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435
Torque/SDK/engine/platformMacCarb/macCarbFont.cc
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435
Torque/SDK/engine/platformMacCarb/macCarbFont.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include <ApplicationServices/ApplicationServices.h>
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#include "platformMacCarb/macCarbFont.h"
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#include "platformMacCarb/platformMacCarb.h"
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#include "dgl/gFont.h"
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#include "dgl/gBitmap.h"
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#include "Math/mRect.h"
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#include "console/console.h"
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#include "core/unicode.h"
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#include <QDOffscreen.h>
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#include <Fonts.h>
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static GWorldPtr fontgw = NULL;
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static Rect fontrect = {0,0,256,256};
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static short fontdepth = 32;
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static U8 rawmap[256*256];
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void createFontInit(void);
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void createFontShutdown(void);
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S32 CopyCharToRaw(U8 *raw, PixMapHandle pm, const Rect &r);
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// !!!!! TBD this should be returning error, or raising exception...
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void createFontInit()
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{
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OSErr err = NewGWorld(&fontgw, fontdepth, &fontrect, NULL, NULL, keepLocal);
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AssertWarn(err==noErr, "Font system failed to initialize GWorld.");
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}
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void createFontShutdown()
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{
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DisposeGWorld(fontgw);
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fontgw = NULL;
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}
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U8 ColorAverage8(RGBColor &rgb)
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{
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return ((rgb.red>>8) + (rgb.green>>8) + (rgb.blue>>8)) / 3;
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}
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S32 CopyCharToRaw(U8 *raw, PixMapHandle pmh, const Rect &r)
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{
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// walk the pixmap, copying into raw buffer.
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// we want bg black, fg white, which is opposite 'sign' from the pixmap (bg white, with black text)
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// int off = GetPixRowBytes(pmh);
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// U32 *c = (U32*)GetPixBaseAddr(pmh);
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// U32 *p;
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RGBColor rgb;
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S32 i, j;
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U8 val, ca;
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S32 lastRow = -1;
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for (i = r.left; i <= r.right; i++)
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{
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for (j = r.top; j <= r.bottom; j++)
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{
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// p = (U32*)(((U8*)c) + (j*off)); // since rowbytes is bytes not pixels, need to convert to byte * before doing the math...
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val = 0;
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// if (((*p)&0x00FFFFFF)==0) // then black pixel in current port, so want white in new buffer.
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GetCPixel(i, j, &rgb);
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if ((ca = ColorAverage8(rgb))<=250) // get's us some grays with a small slop factor.
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{
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val = 255 - ca; // flip sign, basically.
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lastRow = j; // track the last row in the rect that we actually saw an active pixel, finding descenders basically...
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}
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raw[i + (j<<8)] = val;
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// p++;
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}
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}
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return(lastRow);
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}
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GOldFont* createFont(const char *name, dsize_t size, U32 charset)
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{
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if(!name)
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return NULL;
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if(size < 1)
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return NULL;
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bool wantsBold = false;
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short fontid;
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GetFNum(str2p(name), &fontid);
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if (fontid == 0)
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{
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// hmmm... see if it has "Bold" on the end. if so, remove it and try again.
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int len = dStrlen(name);
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if (len>4 && 0==dStricmp(name+len-4, "bold"))
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{
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char substr[128];
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dStrcpy(substr, name);
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len -= 5;
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substr[len] = 0; // new null termination.
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GetFNum(str2p(substr), &fontid);
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wantsBold = true;
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}
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if (fontid == 0)
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{
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Con::errorf(ConsoleLogEntry::General,"Error creating font [%s (%d)] -- it doesn't exist on this machine.",name, size);
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return(NULL);
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}
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}
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Boolean aaWas;
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S16 aaSize;
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CGrafPtr savePort;
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GDHandle saveGD;
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GetGWorld(&savePort, &saveGD);
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aaWas = IsAntiAliasedTextEnabled(&aaSize);
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SetAntiAliasedTextEnabled(true, 6);
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RGBColor white = {0xFFFF, 0xFFFF, 0xFFFF};
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RGBColor black = {0, 0, 0};
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PixMapHandle pmh;
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SetGWorld(fontgw, NULL);
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PenNormal(); // reset pen attribs.
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// shouldn't really need to do this, right?
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RGBBackColor(&white);
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RGBForeColor(&black);
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// set proper font.
