tge/engine/platformMacCarb/macCarbFont.cc
2025-02-17 23:17:30 -06:00

436 lines
15 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include <ApplicationServices/ApplicationServices.h>
#include "platformMacCarb/macCarbFont.h"
#include "platformMacCarb/platformMacCarb.h"
#include "dgl/gFont.h"
#include "dgl/gBitmap.h"
#include "Math/mRect.h"
#include "console/console.h"
#include "core/unicode.h"
#include <QDOffscreen.h>
#include <Fonts.h>
static GWorldPtr fontgw = NULL;
static Rect fontrect = {0,0,256,256};
static short fontdepth = 32;
static U8 rawmap[256*256];
void createFontInit(void);
void createFontShutdown(void);
S32 CopyCharToRaw(U8 *raw, PixMapHandle pm, const Rect &r);
// !!!!! TBD this should be returning error, or raising exception...
void createFontInit()
{
OSErr err = NewGWorld(&fontgw, fontdepth, &fontrect, NULL, NULL, keepLocal);
AssertWarn(err==noErr, "Font system failed to initialize GWorld.");
}
void createFontShutdown()
{
DisposeGWorld(fontgw);
fontgw = NULL;
}
U8 ColorAverage8(RGBColor &rgb)
{
return ((rgb.red>>8) + (rgb.green>>8) + (rgb.blue>>8)) / 3;
}
S32 CopyCharToRaw(U8 *raw, PixMapHandle pmh, const Rect &r)
{
// walk the pixmap, copying into raw buffer.
// we want bg black, fg white, which is opposite 'sign' from the pixmap (bg white, with black text)
// int off = GetPixRowBytes(pmh);
// U32 *c = (U32*)GetPixBaseAddr(pmh);
// U32 *p;
RGBColor rgb;
S32 i, j;
U8 val, ca;
S32 lastRow = -1;
for (i = r.left; i <= r.right; i++)
{
for (j = r.top; j <= r.bottom; j++)
{
// p = (U32*)(((U8*)c) + (j*off)); // since rowbytes is bytes not pixels, need to convert to byte * before doing the math...
val = 0;
// if (((*p)&0x00FFFFFF)==0) // then black pixel in current port, so want white in new buffer.
GetCPixel(i, j, &rgb);
if ((ca = ColorAverage8(rgb))<=250) // get's us some grays with a small slop factor.
{
val = 255 - ca; // flip sign, basically.
lastRow = j; // track the last row in the rect that we actually saw an active pixel, finding descenders basically...
}
raw[i + (j<<8)] = val;
// p++;
}
}
return(lastRow);
}
GOldFont* createFont(const char *name, dsize_t size, U32 charset)
{
if(!name)
return NULL;
if(size < 1)
return NULL;
bool wantsBold = false;
short fontid;
GetFNum(str2p(name), &fontid);
if (fontid == 0)
{
// hmmm... see if it has "Bold" on the end. if so, remove it and try again.
int len = dStrlen(name);
if (len>4 && 0==dStricmp(name+len-4, "bold"))
{
char substr[128];
dStrcpy(substr, name);
len -= 5;
substr[len] = 0; // new null termination.
GetFNum(str2p(substr), &fontid);
wantsBold = true;
}
if (fontid == 0)
{
Con::errorf(ConsoleLogEntry::General,"Error creating font [%s (%d)] -- it doesn't exist on this machine.",name, size);
return(NULL);
}
}
Boolean aaWas;
S16 aaSize;
CGrafPtr savePort;
GDHandle saveGD;
GetGWorld(&savePort, &saveGD);
aaWas = IsAntiAliasedTextEnabled(&aaSize);
SetAntiAliasedTextEnabled(true, 6);
RGBColor white = {0xFFFF, 0xFFFF, 0xFFFF};
RGBColor black = {0, 0, 0};
PixMapHandle pmh;
SetGWorld(fontgw, NULL);
PenNormal(); // reset pen attribs.
// shouldn't really need to do this, right?
RGBBackColor(&white);
RGBForeColor(&black);
// set proper font.
// mac fonts are coming out a bit bigger than PC - think PC is like 80-90dpi comparatively, vs 72dpi.
// so, let's tweak here. 20=>16. 16=>13. 12=>9. 10=>7.
TextSize(size - 2 - (int)((float)size * 0.1));
TextFont(fontid);
TextMode(srcCopy);
if (wantsBold)
TextFace(bold);
// get font info
int cx, cy, ry, my;
FontInfo fi;
GetFontInfo(&fi); // gets us basic glyphs.
cy = fi.ascent + fi.descent + fi.leading + 1; // !!!! HACK. Not per-char-specific.
pmh = GetGWorldPixMap(fontgw);
GOldFont *retFont = new GOldFont;
Rect b = {0,0,0,0};
int drawBase = fi.ascent+1;
int outBase = fi.ascent+fi.descent-1;
for(S32 i = 32; i < 256; i++)
{
if (!LockPixels(pmh))
{
UpdateGWorld(&fontgw, fontdepth, &fontrect, NULL, NULL, keepLocal);
pmh = GetGWorldPixMap(fontgw);
// for now, assume we're good to go... TBD!!!!
LockPixels(pmh);
}
// clear the port.
EraseRect(&fontrect);
// reset position to left edge, bottom of line for this font style.
MoveTo(0, drawBase);
// draw char & calc its pixel width.
DrawChar(i);
cx = CharWidth(i);
b.right = cx+1;
b.bottom = cy+1; // in case descenders drop too low, we want to catch the chars.
ry = CopyCharToRaw(rawmap, pmh, b);
UnlockPixels(pmh);
if (ry<0) // bitmap was blank.
{
Con::printf("Blank character %c", i);
if (cx)
retFont->insertBitmap(i, rawmap, 0, 0, 0, 0, 0, cx);
}
else
retFont->insertBitmap(i, rawmap, 256, cx+1, cy+1, 0, outBase, cx);
}
retFont->pack(cy, outBase);
// if (actualChars==0)
// Con::errorf(ConsoleLogEntry::General,"Error creating font: %s %d",name, size);
//clean up local vars
if (aaWas)
SetAntiAliasedTextEnabled(aaWas, aaSize);
SetGWorld(savePort, saveGD);
return retFont;
}
//------------------------------------------------------------------------------
// 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);
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("Error: 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
{
return isValidChar(oneUTF32toUTF16(oneUTF8toUTF32(str,NULL)));
}
bool MacCarbFont::isValidChar( const UTF16 ch) const
{
// The expected behavior of this func is not well documented by the windows version,
// and on the win side, is highly dependant on the font and code page.
// Cutting out all the ASCII control chars seems like the right thing to do...
// if you find a bug related to this assumption, please post a report.
// 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);
c.width = imageRect.right - imageRect.left + 2; // add 2 because small fonts don't always have enough room
c.height = imageRect.bottom - imageRect.top;
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 == 0 || c.height == 0)
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,0xa0F,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!
err = ATSUDrawText( mLayout, 0, 1, IntToFixed(-imageRect.left+1), IntToFixed( imageRect.bottom ) );
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 = %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);
//Con::printf("Font Bounds: left= %i right= %i 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);