/usr/src/castle-game-engine-5.0.0/fonts/castleoutlinefontdata.pas is in castle-game-engine-src 5.0.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2002-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" 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.
----------------------------------------------------------------------------
}
{ Outline fonts types.
Outline fonts are composed from lines and curves.
They may be represented using types in this unit.
We also have CastleFont2Pascal unit that can even convert such fonts
to Pascal units, to embed fonts inside Pascal code.
Basic concepts:
@unorderedList(
@item(Font (TOutlineFontData) is an array of characters.)
@item(Character (TOutlineChar) contains a basic character information
(size and such) and a sequence of polygons to render this character.)
@item(A polygon is a closed sequence of lines. It's defined inside
TOutlineCharItem array, with @code(Kind = pkNewPolygon) indicating
start of a new polygon.)
@item(A line is a sequence of points.
These points should be rendered as either a sequence of straight
line segments, or a Bezier (cubic) curve. Line is defined inside
TOutlineCharItem array, with @code(Kind = pkLines or pkBezier)
indicating start of a new line.
Note: unless you're going to see the font from a really close distance,
a simple renderer may be OK with treating Bezier curves just
like a sequence of straight line segments.)
)
Since characters may have holes inside, some polygons have to define
the outline of the hole. Consider for example an "o" letter, that needs
two polygons: one for the outer circle, one for the inner circle.
For a given point on a 2D plane, it is part of the letter
(e.g. should be drawn with font color) when it's inside an @italic(odd)
number of polygons. If it's inside an @italic(even) number of polygons
(0, or maybe 2, etc.) then it's not part of the letter (should be drawn
with background color).
The above definition makes it also natural to draw a font outline
using OpenGL GLU tesselator. Simply use GLU_TESS_WINDING_ODD and
pass all the polygons.
}
unit CastleOutlineFontData;
interface
type
TPolygonKind = (pkNewPolygon, pkLines, pkBezier, pkPoint);
TOutlineCharItem = packed record
case Kind: TPolygonKind of
pkNewPolygon, pkLines, pkBezier : (Count: Cardinal);
pkPoint : (x, y: Single);
end;
POutlineCharItem = ^TOutlineCharItem;
TOutlineCharInfo = record
MoveX, MoveY, Height: Single;
{ How many polygons are defined inside TOutlineChar.Items.
That is, how many items with Kind = pkNewPolygon are there.
Note: it can be equal to 0 (for characters such as space). }
PolygonsCount: Cardinal;
{ Number of Items inside a TOutlineChar.Items. }
ItemsCount: Cardinal;
end;
{ Character information. }
TOutlineChar = packed record
Info: TOutlineCharInfo;
{ Actual polygons, lines and points defining font outline.
Although we define TOutlineChar.Items as having
a (practically) infinite number of items, we actually never declare
variables of TOutlineChar type, only of POutlineChar character.
You have to always look at TOutlineCharInfo.ItemsCount (Info.ItemsCount)
to know actual number of items.
You can also determine the end of items array
by iterating over TOutlineChar.Items, and knowing the Info.PolygonsCount.
Although the ItemsCount gives this directly. }
Items: packed array[0..MaxInt div SizeOf(TOutlineCharItem) - 10] of TOutlineCharItem;
end;
POutlineChar = ^TOutlineChar;
TOutlineFontDataArray = array [char] of POutlineChar;
TOutlineFontData = class
public
Data: TOutlineFontDataArray;
{ Calculate the height below the font baseline.
This calculates the descend really simply ,as the height
of letter "y" minus height of the letter "a". This will work Ok
(and fast) for normal fonts.}
function Descend: Single;
{ Calculate row height. Simply, as the height of 'Mg' string. }
function RowHeight: Single;
function TextWidth(const s: string): Single;
function TextHeight(const s: string): Single;
end;
(*
Example:
const
CharX : record
Info: TOutlineCharInfo;
Items: array[0..17] of TOutlineCharItem;
end =
( Info : ( MoveX:123; MoveY:456; Height:30;
PolygonsCount:2;
ItemsCount:18 );
Items :
( (Kind: pkNewPolygon; Count:2),
(Kind: pkLines; Count:3), (Kind: pkPoint; x:11; y:11), (Kind: pkPoint; x:22; y:22), (Kind: pkPoint; x:33; y:33),
(Kind: prBezier; Count:3), (Kind: pkPoint; x:33; y:33), (Kind: pkPoint; x:44; y:44), (Kind: pkPoint; x:11; y:11),
(Kind: pkNewPolygon; Count:2),
(Kind: pkLines; Count:3), (Kind: pkPoint; x:111; y:111), (Kind: pkPoint; x:222; y:222), (Kind: pkPoint; x:333; y:333),
(Kind: prBezier; Count:3), (Kind: pkPoint; x:333; y:333), (Kind: pkPoint; x:444; y:444), (Kind: pkPoint; x:111; y:111)
)
);
Value of Kind field determine whether you should look at Count field
or at X, Y fields.
- Point is represented by TOutlineCharItem with Kind = pkPoint and
x, y set appropriately
- Set of connected lines (polish: linia lamana) and Bezier curves are
represented as
(Kind: pkLines or pkBezier; Count: <n>),
(Kind: pkPoint; x:...; y:...), { 1st point }
...
(Kind: pkPoint; x:...; y:...), { <n>th point }
(<n>+1 TOutlineCharItem values)
Each set of connected lines or Bezier curve must have <n> >= 2.
I.e. if Kind in [pkLines, pkBezier], Count must be >= 2.
- Polygon is
(Kind: pkNewPolygon; Count: <m>),
... m "connected lines" and "bezier curves" follow
<m> must be >= 1.
I.e. if Kind = pkNewPolygon, Count must be >= 1.
Note: as can be seen, Kind value of "pkPoint" is not actually needed:
by iterating over Items sequentially you can always recognize whether
you are standing on a point or not (using Count values of items
with Kind = pkLines/pkBezier/pkNewPolygon, and you know that each
char starts with Kind = pkNewPolygon and each polygon starts with pkLines
or pkBezier). But it is often very useful to have Kinf = pkPoint.
Because often you don't want to process Items array sequentially,
paying close attention to all those Count fields.
Jak widac w przykladzie, dla prostoty przetwarzania punkty sie powtarzaja.
Pierwszy punkt calego polygonu na pewno jest ostatnim punktem calego polygonu.
Pierwszy punkt kazdej linii na pewno jest ostatnim punktem poprzedniej linii.
*)
implementation
function TOutlineFontData.Descend: Single;
begin
result := Data['y']^.info.Height - Data['a']^.info.height;
end;
function TOutlineFontData.RowHeight: Single;
begin
result := TextHeight('Mg');
end;
function TOutlineFontData.TextWidth(const s: string): Single;
var
i: integer;
begin
result := 0;
for i := 1 to length(s) do result := result + Data[s[i]]^.info.moveX;
end;
function TOutlineFontData.TextHeight(const s: string): Single;
var i: integer;
begin
result := 0.0;
for i := 1 to length(s) do
if Data[s[i]]^.info.Height > result then
result := Data[s[i]]^.info.Height;
end;
end.
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