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// mac fonts are coming out a bit bigger than PC - think PC is like 80-90dpi comparatively, vs 72dpi.
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// so, let's tweak here. 20=>16. 16=>13. 12=>9. 10=>7.
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TextSize(size - 2 - (int)((float)size * 0.1));
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TextFont(fontid);
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TextMode(srcCopy);
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if (wantsBold)
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TextFace(bold);
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// get font info
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int cx, cy, ry, my;
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FontInfo fi;
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GetFontInfo(&fi); // gets us basic glyphs.
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cy = fi.ascent + fi.descent + fi.leading + 1; // !!!! HACK. Not per-char-specific.
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pmh = GetGWorldPixMap(fontgw);
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GOldFont *retFont = new GOldFont;
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Rect b = {0,0,0,0};
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int drawBase = fi.ascent+1;
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int outBase = fi.ascent+fi.descent-1;
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for(S32 i = 32; i < 256; i++)
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{
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if (!LockPixels(pmh))
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{
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UpdateGWorld(&fontgw, fontdepth, &fontrect, NULL, NULL, keepLocal);
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pmh = GetGWorldPixMap(fontgw);
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// for now, assume we're good to go... TBD!!!!
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LockPixels(pmh);
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}
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// clear the port.
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EraseRect(&fontrect);
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// reset position to left edge, bottom of line for this font style.
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MoveTo(0, drawBase);
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// draw char & calc its pixel width.
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DrawChar(i);
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cx = CharWidth(i);
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b.right = cx+1;
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b.bottom = cy+1; // in case descenders drop too low, we want to catch the chars.
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ry = CopyCharToRaw(rawmap, pmh, b);
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UnlockPixels(pmh);
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if (ry<0) // bitmap was blank.
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{
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Con::printf("Blank character %c", i);
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if (cx)
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retFont->insertBitmap(i, rawmap, 0, 0, 0, 0, 0, cx);
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}
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else
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retFont->insertBitmap(i, rawmap, 256, cx+1, cy+1, 0, outBase, cx);
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}
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retFont->pack(cy, outBase);
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// if (actualChars==0)
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// Con::errorf(ConsoleLogEntry::General,"Error creating font: %s %d",name, size);
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//clean up local vars
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if (aaWas)
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SetAntiAliasedTextEnabled(aaWas, aaSize);
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SetGWorld(savePort, saveGD);
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return retFont;
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}
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//------------------------------------------------------------------------------
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// New Unicode capable font class.
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PlatformFont *createPlatformFont(const char *name, U32 size, U32 charset /* = TGE_ANSI_CHARSET */)
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{
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PlatformFont *retFont = new MacCarbFont;
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if(retFont->create(name, size, charset))
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return retFont;
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delete retFont;
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return NULL;
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}
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//------------------------------------------------------------------------------
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MacCarbFont::MacCarbFont()
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{
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mStyle = NULL;
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mLayout = NULL;
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mColorSpace = NULL;
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}
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MacCarbFont::~MacCarbFont()
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{
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// apple docs say we should dispose the layout first.
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ATSUDisposeTextLayout(mLayout);
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ATSUDisposeStyle(mStyle);
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CGColorSpaceRelease(mColorSpace);
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}
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//------------------------------------------------------------------------------
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bool MacCarbFont::create( const char *name, U32 size, U32 charset)
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{
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// create and cache the style and layout.
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// based on apple sample code at http://developer.apple.com/qa/qa2001/qa1027.html
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// note: charset is ignored on mac. -- we don't need it to get the right chars.
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// But do we need it to translate encodings? hmm...
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CFStringRef cfsName;
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ATSUFontID atsuFontID;
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ATSFontRef atsFontRef;
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Fixed atsuSize;
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ATSURGBAlphaColor black;
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ATSFontMetrics fontMetrics;
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U32 scaledSize;
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// Look up the font. We need it in 2 differnt formats, for differnt Apple APIs.
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cfsName = CFStringCreateWithCString( kCFAllocatorDefault, name, kCFStringEncodingUTF8);
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atsFontRef = ATSFontFindFromName( cfsName, kATSOptionFlagsDefault);
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atsuFontID = FMGetFontFromATSFontRef( atsFontRef);
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// make sure we found it. ATSFontFindFromName() appears to return 0 if it cant find anything. Apple docs contain no info on error returns.
