mirror of
https://gitea.wildfiregames.com/0ad/0ad
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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.
69 lines
2 KiB
C++
69 lines
2 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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#include "precompiled.h"
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#include "CGUISprite.h"
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CGUISprite::~CGUISprite() = default;
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void CGUISprite::AddImage(std::unique_ptr<SGUIImage> image)
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{
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m_Images.emplace_back(std::move(image));
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}
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void CGUISpriteInstance::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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if (m_CachedSize != Size)
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{
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GUIRenderer::UpdateDrawCallCache(pGUI, m_DrawCallCache, m_SpriteName, Size, m_RoundCoordinates, Sprites);
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m_CachedSize = Size;
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}
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GUIRenderer::Draw(m_DrawCallCache, canvas);
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}
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// Plus a load of constructors / assignment operators, which don't copy the
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// DrawCall cache (to avoid losing track of who has allocated various bits
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// of data):
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CGUISpriteInstance::CGUISpriteInstance()
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{
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}
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CGUISpriteInstance::CGUISpriteInstance(const CStr& SpriteName)
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: m_SpriteName(SpriteName), m_RoundCoordinates(true)
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{
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}
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CGUISpriteInstance::CGUISpriteInstance(const CStr& SpriteName, const bool RoundCoordinates)
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: m_SpriteName(SpriteName), m_RoundCoordinates(RoundCoordinates)
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{
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}
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void CGUISpriteInstance::SetName(const CStr& SpriteName)
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{
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m_SpriteName = SpriteName;
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m_CachedSize = CRect();
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m_DrawCallCache.clear();
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}
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void CGUISpriteInstance::SetRoundCoordinates(const bool RoundCoordinates)
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{
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m_RoundCoordinates = RoundCoordinates;
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m_CachedSize = CRect();
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m_DrawCallCache.clear();
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}
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