lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Src/SpriteFont.cpp

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//--------------------------------------------------------------------------------------
// File: SpriteFont.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include <algorithm>
#include <vector>
#include "SpriteFont.h"
#include "DirectXHelpers.h"
#include "BinaryReader.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
// Internal SpriteFont implementation class.
class SpriteFont::Impl
{
public:
Impl(_In_ ID3D11Device* device, _In_ BinaryReader* reader);
Impl(_In_ ID3D11ShaderResourceView* texture, _In_reads_(glyphCount) Glyph const* glyphs, _In_ size_t glyphCount, _In_ float lineSpacing);
Glyph const* FindGlyph(wchar_t character) const;
void SetDefaultCharacter(wchar_t character);
template<typename TAction>
void ForEachGlyph(_In_z_ wchar_t const* text, TAction action) const;
// Fields.
ComPtr<ID3D11ShaderResourceView> texture;
std::vector<Glyph> glyphs;
Glyph const* defaultGlyph;
float lineSpacing;
};
// Constants.
const XMFLOAT2 SpriteFont::Float2Zero(0, 0);
static const char spriteFontMagic[] = "DXTKfont";
// Comparison operators make our sorted glyph vector work with std::binary_search and lower_bound.
namespace DirectX
{
static inline bool operator< (SpriteFont::Glyph const& left, SpriteFont::Glyph const& right)
{
return left.Character < right.Character;
}
static inline bool operator< (wchar_t left, SpriteFont::Glyph const& right)
{
return left < right.Character;
}
static inline bool operator< (SpriteFont::Glyph const& left, wchar_t right)
{
return left.Character < right;
}
}
// Reads a SpriteFont from the binary format created by the MakeSpriteFont utility.
SpriteFont::Impl::Impl(_In_ ID3D11Device* device, _In_ BinaryReader* reader)
{
// Validate the header.
for (char const* magic = spriteFontMagic; *magic; magic++)
{
if (reader->Read<uint8_t>() != *magic)
{
DebugTrace( "SpriteFont provided with an invalid .spritefont file\n" );
throw std::exception("Not a MakeSpriteFont output binary");
}
}
// Read the glyph data.
auto glyphCount = reader->Read<uint32_t>();
auto glyphData = reader->ReadArray<Glyph>(glyphCount);
glyphs.assign(glyphData, glyphData + glyphCount);
// Read font properties.
lineSpacing = reader->Read<float>();
SetDefaultCharacter((wchar_t)reader->Read<uint32_t>());
// Read the texture data.
auto textureWidth = reader->Read<uint32_t>();
auto textureHeight = reader->Read<uint32_t>();
auto textureFormat = reader->Read<DXGI_FORMAT>();
auto textureStride = reader->Read<uint32_t>();
auto textureRows = reader->Read<uint32_t>();
auto textureData = reader->ReadArray<uint8_t>(textureStride * textureRows);
// Create the D3D texture.
CD3D11_TEXTURE2D_DESC textureDesc(textureFormat, textureWidth, textureHeight, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_IMMUTABLE);
CD3D11_SHADER_RESOURCE_VIEW_DESC viewDesc(D3D11_SRV_DIMENSION_TEXTURE2D, textureFormat);
D3D11_SUBRESOURCE_DATA initData = { textureData, textureStride };
ComPtr<ID3D11Texture2D> texture2D;
ThrowIfFailed(
device->CreateTexture2D(&textureDesc, &initData, &texture2D)
);
ThrowIfFailed(
device->CreateShaderResourceView(texture2D.Get(), &viewDesc, &texture)
);
SetDebugObjectName(texture.Get(), "DirectXTK:SpriteFont");
SetDebugObjectName(texture2D.Get(), "DirectXTK:SpriteFont");
}
// Constructs a SpriteFont from arbitrary user specified glyph data.
