hyperrogue/hyperroid/app/src/main/java/com/android/texample/GLText.java

421 lines
21 KiB
Java

// taken from Texample,
// http://fractiousg.blogspot.com/201/4/rendering-text-in-opengl-on-android.html
// Zeno Rogue's modifications (for HyperRogue 4.2):
// * to provide a Typeface as an argument, instead of Assets
// * drawAlign to provide alignment in HyperRogue-compatible fashion
// For HyperRogue 5.3:
// * Unicode characters
// This is a OpenGL ES 1.0 dynamic font rendering system. It loads actual font
// files, generates a font map (texture) from them, and allows rendering of
// text strings.
//
// NOTE: the rendering portions of this class uses a sprite batcher in order
// provide decent speed rendering. Also, rendering assumes a BOTTOM-LEFT
// origin, and the (x,y) positions are relative to that, as well as the
// bottom-left of the string to render.
package com.android.texample;
import javax.microedition.khronos.opengles.GL10;
import android.content.res.AssetManager;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Typeface;
import android.opengl.GLUtils;
public class GLText {
//
StringBuffer allchars;
void buildAllchars() {
allchars = new StringBuffer();
for(char c=32; c<=126; c++)
allchars.append(c);
allchars.append("°´ÁÄÇÉÍÎÖÚÜßáâäçèéìíîóöøùúüýąćČčĎďĘęĚěğİıŁłńňŘřŚśŞşŠšťůŹźŻżŽžϕЁАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюяё");
}
int numChars() {
return allchars.length() + 1;
}
int charIndex(char c) {
int l = allchars.length();
for(int i=0; i<l; i++)
if(allchars.charAt(i) == c)
return i;
return allchars.length();
}
//--Constants--//
public final static char CHAR_NONE = '?'; // Character to Use for Unknown (ASCII Code)
public final static int FONT_SIZE_MIN = 6; // Minumum Font Size (Pixels)
public final static int FONT_SIZE_MAX = 180; // Maximum Font Size (Pixels)
public final static int CHAR_BATCH_SIZE = 100; // Number of Characters to Render Per Batch
//--Members--//
GL10 gl; // GL10 Instance
AssetManager assets; // Asset Manager
SpriteBatch batch; // Batch Renderer
int fontPadX, fontPadY; // Font Padding (Pixels; On Each Side, ie. Doubled on Both X+Y Axis)
float fontHeight; // Font Height (Actual; Pixels)
float fontAscent; // Font Ascent (Above Baseline; Pixels)
float fontDescent; // Font Descent (Below Baseline; Pixels)
int textureId; // Font Texture ID [NOTE: Public for Testing Purposes Only!]
int textureSize; // Texture Size for Font (Square) [NOTE: Public for Testing Purposes Only!]
TextureRegion textureRgn; // Full Texture Region
float charWidthMax; // Character Width (Maximum; Pixels)
float charHeight; // Character Height (Maximum; Pixels)
final float[] charWidths; // Width of Each Character (Actual; Pixels)
TextureRegion[] charRgn; // Region of Each Character (Texture Coordinates)
int cellWidth, cellHeight; // Character Cell Width/Height
int rowCnt, colCnt; // Number of Rows/Columns
float scaleX, scaleY; // Font Scale (X,Y Axis)
float spaceX; // Additional (X,Y Axis) Spacing (Unscaled)
//--Constructor--//
// D: save GL instance + asset manager, create arrays, and initialize the members
// A: gl - OpenGL ES 10 Instance
public GLText(GL10 gl) {
this.gl = gl; // Save the GL10 Instance
buildAllchars();
batch = new SpriteBatch( gl, CHAR_BATCH_SIZE ); // Create Sprite Batch (with Defined Size)
charWidths = new float[numChars()]; // Create the Array of Character Widths
charRgn = new TextureRegion[numChars()]; // Create the Array of Character Regions
// initialize remaining members
fontPadX = 0;
fontPadY = 0;
fontHeight = 0.0f;
fontAscent = 0.0f;
fontDescent = 0.0f;
textureId = -1;
textureSize = 0;
charWidthMax = 0;
charHeight = 0;
cellWidth = 0;
cellHeight = 0;
rowCnt = 0;
colCnt = 0;
scaleX = 1.0f; // Default Scale = 1 (Unscaled)
scaleY = 1.0f; // Default Scale = 1 (Unscaled)
spaceX = 0.0f;
}
//--Load Font--//
// description
// this will load the specified font file, create a texture for the defined
// character range, and setup all required values used to render with it.