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if( !atsFontRef || !atsuFontID )
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{
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Con::errorf("Error: Could not load font -%s-",name);
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return false;
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}
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// adjust the size. win dpi = 96, mac dpi = 72. 72/96 = .75
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// Interestingly enough, 0.75 is not what makes things the right size.
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scaledSize = size - 2 - (int)((float)size * 0.1);
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mSize = scaledSize;
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// Set up the size and color. We send these to ATSUSetAttributes().
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atsuSize = IntToFixed(scaledSize);
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black.red = black.green = black.blue = black.alpha = 1.0;
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// Three parrallel arrays for setting up font, size, and color attributes.
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ATSUAttributeTag theTags[] = { kATSUFontTag, kATSUSizeTag, kATSURGBAlphaColorTag};
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ByteCount theSizes[] = { sizeof(ATSUFontID), sizeof(Fixed), sizeof(ATSURGBAlphaColor) };
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ATSUAttributeValuePtr theValues[] = { &atsuFontID, &atsuSize, &black };
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// create and configure the style object.
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ATSUCreateStyle(&mStyle);
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ATSUSetAttributes( mStyle, 3, theTags, theSizes, theValues );
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// create the layout object,
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ATSUCreateTextLayout(&mLayout);
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// we'll bind the layout to a bitmap context when we actually draw.
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// ATSUSetTextPointerLocation() - will set the text buffer
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// ATSUSetLayoutControls() - will set the cg context.
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// get font metrics, save our baseline and height
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ATSFontGetHorizontalMetrics(atsFontRef, kATSOptionFlagsDefault, &fontMetrics);
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mBaseline = scaledSize * fontMetrics.ascent;
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mHeight = scaledSize * ( fontMetrics.ascent - fontMetrics.descent + fontMetrics.leading ) + 1;
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// cache our grey color space, so we dont have to re create it every time.
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mColorSpace = CGColorSpaceCreateDeviceGray();
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// and finally cache the font's name. We use this to cheat some antialiasing options below.
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mName = StringTable->insert(name);
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return true;
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}
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//------------------------------------------------------------------------------
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bool MacCarbFont::isValidChar(const UTF8 *str) const
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{
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return isValidChar(oneUTF32toUTF16(oneUTF8toUTF32(str,NULL)));
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}
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bool MacCarbFont::isValidChar( const UTF16 ch) const
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{
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// The expected behavior of this func is not well documented by the windows version,
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// and on the win side, is highly dependant on the font and code page.
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// Cutting out all the ASCII control chars seems like the right thing to do...
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// if you find a bug related to this assumption, please post a report.
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// 0x20 == 32 == space
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if( ch < 0x20 )
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return false;
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return true;
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}
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PlatformFont::CharInfo& MacCarbFont::getCharInfo(const UTF8 *str) const
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{
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return getCharInfo(oneUTF32toUTF16(oneUTF8toUTF32(str,NULL)));
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}
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PlatformFont::CharInfo& MacCarbFont::getCharInfo(const UTF16 ch) const
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{
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// We use some static data here to avoid re allocating the same variable in a loop.
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// this func is primarily called by GFont::loadCharInfo(),
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Rect imageRect;
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CGContextRef imageCtx;
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U32 bitmapDataSize;
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ATSUTextMeasurement tbefore, tafter, tascent, tdescent;
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OSStatus err;
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// 16 bit character buffer for the ATUSI calls.
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// -- hey... could we cache this at the class level, set style and loc *once*,
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// then just write to this buffer and clear the layout cache, to speed up drawing?
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static UniChar chUniChar[1];
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chUniChar[0] = ch;
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// Declare and clear out the CharInfo that will be returned.
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static PlatformFont::CharInfo c;
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dMemset(&c, 0, sizeof(c));
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// prep values for GFont::addBitmap()
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c.bitmapIndex = 0;
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c.xOffset = 0;
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c.yOffset = 0;
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// put the text in the layout.
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// we've hardcoded a string length of 1 here, but this could work for longer strings... (hint hint)
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// note: ATSUSetTextPointerLocation() also clears the previous cached layout information.
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ATSUSetTextPointerLocation( mLayout, chUniChar, 0, 1, 1);
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ATSUSetRunStyle( mLayout, mStyle, 0,1);
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// get the typographic bounds. this tells us how characters are placed relative to other characters.
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ATSUGetUnjustifiedBounds( mLayout, 0, 1, &tbefore, &tafter, &tascent, &tdescent);
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c.xIncrement = FixedToInt(tafter);
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// find out how big of a bitmap we'll need.