SpriteFont::Impl::Impl(_In_ ID3D11ShaderResourceView* texture, _In_reads_(glyphCount) Glyph const* glyphs, _In_ size_t glyphCount, _In_ float lineSpacing)
: texture(texture),
glyphs(glyphs, glyphs + glyphCount),
lineSpacing(lineSpacing),
defaultGlyph(nullptr)
{
if (!std::is_sorted(glyphs, glyphs + glyphCount))
{
throw std::exception("Glyphs must be in ascending codepoint order");
}
}
// Looks up the requested glyph, falling back to the default character if it is not in the font.
SpriteFont::Glyph const* SpriteFont::Impl::FindGlyph(wchar_t character) const
{
auto glyph = std::lower_bound(glyphs.begin(), glyphs.end(), character);
if (glyph != glyphs.end() && glyph->Character == character)
{
return &*glyph;
}
if (defaultGlyph)
{
return defaultGlyph;
}
DebugTrace( "SpriteFont encountered a character not in the font (%u, %C), and no default glyph was provided\n", character, character );
throw std::exception("Character not in font");
}
// Sets the missing-character fallback glyph.
void SpriteFont::Impl::SetDefaultCharacter(wchar_t character)
{
defaultGlyph = nullptr;
if (character)
{
defaultGlyph = FindGlyph(character);
}
}
// The core glyph layout algorithm, shared between DrawString and MeasureString.
template<typename TAction>
void SpriteFont::Impl::ForEachGlyph(_In_z_ wchar_t const* text, TAction action) const
{
float x = 0;
float y = 0;
for (; *text; text++)
{
wchar_t character = *text;
switch (character)
{
case '\r':
// Skip carriage returns.
continue;
case '\n':
// New line.
x = 0;
y += lineSpacing;
break;
default:
// Output this character.
auto glyph = FindGlyph(character);
x += glyph->XOffset;
if (x < 0)
x = 0;
if ( !iswspace(character)
|| ( ( glyph->Subrect.right - glyph->Subrect.left ) > 1 )
|| ( ( glyph->Subrect.bottom - glyph->Subrect.top ) > 1 ) )
{
action(glyph, x, y);
}
x += glyph->Subrect.right - glyph->Subrect.left + glyph->XAdvance;
break;
}
}
}
// Construct from a binary file created by the MakeSpriteFont utility.
SpriteFont::SpriteFont(_In_ ID3D11Device* device, _In_z_ wchar_t const* fileName)
{
BinaryReader reader(fileName);
pImpl.reset(new Impl(device, &reader));
}
// Construct from a binary blob created by the MakeSpriteFont utility and already loaded into memory.
SpriteFont::SpriteFont(_In_ ID3D11Device* device, _In_reads_bytes_(dataSize) uint8_t const* dataBlob, _In_ size_t dataSize)
{
BinaryReader reader(dataBlob, dataSize);
pImpl.reset(new Impl(device, &reader));
}
// Construct from arbitrary user specified glyph data (for those not using the MakeSpriteFont utility).
SpriteFont::SpriteFont(_In_ ID3D11ShaderResourceView* texture, _In_reads_(glyphCount) Glyph const* glyphs, _In_ size_t glyphCount, _In_ float lineSpacing)
: pImpl(new Impl(texture, glyphs, glyphCount, lineSpacing))
{
}
// Move constructor.
SpriteFont::SpriteFont(SpriteFont&& moveFrom)
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
SpriteFont& SpriteFont::operator= (SpriteFont&& moveFrom)
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
SpriteFont::~SpriteFont()
{
}
void XM_CALLCONV SpriteFont::DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, float scale, SpriteEffects effects, float layerDepth) const
{
DrawString(spriteBatch, text, XMLoadFloat2(&position), color, rotation, XMLoadFloat2(&origin), XMVectorReplicate(scale), effects, layerDepth);
}
void XM_CALLCONV SpriteFont::DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, XMFLOAT2 const& position, FXMVECTOR color, float rotation, XMFLOAT2 const& origin, XMFLOAT2 const& scale, SpriteEffects effects, float layerDepth) const
{
DrawString(spriteBatch, text, XMLoadFloat2(&position), color, rotation, XMLoadFloat2(&origin), XMLoadFloat2(&scale), effects, layerDepth);
}
void XM_CALLCONV SpriteFont::DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, float scale, SpriteEffects effects, float layerDepth) const
{
DrawString(spriteBatch, text, position, color, rotation, origin, XMVectorReplicate(scale), effects, layerDepth);
}
void XM_CALLCONV SpriteFont::DrawString(_In_ SpriteBatch* spriteBatch, _In_z_ wchar_t const* text, FXMVECTOR position, FXMVECTOR color, float rotation, FXMVECTOR origin, GXMVECTOR scale, SpriteEffects effects, float layerDepth) const
{
static_assert(SpriteEffects_FlipHorizontally == 1 &&
SpriteEffects_FlipVertically == 2, "If you change these enum values, the following tables must be updated to match");
// Lookup table indicates which way to move along each axis per SpriteEffects enum value.