// arguments:
// file - Filename of the font (.ttf, .otf) to use. In 'Assets' folder.
// size - Requested pixel size of font (height)
// padX, padY - Extra padding per character (X+Y Axis); to prevent overlapping characters.
public boolean load(Typeface tf, int size, int padX, int padY) {
// setup requested values
fontPadX = padX; // Set Requested X Axis Padding
fontPadY = padY; // Set Requested Y Axis Padding
// load the font and setup paint instance for drawing
// Typeface tf = Typeface.createFromAsset( assets, file ); // Create the Typeface from Font File
Paint paint = new Paint(); // Create Android Paint Instance
paint.setAntiAlias( true ); // Enable Anti Alias
paint.setTextSize( size ); // Set Text Size
paint.setColor( 0xffffffff ); // Set ARGB (White, Opaque)
// paint.setTypeface( tf ); // Set Typeface
paint.setTypeface(tf);
// get font metrics
Paint.FontMetrics fm = paint.getFontMetrics(); // Get Font Metrics
fontHeight = (float)Math.ceil( Math.abs( fm.bottom ) + Math.abs( fm.top ) ); // Calculate Font Height
fontAscent = (float)Math.ceil( Math.abs( fm.ascent ) ); // Save Font Ascent
fontDescent = (float)Math.ceil( Math.abs( fm.descent ) ); // Save Font Descent
// determine the width of each character (including unknown character)
// also determine the maximum character width
char[] s = new char[2]; // Create Character Array
charWidthMax = charHeight = 0; // Reset Character Width/Height Maximums
float[] w = new float[2]; // Working Width Value
int cnt = 0; // Array Counter
for ( int i=0; i<allchars.length(); i++ ) { // FOR Each Character
s[0] = allchars.charAt(i); // Set Character
paint.getTextWidths( s, 0, 1, w ); // Get Character Bounds
charWidths[cnt] = w[0]; // Get Width
if ( charWidths[cnt] > charWidthMax ) // IF Width Larger Than Max Width
charWidthMax = charWidths[cnt]; // Save New Max Width
cnt++; // Advance Array Counter
}
s[0] = CHAR_NONE; // Set Unknown Character
paint.getTextWidths( s, 0, 1, w ); // Get Character Bounds
charWidths[cnt] = w[0]; // Get Width
if ( charWidths[cnt] > charWidthMax ) // IF Width Larger Than Max Width
charWidthMax = charWidths[cnt]; // Save New Max Width
cnt++; // Advance Array Counter
// set character height to font height
charHeight = fontHeight; // Set Character Height
// find the maximum size, validate, and setup cell sizes
cellWidth = (int)charWidthMax + ( 2 * fontPadX ); // Set Cell Width
cellHeight = (int)charHeight + ( 2 * fontPadY ); // Set Cell Height
int maxSize = cellWidth > cellHeight ? cellWidth : cellHeight; // Save Max Size (Width/Height)
if ( maxSize < FONT_SIZE_MIN || maxSize > FONT_SIZE_MAX ) // IF Maximum Size Outside Valid Bounds
return false; // Return Error
// set texture size based on max font size (width or height)
// NOTE: these values are fixed, based on the defined characters. when
// changing start/end characters (CHAR_START/CHAR_END) this will need adjustment too!
