]> git.rm.cloudns.org Git - xonotic/netradiant.git/commitdiff
glfont.cpp: add an internal class that uses Pango
authorRudolf Polzer <divVerent@xonotic.org>
Tue, 16 Nov 2010 13:07:06 +0000 (14:07 +0100)
committerRudolf Polzer <divVerent@xonotic.org>
Tue, 16 Nov 2010 13:07:06 +0000 (14:07 +0100)
libs/gtkutil/glfont.cpp

index d2d3b8704301f178610fc10a4f41f5ef1a5478f3..962f3fe9aa14041cf2264ee17c1a504bc8b4681d 100644 (file)
@@ -157,3 +157,142 @@ void glfont_release(GLFont& font)
   font = GLFont(0, 0, 0, 0);
 }
 #endif
+
+
+
+// new font code ripped from ZeroRadiant (not in use yet)
+
+#include <pango/pangoft2.h>
+#include "igl.h"
+
+class GLFontInternal
+{
+       const char *font_string;
+       int font_height;
+       int font_ascent;
+       int font_descent;
+       int y_offset_bitmap_render_pango_units;
+       PangoContext *ft2_context;
+
+       public:
+       GLFontInternal(const char *_font_string): font_string(font_string)
+       {
+               PangoFontDescription *font_desc;
+               PangoLayout *layout;
+               PangoRectangle log_rect;
+               int font_ascent_pango_units;
+               int font_descent_pango_units;
+
+               // This call is deprecated so we'll have to fix it sometime.
+               ft2_context = pango_ft2_get_context(72, 72);
+
+               font_desc = pango_font_description_from_string(font_string);
+               pango_context_set_font_description(ft2_context, font_desc);
+               pango_font_description_free(font_desc);
+
+               layout = pango_layout_new(ft2_context);
+#if !PANGO_VERSION_CHECK(1,22,0)
+               PangoLayoutIter *iter;  
+               iter = pango_layout_get_iter(layout);
+               font_ascent_pango_units = pango_layout_iter_get_baseline(iter);
+               pango_layout_iter_free(iter);
+#else
+               font_ascent_pango_units = pango_layout_get_baseline(layout);
+#endif
+               pango_layout_get_extents(layout, NULL, &log_rect);
+               g_object_unref(G_OBJECT(layout));
+               font_descent_pango_units = log_rect.height - font_ascent_pango_units;
+
+               font_ascent = PANGO_PIXELS_CEIL(font_ascent_pango_units);
+               font_descent = PANGO_PIXELS_CEIL(font_descent_pango_units);
+               font_height = font_ascent + font_descent;
+               y_offset_bitmap_render_pango_units = (font_ascent * PANGO_SCALE) - font_ascent_pango_units;
+       }
+
+       ~GLFontInternal()
+       {
+               g_object_unref(G_OBJECT(ft2_context));
+       }
+
+       // Renders the input text at the current location with the current color.
+       // The X position of the current location is used to place the left edge of the text image,
+       // where the text image bounds are defined as the logical extents of the line of text.
+       // The Y position of the current location is used to place the bottom of the text image.
+       // You should offset the Y position by the amount returned by gtk_glwidget_font_descent()
+       // if you want to place the baseline of the text image at the current Y position.
+       // Note: A problem with this function is that if the lower left corner of the text falls
+       // just a hair outside of the viewport (meaning the current raster position is invalid),
+       // then no text will be rendered.  The solution to this is a very hacky one.  You can search
+       // Google for "glDrawPixels clipping".
+       void printString(const char *s)
+       {
+               // The idea for this code initially came from the font-pangoft2.c example that comes with GtkGLExt.
+
+               PangoLayout *layout;
+               PangoRectangle log_rect;
+               FT_Bitmap bitmap;
+               unsigned char *begin_bitmap_buffer;
+               GLfloat color[4];
+               GLint previous_unpack_alignment;
+               GLboolean previous_blend_enabled;
+               GLint previous_blend_func_src;
+               GLint previous_blend_func_dst;
+               GLfloat previous_red_bias;
+               GLfloat previous_green_bias;
+               GLfloat previous_blue_bias;
+               GLfloat previous_alpha_scale;
+
+               layout = pango_layout_new(ft2_context);
+               pango_layout_set_width(layout, -1); // -1 no wrapping.  All text on one line.
