//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "platformMacCarb/platformMacCarb.h" #include "platformMacCarb/macCarbFont.h" #include "dgl/gFont.h" #include "dgl/gBitmap.h" #include "Math/mRect.h" #include "console/console.h" #include "core/unicode.h" //------------------------------------------------------------------------------ // New Unicode capable font class. PlatformFont *createPlatformFont(const char *name, U32 size, U32 charset /* = TGE_ANSI_CHARSET */) { PlatformFont *retFont = new MacCarbFont; if(retFont->create(name, size, charset)) return retFont; delete retFont; return NULL; } //------------------------------------------------------------------------------ MacCarbFont::MacCarbFont() { mStyle = NULL; mLayout = NULL; mColorSpace = NULL; } MacCarbFont::~MacCarbFont() { // apple docs say we should dispose the layout first. ATSUDisposeTextLayout(mLayout); ATSUDisposeStyle(mStyle); CGColorSpaceRelease(mColorSpace); } //------------------------------------------------------------------------------ bool MacCarbFont::create( const char *name, U32 size, U32 charset) { // create and cache the style and layout. // based on apple sample code at http://developer.apple.com/qa/qa2001/qa1027.html // note: charset is ignored on mac. -- we don't need it to get the right chars. // But do we need it to translate encodings? hmm... CFStringRef cfsName; ATSUFontID atsuFontID; ATSFontRef atsFontRef; Fixed atsuSize; ATSURGBAlphaColor black; ATSFontMetrics fontMetrics; U32 scaledSize; // Look up the font. We need it in 2 differnt formats, for differnt Apple APIs. cfsName = CFStringCreateWithCString( kCFAllocatorDefault, name, kCFStringEncodingUTF8); if(!cfsName) Con::errorf("Error: could not make a cfstring out of \"%s\" ",name); atsFontRef = ATSFontFindFromName( cfsName, kATSOptionFlagsDefault); atsuFontID = FMGetFontFromATSFontRef( atsFontRef); // make sure we found it. ATSFontFindFromName() appears to return 0 if it cant find anything. Apple docs contain no info on error returns. if( !atsFontRef || !atsuFontID ) { Con::errorf("MacCarbFont::create - could not load font -%s-",name); return false; } // adjust the size. win dpi = 96, mac dpi = 72. 72/96 = .75 // Interestingly enough, 0.75 is not what makes things the right size. scaledSize = size - 2 - (int)((float)size * 0.1); mSize = scaledSize; // Set up the size and color. We send these to ATSUSetAttributes(). atsuSize = IntToFixed(scaledSize); black.red = black.green = black.blue = black.alpha = 1.0; // Three parrallel arrays for setting up font, size, and color attributes. ATSUAttributeTag theTags[] = { kATSUFontTag, kATSUSizeTag, kATSURGBAlphaColorTag}; ByteCount theSizes[] = { sizeof(ATSUFontID), sizeof(Fixed), sizeof(ATSURGBAlphaColor) }; ATSUAttributeValuePtr theValues[] = { &atsuFontID, &atsuSize, &black }; // create and configure the style object. ATSUCreateStyle(&mStyle); ATSUSetAttributes( mStyle, 3, theTags, theSizes, theValues ); // create the layout object, ATSUCreateTextLayout(&mLayout); // we'll bind the layout to a bitmap context when we actually draw. // ATSUSetTextPointerLocation() - will set the text buffer // ATSUSetLayoutControls() - will set the cg context. // get font metrics, save our baseline and height ATSFontGetHorizontalMetrics(atsFontRef, kATSOptionFlagsDefault, &fontMetrics); mBaseline = scaledSize * fontMetrics.ascent; mHeight = scaledSize * ( fontMetrics.ascent - fontMetrics.descent + fontMetrics.leading ) + 1; // cache our grey color space, so we dont have to re create it every time. mColorSpace = CGColorSpaceCreateDeviceGray(); // and finally cache the font's name. We use this to cheat some antialiasing options below. mName = StringTable->insert(name); return true; } //------------------------------------------------------------------------------ bool MacCarbFont::isValidChar(const UTF8 *str) const { // since only low order characters are invalid, and since those characters // are single codeunits in UTF8, we can safely cast here. return isValidChar((UTF16)*str); } bool MacCarbFont::isValidChar( const UTF16 ch) const { // We cut out the ASCII control chars here. Only printable characters are valid. // 0x20 == 32 == space if( ch < 0x20 ) return false; return true; } PlatformFont::CharInfo& MacCarbFont::getCharInfo(const UTF8 *str) const { return getCharInfo(oneUTF32toUTF16(oneUTF8toUTF32(str,NULL))); } PlatformFont::CharInfo& MacCarbFont::getCharInfo(const UTF16 ch) const { // We use some static data here to avoid re allocating the same variable in a loop. // this func is primarily called by GFont::loadCharInfo(), Rect imageRect; CGContextRef imageCtx; U32 bitmapDataSize; ATSUTextMeasurement