if ( maxSize <= 24 ) // IF Max Size is 18 or Less
textureSize = 256; // Set 256 Texture Size
else if ( maxSize <= 40 ) // ELSE IF Max Size is 40 or Less
textureSize = 512; // Set 512 Texture Size
else if ( maxSize <= 80 ) // ELSE IF Max Size is 80 or Less
textureSize = 1024; // Set 1024 Texture Size
else // ELSE IF Max Size is Larger Than 80 (and Less than FONT_SIZE_MAX)
textureSize = 2048; // Set 2048 Texture Size
// create an empty bitmap (alpha only)
Bitmap bitmap = Bitmap.createBitmap( textureSize, textureSize, Bitmap.Config.ALPHA_8 ); // Create Bitmap
Canvas canvas = new Canvas( bitmap ); // Create Canvas for Rendering to Bitmap
bitmap.eraseColor( 0x00000000 ); // Set Transparent Background (ARGB)
// calculate rows/columns
// NOTE: while not required for anything, these may be useful to have :)
colCnt = textureSize / cellWidth; // Calculate Number of Columns
rowCnt = (int)Math.ceil( (float)numChars() / (float)colCnt ); // Calculate Number of Rows
// render each of the characters to the canvas (ie. build the font map)
float x = fontPadX; // Set Start Position (X)
float y = ( cellHeight - 1 ) - fontDescent - fontPadY; // Set Start Position (Y)
for (int i=0; i<allchars.length(); i++) { // FOR Each Character
s[0] = allchars.charAt(i); // Set Character to Draw
canvas.drawText( s, 0, 1, x, y, paint ); // Draw Character
x += cellWidth; // Move to Next Character
if ( ( x + cellWidth - fontPadX ) > textureSize ) { // IF End of Line Reached
x = fontPadX; // Set X for New Row
y += cellHeight; // Move Down a Row
}
}
s[0] = CHAR_NONE; // Set Character to Use for NONE
canvas.drawText( s, 0, 1, x, y, paint ); // Draw Character
// generate a new texture
int[] textureIds = new int[1]; // Array to Get Texture Id
gl.glGenTextures( 1, textureIds, 0 ); // Generate New Texture
textureId = textureIds[0]; // Save Texture Id
// setup filters for texture
gl.glBindTexture( GL10.GL_TEXTURE_2D, textureId ); // Bind Texture
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST ); // Set Minification Filter
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR ); // Set Magnification Filter
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE ); // Set U Wrapping
gl.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE ); // Set V Wrapping
// load the generated bitmap onto the texture
GLUtils.texImage2D( GL10.GL_TEXTURE_2D, 0, bitmap, 0 ); // Load Bitmap to Texture
gl.glBindTexture( GL10.GL_TEXTURE_2D, 0 ); // Unbind Texture
// release the bitmap
bitmap.recycle(); // Release the Bitmap
// setup the array of character texture regions
x = 0; // Initialize X
y = 0; // Initialize Y
for ( int c = 0; c < numChars(); c++ ) { // FOR Each Character (On Texture)
charRgn[c] = new TextureRegion( textureSize, textureSize, x, y, cellWidth-1, cellHeight-1 ); // Create Region for Character
x += cellWidth; // Move to Next Char (Cell)
if ( x + cellWidth > textureSize ) {
x = 0; // Reset X Position to Start
y += cellHeight; // Move to Next Row (Cell)
}
}
// create full texture region
textureRgn = new TextureRegion( textureSize, textureSize, 0, 0, textureSize, textureSize ); // Create Full Texture Region
// return success
return true; // Return Success
}
//--Begin/End Text Drawing--//
// D: call these methods before/after (respectively all draw() calls using a text instance
// NOTE: color is set on a per-batch basis, and fonts should be 8-bit alpha only!!!
// A: red, green, blue - RGB values for font (default = 1.0)
// alpha - optional alpha value for font (default = 1.0)
// R: [none]
public void begin() {
begin( 1.0f, 1.0f, 1.0f, 1.0f ); // Begin with White Opaque
}
public void begin(float alpha) {
begin( 1.0f, 1.0f, 1.0f, alpha ); // Begin with White (Explicit Alpha)
}
public void begin(float red, float green, float blue, float alpha) {
gl.glColor4f( red, green, blue, alpha ); // Set Color+Alpha
gl.glBindTexture( GL10.GL_TEXTURE_2D, textureId ); // Bind the Texture
batch.beginBatch(); // Begin Batch
}
public void end() {
batch.endBatch(); // End Batch
gl.glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); // Restore Default Color/Alpha
}
//--Draw Text--//
// D: draw text at the specified x,y position
// A: text - the string to draw
// x, y - the x,y position to draw text at (bottom left of text; including descent)
// R: [none]
public void draw(String text, float x, float y) {
float chrHeight = cellHeight * scaleY; // Calculate Scaled Character Height
float chrWidth = cellWidth * scaleX; // Calculate Scaled Character Width
int len = text.length(); // Get String Length
x += ( chrWidth / 2.0f ) - ( fontPadX * scaleX ); // Adjust Start X
y += ( chrHeight / 2.0f ) - ( fontPadY * scaleY ); // Adjust Start Y