static XMVECTORF32 axisDirectionTable[4] =
{
{ -1, -1 },
{ 1, -1 },
{ -1, 1 },
{ 1, 1 },
};
// Lookup table indicates which axes are mirrored for each SpriteEffects enum value.
static XMVECTORF32 axisIsMirroredTable[4] =
{
{ 0, 0 },
{ 1, 0 },
{ 0, 1 },
{ 1, 1 },
};
XMVECTOR baseOffset = origin;
// If the text is mirrored, offset the start position accordingly.
if (effects)
{
baseOffset -= MeasureString(text) * axisIsMirroredTable[effects & 3];
}
// Draw each character in turn.
pImpl->ForEachGlyph(text, [&](Glyph const* glyph, float x, float y)
{
XMVECTOR offset = XMVectorMultiplyAdd(XMVectorSet(x, y + glyph->YOffset, 0, 0), axisDirectionTable[effects & 3], baseOffset);
if (effects)
{
// For mirrored characters, specify bottom and/or right instead of top left.
XMVECTOR glyphRect = XMConvertVectorIntToFloat(XMLoadInt4(reinterpret_cast<uint32_t const*>(&glyph->Subrect)), 0);
// xy = glyph width/height.
glyphRect = XMVectorSwizzle<2, 3, 0, 1>(glyphRect) - glyphRect;
offset = XMVectorMultiplyAdd(glyphRect, axisIsMirroredTable[effects & 3], offset);
}
spriteBatch->Draw(pImpl->texture.Get(), position, &glyph->Subrect, color, rotation, offset, scale, effects, layerDepth);
});
}
XMVECTOR XM_CALLCONV SpriteFont::MeasureString(_In_z_ wchar_t const* text) const
{
XMVECTOR result = XMVectorZero();
pImpl->ForEachGlyph(text, [&](Glyph const* glyph, float x, float y)
{
float w = (float)(glyph->Subrect.right - glyph->Subrect.left) + glyph->XAdvance;
float h = (float)(glyph->Subrect.bottom - glyph->Subrect.top) + glyph->YOffset;
h = std::max(h, pImpl->lineSpacing);
result = XMVectorMax(result, XMVectorSet(x + w, y + h, 0, 0));
});
return result;
}
// Spacing properties
float SpriteFont::GetLineSpacing() const
{
return pImpl->lineSpacing;
}
void SpriteFont::SetLineSpacing(float spacing)
{
pImpl->lineSpacing = spacing;
}
// Font properties
wchar_t SpriteFont::GetDefaultCharacter() const
{
return pImpl->defaultGlyph ? (wchar_t)pImpl->defaultGlyph->Character : 0;
}
void SpriteFont::SetDefaultCharacter(wchar_t character)
{
pImpl->SetDefaultCharacter(character);
}
bool SpriteFont::ContainsCharacter(wchar_t character) const
{
return std::binary_search(pImpl->glyphs.begin(), pImpl->glyphs.end(), character);
}
// Custom layout/rendering
SpriteFont::Glyph const* SpriteFont::FindGlyph(wchar_t character) const
{
return pImpl->FindGlyph(character);
}
void SpriteFont::GetSpriteSheet( ID3D11ShaderResourceView** texture ) const
{
if ( !texture )
return;
ThrowIfFailed( pImpl->texture.CopyTo( texture ) );
}