OpenType specification:
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/// https://learn.microsoft.com/en-us/typography/opentype/spec/os2#uswidthclass
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/// </para>
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/// </remarks>
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/// <seealso cref="ISystemFontFace.Width"/>
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public enum FontWidth : ushort
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{
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UltraCondensed = 1,
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ExtraCondensed = 2,
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Condensed = 3,
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SemiCondensed = 4,
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Normal = 5,
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Medium = Normal,
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SemiExpanded = 6,
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Expanded = 7,
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ExtraExpanded = 8,
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UltraExpanded = 9,
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}
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}
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