enum efont_SRglyph{
- k_SRglyph_end = 0, /* control characters */
- k_SRglyph_ctrl_variant = 1,
+ k_SRglyph_end = 0x00, /* control characters */
+ k_SRglyph_ctrl_variant = 0x01,
+ k_SRglyph_ctrl_size = 0x02, /* normalized 0-1 */
+ k_SRglyph_ctrl_center = 0x03, /* useful when text is scaled down */
+ k_SRglyph_ctrl_baseline = 0x04, /* . */
+ k_SRglyph_ctrl_top = 0x05, /* . */
k_SRglyph_mod_circle = 0x1e, /* surround and center next charater */
k_SRglyph_mod_square = 0x1f, /* surround and center next character */
k_SRglyph_ascii_min = 0x20, /* standard ascii */
k_SRglyph_ps4_cross = 0x82,
k_SRglyph_xb1_x = 0x83,/* xbox buttons */
k_SRglyph_xb1_y = 0x84,
- k_SRglyph_xb1_b = 0x85,
- k_SRglyph_xb1_a = 0x86,
+ k_SRglyph_xb1_a = 0x85,
+ k_SRglyph_xb1_b = 0x86,
k_SRglyph_gen_ls = 0x87,/* generic gamepad */
k_SRglyph_gen_lsh = 0x88,
k_SRglyph_gen_lsv = 0x89,
k_SRglyph_kbm_shift = 0x9e,/* modifiers */
k_SRglyph_kbm_ctrl = 0x9f,
k_SRglyph_kbm_alt = 0xa0,
- k_SRglyph_kbm_space = 0xa1
+ k_SRglyph_kbm_space = 0xa1,
+ k_SRglyph_kbm_return = 0xa2
};
typedef struct font3d font3d;
mdl_async_load_glmesh( &font->mdl, &font->mesh );
vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
- VG_TEX2D_NEAREST|VG_TEX2D_REPEAT|VG_TEX2D_NOMIP,
+ VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
&font->texture );
mdl_close( &font->mdl );
float font3d_simple_draw( font3d *font, u32 variant_id, const char *text,
camera *cam, m4x3f transform )
{
- v3f offset;
- v3_zero( offset );
+ v4f offset;
+ q_identity( offset );
m4x4f prev_mtx;
const u8 *u8str = (u8*)text;
- for( int i=0;; i++ ){
- u32 c = u8str[i];
- if(!c) break;
+ for( u32 i=0;; i++ ){
+ u32 c0 = u8str[i],
+ c1;
+
+ if( !c0 ) break;
+
+ ent_glyph *glyph0 = font3d_glyph( font, variant_id, c0 ),
+ *glyph1;
+
+ /* multibyte characters */
+ if( c0 >= 1 && c0 < k_SRglyph_ascii_min ){
+ c1 = u8str[i+1];
+ if( !c1 ) break;
+ glyph1 = font3d_glyph( font, variant_id, c1 );
+ }
- if( c == k_SRglyph_ctrl_variant ){
- variant_id = u8str[i+1];
+ if( c0 == k_SRglyph_ctrl_variant ){
+ variant_id = c1;
+ i ++;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_size ){
+ offset[3] = (float)c1 * (1.0f/255.0f);
+ i ++;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_baseline ){
+ offset[1] = 0.0f;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_center ){
+ if( glyph1 )
+ offset[1] = (glyph1->size[1] - glyph1->size[1]*offset[3]) * 0.5f;
+ continue;
+ }
+ else if( c0 == k_SRglyph_ctrl_top ){
+ if( glyph1 )
+ offset[1] = glyph1->size[1] - glyph1->size[1]*offset[3];
continue;
}
- ent_glyph *glyph = font3d_glyph( font, variant_id, c );
- if( !glyph ) continue;
+ if( !glyph0 ) continue;
+
+ if( glyph1 && (c0 == k_SRglyph_mod_square || c0 == k_SRglyph_mod_circle)){
+ v4f v0;
+ v2_sub( glyph0->size, glyph1->size, v0 );
+ v2_muladds( offset, v0, -0.5f, v0 );
+ v0[2] = offset[2];
+ v0[3] = offset[3];
- if( glyph->indice_count ){
- if( c == k_SRglyph_mod_square || c == k_SRglyph_mod_circle ){
- u32 c1 = u8str[i+1];
- if( c1 == '\0' ) break;
-
- ent_glyph *glyph1 = font3d_glyph( font, variant_id, c1 );
-
- if( glyph1 ){
- if( glyph1->indice_count ){
- v3f v0;
- v2_sub( glyph->size, glyph1->size, v0 );
- v2_muladds( offset, v0, -0.5f, v0 );
- v0[2] = 0.0f;
-
- shader_model_font_uOffset( v0 );
- mesh_drawn( glyph->indice_start, glyph->indice_count );
-
- shader_model_font_uOffset( offset );
- mesh_drawn( glyph1->indice_start, glyph1->indice_count );
- offset[0] += glyph1->size[0];
- }
- }
-
- i ++;
- continue;
- }
- else{
- shader_model_font_uOffset( offset );
- mesh_drawn( glyph->indice_start, glyph->indice_count );
- }
+ shader_model_font_uOffset( v0 );
+ mesh_drawn( glyph0->indice_start, glyph0->indice_count );
+ continue;
}
- offset[0] += glyph->size[0];
+ else{
+ shader_model_font_uOffset( offset );
+ mesh_drawn( glyph0->indice_start, glyph0->indice_count );
+ }
+
+ offset[0] += glyph0->size[0]*offset[3];
}
return offset[0];