for ( int i = 0; i < len; i++ ) { // FOR Each Character in String
int c = charIndex(text.charAt( i )); // Calculate Character Index (Offset by First Char in Font)
batch.drawSprite( x, y, chrWidth, chrHeight, charRgn[c] ); // Draw the Character
x += ( charWidths[c] + spaceX ) * scaleX; // Advance X Position by Scaled Character Width
}
}
//--Draw Text Centered--//
// D: draw text CENTERED at the specified x,y position
// A: text - the string to draw
// x, y - the x,y position to draw text at (bottom left of text)
// R: the total width of the text that was drawn
public float drawC(String text, float x, float y) {
float len = getLength( text ); // Get Text Length
draw( text, x - ( len / 2.0f ), y - ( getCharHeight() / 2.0f ) ); // Draw Text Centered
return len; // Return Length
}
public float drawCX(String text, float x, float y) {
float len = getLength( text ); // Get Text Length
draw( text, x - ( len / 2.0f ), y ); // Draw Text Centered (X-Axis Only)
return len; // Return Length
}
public void drawCY(String text, float x, float y) {
draw( text, x, y - ( getCharHeight() / 2.0f ) ); // Draw Text Centered (Y-Axis Only)
}
public void drawAlign(String text, float x, float y, int align) {
float len = getLength( text ); // Get Text Length
draw( text, x - len * (align / 16.0f), y - ( getCharHeight() / 2.0f ) ); // Draw Text Centered (Y-Axis Only)
}
//--Set Scale--//
// D: set the scaling to use for the font
// A: scale - uniform scale for both x and y axis scaling
// sx, sy - separate x and y axis scaling factors
// R: [none]
public void setScale(float scale) {
scaleX = scaleY = scale; // Set Uniform Scale
}
public void setScale(float sx, float sy) {
scaleX = sx; // Set X Scale
scaleY = sy; // Set Y Scale
}
//--Get Scale--//
// D: get the current scaling used for the font
// A: [none]
// R: the x/y scale currently used for scale
public float getScaleX() {
return scaleX; // Return X Scale
}
public float getScaleY() {
return scaleY; // Return Y Scale
}
//--Set Space--//
// D: set the spacing (unscaled; ie. pixel size) to use for the font
// A: space - space for x axis spacing
// R: [none]
public void setSpace(float space) {
spaceX = space; // Set Space
}
//--Get Space--//
// D: get the current spacing used for the font
// A: [none]
// R: the x/y space currently used for scale
public float getSpace() {
return spaceX; // Return X Space
}
//--Get Length of a String--//
// D: return the length of the specified string if rendered using current settings
// A: text - the string to get length for
// R: the length of the specified string (pixels)
public float getLength(String text) {
float len = 0.0f; // Working Length
int strLen = text.length(); // Get String Length (Characters)
for ( int i = 0; i < strLen; i++ ) { // For Each Character in String (Except Last
int c = charIndex(text.charAt( i )); // Calculate Character Index (Offset by First Char in Font)
len += ( charWidths[c] * scaleX ); // Add Scaled Character Width to Total Length
}
len += ( strLen > 1 ? ( ( strLen - 1 ) * spaceX ) * scaleX : 0 ); // Add Space Length
return len; // Return Total Length
}
//--Get Width/Height of Character--//
// D: return the scaled width/height of a character, or max character width
// NOTE: since all characters are the same height, no character index is required!
// NOTE: excludes spacing!!
// A: chr - the character to get width for
// R: the requested character size (scaled)
public float getCharWidth(char chr) {
return ( charWidths[charIndex(chr)] * scaleX ); // Return Scaled Character Width
}
public float getCharWidthMax() {
return ( charWidthMax * scaleX ); // Return Scaled Max Character Width
}
public float getCharHeight() {
return ( charHeight * scaleY ); // Return Scaled Character Height
}
//--Get Font Metrics--//
// D: return the specified (scaled) font metric
// A: [none]
// R: the requested font metric (scaled)
public float getAscent() {
return ( fontAscent * scaleY ); // Return Font Ascent
}
public float getDescent() {
return ( fontDescent * scaleY ); // Return Font Descent
}
public float getHeight() {
return ( fontHeight * scaleY ); // Return Font Height (Actual)
}
//--Draw Font Texture--//
// D: draw the entire font texture (NOTE: for testing purposes only)
// A: width, height - the width and height of the area to draw to. this is used
// to draw the texture to the top-left corner.
public void drawTexture(int width, int height) {
batch.beginBatch( textureId ); // Begin Batch (Bind Texture)
batch.drawSprite( textureSize / 2, height - ( textureSize / 2 ), textureSize, textureSize, textureRgn ); // Draw
batch.endBatch(); // End Batch
}
}