// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../UI/FontFace.h" namespace Urho3D { class Image; class Serializer; /// Bitmap font face description. class URHO3D_API FontFaceBitmap : public FontFace { public: /// Construct. FontFaceBitmap(Font* font); /// Destruct. ~FontFaceBitmap(); /// Load font face. virtual bool Load(const unsigned char* fontData, unsigned fontDataSize, float pointSize); /// Load from existed font face, pack used glyphs into smallest texture size and smallest number of texture. bool Load(FontFace* fontFace, bool usedGlyphs); /// Save as a new bitmap font type in XML format. Return true if successful. bool Save(Serializer& dest, int pointSize, const String& indentation = "\t"); private: /// Convert graphics format to number of components. unsigned ConvertFormatToNumComponents(unsigned format); /// Save font face texture as image resource. SharedPtr SaveFaceTexture(Texture2D* texture); /// Save font face texture as image file. bool SaveFaceTexture(Texture2D* texture, const String& fileName); /// Blit. void Blit(Image* dest, int x, int y, int width, int height, Image* source, int sourceX, int sourceY, int components); }; }