0ad/source/gui/ObjectBases/IGUITextOwner.cpp
trompetin17 bdd94bd264
Add font engine aware of Gui.scale
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.
2025-05-26 13:12:47 -05:00

125 lines
3.5 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "IGUITextOwner.h"
#include "gui/CGUI.h"
#include "gui/SGUIMessage.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIString.h"
#include "maths/Vector2D.h"
#include <math.h>
IGUITextOwner::IGUITextOwner(IGUIObject& pObject)
: m_pObject(pObject),
m_GeneratedTextsValid(),
m_TextAlign(&pObject, "text_align", EAlign::LEFT),
m_TextVAlign(&pObject, "text_valign", EVAlign::TOP)
{
}
IGUITextOwner::~IGUITextOwner()
{
}
CGUIText& IGUITextOwner::AddText()
{
m_GeneratedTexts.emplace_back();
return m_GeneratedTexts.back();
}
CGUIText& IGUITextOwner::AddText(const CGUIString& Text, const CStrW& Font, const float& Width, const float& BufferZone)
{
// Avoids a move constructor
m_GeneratedTexts.emplace_back(m_pObject.GetGUI(), Text, Font, Width, BufferZone, m_TextAlign, &m_pObject);
return m_GeneratedTexts.back();
}
void IGUITextOwner::HandleMessage(SGUIMessage& Message)
{
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
// Everything that can change the visual appearance.
// it is assumed that the text of the object will be dependent on
// these. Although that is not certain, but one will have to manually
// change it and disregard this function.
if (Message.value == "size" || Message.value == "tooltip" ||
Message.value == "absolute" || Message.value == "caption" ||
Message.value == "font" || Message.value == "textcolor" ||
Message.value == "text_align" || Message.value == "text_valign" ||
Message.value == "buffer_zone")
{
m_GeneratedTextsValid = false;
}
break;
default:
break;
}
}
void IGUITextOwner::UpdateCachedSize()
{
// update our text positions
m_GeneratedTextsValid = false;
}
void IGUITextOwner::UpdateText()
{
if (!m_GeneratedTextsValid)
{
SetupText();
m_GeneratedTextsValid = true;
}
}
void IGUITextOwner::DrawText(CCanvas2D& canvas, size_t index, const CGUIColor& color, const CVector2D& pos, const CRect& clipping)
{
UpdateText();
ENSURE(index < m_GeneratedTexts.size() && "Trying to draw a Text Index within a IGUITextOwner that doesn't exist");
m_GeneratedTexts.at(index).Draw(m_pObject.GetGUI(), canvas, color, pos, clipping);
}
void IGUITextOwner::CalculateTextPosition(CRect& ObjSize, CVector2D& TextPos, CGUIText& Text)
{
// The horizontal Alignment is now computed in GenerateText in order to not have to
// loop through all of the TextCall objects again.
TextPos.X = ObjSize.left;
switch (m_TextVAlign)
{
case EVAlign::TOP:
TextPos.Y = ObjSize.top;
break;
case EVAlign::CENTER:
// Round to integer pixel values, else the fonts look awful
TextPos.Y = ObjSize.CenterPoint().Y - Text.GetSize().Height / 2.f;
break;
case EVAlign::BOTTOM:
TextPos.Y = ObjSize.bottom - Text.GetSize().Height;
break;
default:
debug_warn(L"Broken EVAlign in CButton::SetupText()");
break;
}
}