//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #import "platform/platformFont.h" #import //----------------------------------------------------------------------------- class OSXFont : public PlatformFont { private: // Font reference. CTFontRef mFontRef; // Distance from drawing point to typographic baseline. // Think of the drawing point as the upper left corner of a text box. // NOTE: 'baseline' is synonymous with 'ascent' in Torque. U32 mBaseline; // Distance between lines. U32 mHeight; // Glyph rendering color-space. CGColorSpaceRef mColorSpace; public: OSXFont(); virtual ~OSXFont(); /// Look up the requested font, cache style, layout, colorspace, and some metrics. virtual bool create( const char* name, dsize_t size, U32 charset = TGE_ANSI_CHARSET); /// Determine if the character requested is a drawable character, or if it should be ignored. virtual bool isValidChar( const UTF16 character) const; virtual bool isValidChar( const UTF8* str) const; /// Get some vertical data on the font at large. Useful for drawing multiline text, and sizing text boxes. virtual U32 getFontHeight() const { return mHeight; } virtual U32 getFontBaseLine() const { return mBaseline; } // Draw the character to a temporary bitmap, and fill the CharInfo with various text metrics. virtual PlatformFont::CharInfo &getCharInfo(const UTF16 character) const; virtual PlatformFont::CharInfo &getCharInfo(const UTF8 *str) const; };