+               pango_layout_set_text(layout, s, -1); // -1 null-terminated string.
+               pango_layout_get_extents(layout, NULL, &log_rect);
+
+               if (log_rect.width > 0 && log_rect.height > 0) {
+                       bitmap.rows = font_ascent + font_descent;
+                       bitmap.width = PANGO_PIXELS_CEIL(log_rect.width);
+                       bitmap.pitch = -bitmap.width; // Rendering it "upside down" for OpenGL.
+                       begin_bitmap_buffer = (unsigned char *) g_malloc(bitmap.rows * bitmap.width);
+                       memset(begin_bitmap_buffer, 0, bitmap.rows * bitmap.width);
+                       bitmap.buffer = begin_bitmap_buffer + (bitmap.rows - 1) * bitmap.width; // See pitch above.
+                       bitmap.num_grays = 0xff;
+                       bitmap.pixel_mode = FT_PIXEL_MODE_GRAY;
+                       pango_ft2_render_layout_subpixel(&bitmap, layout, -log_rect.x,
+                                       y_offset_bitmap_render_pango_units);
+                       GlobalOpenGL().m_glGetFloatv(GL_CURRENT_COLOR, color);
+
+                       // Save state.  I didn't see any OpenGL push/pop operations for these.
+                       // Question: Is saving/restoring this state necessary?  Being safe.
+                       GlobalOpenGL().m_glGetIntegerv(GL_UNPACK_ALIGNMENT, &previous_unpack_alignment);
+                       previous_blend_enabled = GlobalOpenGL().m_glIsEnabled(GL_BLEND);
+                       GlobalOpenGL().m_glGetIntegerv(GL_BLEND_SRC, &previous_blend_func_src);
+                       GlobalOpenGL().m_glGetIntegerv(GL_BLEND_DST, &previous_blend_func_dst);
+                       GlobalOpenGL().m_glGetFloatv(GL_RED_BIAS, &previous_red_bias);
+                       GlobalOpenGL().m_glGetFloatv(GL_GREEN_BIAS, &previous_green_bias);
+                       GlobalOpenGL().m_glGetFloatv(GL_BLUE_BIAS, &previous_blue_bias);
+                       GlobalOpenGL().m_glGetFloatv(GL_ALPHA_SCALE, &previous_alpha_scale);
+
+                       GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+                       GlobalOpenGL().m_glEnable(GL_BLEND);
+                       GlobalOpenGL().m_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, color[0]);
+                       GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, color[1]);
+                       GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, color[2]);
+                       GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, color[3]);
+
+                       GlobalOpenGL().m_glDrawPixels(bitmap.width, bitmap.rows,
+                                       GL_ALPHA, GL_UNSIGNED_BYTE, begin_bitmap_buffer);
+                       g_free(begin_bitmap_buffer);
+
+                       // Restore state in reverse order of how we set it.
+                       GlobalOpenGL().m_glPixelTransferf(GL_ALPHA_SCALE, previous_alpha_scale);
+                       GlobalOpenGL().m_glPixelTransferf(GL_BLUE_BIAS, previous_blue_bias);
+                       GlobalOpenGL().m_glPixelTransferf(GL_GREEN_BIAS, previous_green_bias);
+                       GlobalOpenGL().m_glPixelTransferf(GL_RED_BIAS, previous_red_bias);
+                       GlobalOpenGL().m_glBlendFunc(previous_blend_func_src, previous_blend_func_dst);
+                       if (!previous_blend_enabled) { GlobalOpenGL().m_glDisable(GL_BLEND); }
+                       GlobalOpenGL().m_glPixelStorei(GL_UNPACK_ALIGNMENT, previous_unpack_alignment);
+               }
+
+               g_object_unref(G_OBJECT(layout));
+       }
+};