tbefore, tafter, tascent, tdescent; OSStatus err; // 16 bit character buffer for the ATUSI calls. // -- hey... could we cache this at the class level, set style and loc *once*, // then just write to this buffer and clear the layout cache, to speed up drawing? static UniChar chUniChar[1]; chUniChar[0] = ch; // Declare and clear out the CharInfo that will be returned. static PlatformFont::CharInfo c; dMemset(&c, 0, sizeof(c)); // prep values for GFont::addBitmap() c.bitmapIndex = 0; c.xOffset = 0; c.yOffset = 0; // put the text in the layout. // we've hardcoded a string length of 1 here, but this could work for longer strings... (hint hint) // note: ATSUSetTextPointerLocation() also clears the previous cached layout information. ATSUSetTextPointerLocation( mLayout, chUniChar, 0, 1, 1); ATSUSetRunStyle( mLayout, mStyle, 0,1); // get the typographic bounds. this tells us how characters are placed relative to other characters. ATSUGetUnjustifiedBounds( mLayout, 0, 1, &tbefore, &tafter, &tascent, &tdescent); c.xIncrement = FixedToInt(tafter); // find out how big of a bitmap we'll need. // as a bonus, we also get the origin where we should draw, encoded in the Rect. ATSUMeasureTextImage( mLayout, 0, 1, 0, 0, &imageRect); U32 xFudge = 2; U32 yFudge = 1; c.width = imageRect.right - imageRect.left + xFudge; // add 2 because small fonts don't always have enough room c.height = imageRect.bottom - imageRect.top + yFudge; c.xOrigin = imageRect.left; // dist x0 -> center line c.yOrigin = -imageRect.top; // dist y0 -> base line // kick out early if the character is undrawable if( c.width == xFudge || c.height == yFudge) return c; // allocate a greyscale bitmap and clear it. bitmapDataSize = c.width * c.height; c.bitmapData = new U8[bitmapDataSize]; dMemset(c.bitmapData,0x00,bitmapDataSize); // get a graphics context on the bitmap imageCtx = CGBitmapContextCreate( c.bitmapData, c.width, c.height, 8, c.width, mColorSpace, kCGImageAlphaNone); if(!imageCtx) { Con::errorf("Error: failed to create a graphics context on the CharInfo bitmap! Drawing a blank block."); c.xIncrement = c.width; dMemset(c.bitmapData,0x0F,bitmapDataSize); return c; } // Turn off antialiasing for monospaced console fonts. yes, this is cheating. if(mSize < 12 && ( dStrstr(mName,"Monaco")!=NULL || dStrstr(mName,"Courier")!=NULL )) CGContextSetShouldAntialias(imageCtx, false); // Set up drawing options for the context. // Since we're not going straight to the screen, we need to adjust accordingly CGContextSetShouldSmoothFonts(imageCtx, false); CGContextSetRenderingIntent(imageCtx, kCGRenderingIntentAbsoluteColorimetric); CGContextSetInterpolationQuality( imageCtx, kCGInterpolationNone); CGContextSetGrayFillColor( imageCtx, 1.0, 1.0); CGContextSetTextDrawingMode( imageCtx, kCGTextFill); // tell ATSUI to substitute fonts as needed for missing glyphs ATSUSetTransientFontMatching(mLayout, true); // set up three parrallel arrays for setting up attributes. // this is how most options in ATSUI are set, by passing arrays of options. ATSUAttributeTag theTags[] = { kATSUCGContextTag }; ByteCount theSizes[] = { sizeof(CGContextRef) }; ATSUAttributeValuePtr theValues[] = { &imageCtx }; // bind the layout to the context. ATSUSetLayoutControls( mLayout, 1, theTags, theSizes, theValues ); // Draw the character! int yoff = c.height < 3 ? 1 : 0; // kludge for 1 pixel high characters, such as '-' and '_' int xoff = 1; err = ATSUDrawText( mLayout, 0, 1, IntToFixed(-imageRect.left + xoff), IntToFixed(imageRect.bottom + yoff ) ); CGContextRelease(imageCtx); if(err != noErr) { Con::errorf("Error: could not draw the character! Drawing a blank box."); dMemset(c.bitmapData,0x0F,bitmapDataSize); } #if TORQUE_DEBUG // Con::printf("Font Metrics: Rect = %2i %2i %2i %2i Char= %C, 0x%x Size= %i, Baseline= %i, Height= %i",imageRect.top, imageRect.bottom, imageRect.left, imageRect.right,ch,ch, mSize,mBaseline, mHeight); // Con::printf("Font Bounds: left= %2i right= %2i Char= %C, 0x%x Size= %i",FixedToInt(tbefore), FixedToInt(tafter), ch,ch, mSize); #endif return c; } //----------------------------------------------------------------------------- // The following code snippet demonstrates how to get the elusive GlyphIDs, // which are needed when you want to do various complex and arcane things // with ATSUI and CoreGraphics. // // ATSUGlyphInfoArray glyphinfoArr; // ATSUGetGlyphInfo( mLayout, kATSUFromTextBeginning, kATSUToTextEnd,sizeof(ATSUGlyphInfoArray), &glyphinfoArr); // ATSUGlyphInfo glyphinfo = glyphinfoArr.glyphs[0]; // Con::printf(" Glyphinfo: screenX= %i, idealX=%f, deltaY=%f", glyphinfo.screenX, glyphinfo.idealX, glyphinfo.deltaY);