mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-04 05:55:47 -07:00
This commit enhances text rendering by leveraging FreeType and a dynamic font atlas. Previously, GUI scaling relied on bitmap fonts, which led to blurry and distorted text when scaling up. Now, we scale the font size directly using FreeType, resulting in much sharper and more readable text at any GUI scale. Key improvements: - Replaced bitmap font scaling with true font size scaling via FreeType. - Reduced glyph cache dependency on fixed positions, relying on shader scaling instead. - Switched to float-based glyph positioning for more accurate rendering and scaling. These changes ensure clean and consistent text appearance across different GUI scales.
179 lines
4.6 KiB
C++
179 lines
4.6 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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A GUI Sprite, which is actually a collage of several
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sprites.
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*/
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#ifndef INCLUDED_CGUISPRITE
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#define INCLUDED_CGUISPRITE
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#include "gui/GUIRenderer.h"
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#include "gui/SettingTypes/CGUISize.h"
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#include "gui/SettingTypes/CGUIColor.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "renderer/backend/Sampler.h"
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#include <map>
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#include <memory>
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#include <vector>
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class CCanvas2D;
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struct SGUIImageEffects
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{
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SGUIImageEffects() : m_Greyscale(false) {}
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CGUIColor m_AddColor;
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CGUIColor m_SolidColor;
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bool m_Greyscale;
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};
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/**
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* A CGUISprite is actually a collage of several <b>real</b>
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* sprites, this struct represents is such real sprite.
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*/
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struct SGUIImage
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{
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NONCOPYABLE(SGUIImage);
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public:
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SGUIImage() :
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m_FixedHAspectRatio(0.f),
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m_RoundCoordinates(true),
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m_AddressMode(Renderer::Backend::Sampler::AddressMode::REPEAT),
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m_Effects(),
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m_Size(CGUISize::Full()),
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m_TextureSize(CGUISize::Full())
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{
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}
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// Filename of the texture
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VfsPath m_TextureName;
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// Image placement (relative to object)
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CGUISize m_Size;
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// Texture placement (relative to image placement)
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CGUISize m_TextureSize;
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// Because OpenGL wants textures in squares with a power of 2 (64x64, 256x256)
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// it's sometimes tedious to adjust this. So this value simulates which area
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// is the real texture
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CRect m_TexturePlacementInFile;
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/**
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* If non-zero, then the image's width will be adjusted when rendering so that
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* the width:height ratio equals this value.
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*/
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float m_FixedHAspectRatio;
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/**
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* If true, the image's coordinates will be rounded to integer pixels when
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* rendering, to avoid blurry filtering.
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*/
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bool m_RoundCoordinates;
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/**
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* Texture address mode (REPEAT, CLAMP_TO_EDGE, etc).
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*/
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Renderer::Backend::Sampler::AddressMode m_AddressMode;
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// Visual effects (e.g. color modulation)
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std::shared_ptr<SGUIImageEffects> m_Effects;
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// Color
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CGUIColor m_BackColor;
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};
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/**
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* The GUI sprite, is actually several real sprites (images)
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* like a collage. View the section \<sprites\> in the GUI
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* TDD for more information.
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*
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* Drawing routine is located in CGUI
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*
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* @see CGUI#DrawSprite
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*/
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class CGUISprite
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{
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NONCOPYABLE(CGUISprite);
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public:
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CGUISprite() {}
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virtual ~CGUISprite();
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/**
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* Adds an image to the sprite collage.
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*
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* @param image Adds this image to the sprite collage.
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*/
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void AddImage(std::unique_ptr<SGUIImage> image);
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/// List of images
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std::vector<std::unique_ptr<SGUIImage>> m_Images;
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};
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// An instance of a sprite, usually stored in IGUIObjects - basically a string
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// giving the sprite's name, but with some extra data to cache rendering
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// calculations between draw calls.
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class CGUISpriteInstance
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{
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public:
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NONCOPYABLE(CGUISpriteInstance);
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MOVABLE(CGUISpriteInstance);
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CGUISpriteInstance();
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CGUISpriteInstance(const CStr& SpriteName);
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CGUISpriteInstance(const CStr& SpriteName, const bool RoundCoordinates);
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void Draw(CGUI& pGUI, CCanvas2D& canvas, const CRect& Size, std::map<CStr, std::unique_ptr<const CGUISprite>>& Sprites) const;
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/**
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* Whether this Sprite has no texture name set.
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*/
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operator bool() const { return !m_SpriteName.empty(); };
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/**
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* Returns the sprite texture name.
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*/
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const CStr& GetName() const { return m_SpriteName; }
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/**
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* Changes the texture name.
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* Use as rarely as possible, because it clears the draw cache.
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*/
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void SetName(const CStr& SpriteName);
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/**
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* Sets the coordinates to be rounded to integer pixels.
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* This is useful for pixel art, icons in text, to avoid blurry filtering.
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* Use as rarely as possible, because it clears the draw cache.
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*/
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void SetRoundCoordinates(const bool RoundCoordinates);
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private:
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CStr m_SpriteName;
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bool m_RoundCoordinates;
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// Stored drawing calls, for more efficient rendering
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mutable GUIRenderer::DrawCalls m_DrawCallCache;
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// Relevant details of previously rendered sprite; the cache is invalidated
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// whenever any of these values changes.
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mutable CRect m_CachedSize;
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};
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#endif // INCLUDED_CGUISPRITE
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