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// as a bonus, we also get the origin where we should draw, encoded in the Rect.
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ATSUMeasureTextImage( mLayout, 0, 1, 0, 0, &imageRect);
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c.width = imageRect.right - imageRect.left + 2; // add 2 because small fonts don't always have enough room
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c.height = imageRect.bottom - imageRect.top;
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c.xOrigin = imageRect.left; // dist x0 -> center line
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c.yOrigin = -imageRect.top; // dist y0 -> base line
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// kick out early if the character is undrawable
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if( c.width == 0 || c.height == 0)
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return c;
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// allocate a greyscale bitmap and clear it.
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bitmapDataSize = c.width * c.height;
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c.bitmapData = new U8[bitmapDataSize];
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dMemset(c.bitmapData,0x00,bitmapDataSize);
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// get a graphics context on the bitmap
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imageCtx = CGBitmapContextCreate( c.bitmapData, c.width, c.height, 8, c.width, mColorSpace, kCGImageAlphaNone);
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if(!imageCtx) {
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Con::errorf("Error: failed to create a graphics context on the CharInfo bitmap! Drawing a blank block.");
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c.xIncrement = c.width;
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dMemset(c.bitmapData,0xa0F,bitmapDataSize);
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return c;
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}
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// Turn off antialiasing for monospaced console fonts. yes, this is cheating.
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if(mSize < 12 && ( dStrstr(mName,"Monaco")!=NULL || dStrstr(mName,"Courier")!=NULL ))
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CGContextSetShouldAntialias(imageCtx, false);
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// Set up drawing options for the context.
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// Since we're not going straight to the screen, we need to adjust accordingly
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CGContextSetShouldSmoothFonts(imageCtx, false);
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CGContextSetRenderingIntent(imageCtx, kCGRenderingIntentAbsoluteColorimetric);
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CGContextSetInterpolationQuality( imageCtx, kCGInterpolationNone);
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CGContextSetGrayFillColor( imageCtx, 1.0, 1.0);
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CGContextSetTextDrawingMode( imageCtx, kCGTextFill);
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// tell ATSUI to substitute fonts as needed for missing glyphs
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ATSUSetTransientFontMatching(mLayout, true);
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// set up three parrallel arrays for setting up attributes.
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// this is how most options in ATSUI are set, by passing arrays of options.
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ATSUAttributeTag theTags[] = { kATSUCGContextTag };
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ByteCount theSizes[] = { sizeof(CGContextRef) };
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ATSUAttributeValuePtr theValues[] = { &imageCtx };
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// bind the layout to the context.
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ATSUSetLayoutControls( mLayout, 1, theTags, theSizes, theValues );
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// Draw the character!
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err = ATSUDrawText( mLayout, 0, 1, IntToFixed(-imageRect.left+1), IntToFixed( imageRect.bottom ) );
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CGContextRelease(imageCtx);
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if(err != noErr) {
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Con::errorf("Error: could not draw the character! Drawing a blank box.");
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dMemset(c.bitmapData,0x0F,bitmapDataSize);
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}
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#if TORQUE_DEBUG
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//Con::printf("Font Metrics: Rect = %i %i %i %i Char= %C, 0x%x Size= %i, Baseline= %i, Height= %i",imageRect.top, imageRect.bottom, imageRect.left, imageRect.right,ch,ch, mSize,mBaseline, mHeight);
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//Con::printf("Font Bounds: left= %i right= %i Char= %C, 0x%x Size= %i",FixedToInt(tbefore), FixedToInt(tafter), ch,ch, mSize);
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#endif
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return c;
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}
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//-----------------------------------------------------------------------------
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// The following code snippet demonstrates how to get the elusive GlyphIDs,
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// which are needed when you want to do various complex and arcane things
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// with ATSUI and CoreGraphics.
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//
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// ATSUGlyphInfoArray glyphinfoArr;
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// ATSUGetGlyphInfo( mLayout, kATSUFromTextBeginning, kATSUToTextEnd,sizeof(ATSUGlyphInfoArray), &glyphinfoArr);
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// ATSUGlyphInfo glyphinfo = glyphinfoArr.glyphs[0];
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// Con::printf(" Glyphinfo: screenX= %i, idealX=%f, deltaY=%f", glyphinfo.screenX, glyphinfo.idealX, glyphinfo.deltaY);
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