Files
MinecraftConsoles/Minecraft.Client/Font.h
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

86 lines
2.6 KiB
C++

#pragma once
class IntBuffer;
class Options;
class Textures;
class ResourceLocation;
class Font
{
private:
int *charWidths;
public:
int fontTexture;
Random *random;
private:
int colors[32]; // RGB colors for formatting
Textures *textures;
float xPos;
float yPos;
bool enforceUnicodeSheet; // use unicode sheet for ascii
bool bidirectional; // use bidi to flip strings
int m_cols; // Number of columns in font sheet
int m_rows; // Number of rows in font sheet
int m_charWidth; // Maximum character width
int m_charHeight; // Maximum character height
ResourceLocation *m_textureLocation; // Texture
std::map<int, int> m_charMap;
public:
Font(Options *options, const wstring& name, Textures* textures, bool enforceUnicode, ResourceLocation *textureLocation, int cols, int rows, int charWidth, int charHeight, unsigned short charMap[] = NULL);
#ifndef _XBOX
// 4J Stu - This dtor clashes with one in xui! We never delete these anyway so take it out for now. Can go back when we have got rid of XUI
~Font();
#endif
void renderFakeCB(IntBuffer *cb); // 4J added
private:
void renderCharacter(wchar_t c); // 4J added
public:
void drawShadow(const wstring& str, int x, int y, int color);
void drawShadowWordWrap(const wstring &str, int x, int y, int w, int color, int h); // 4J Added h param
void draw(const wstring &str, int x, int y, int color);
/**
* Reorders the string according to bidirectional levels. A bit expensive at
* the moment.
*
* @param str
* @return
*/
private:
wstring reorderBidi(const wstring &str);
void draw(const wstring &str, bool dropShadow);
void draw(const wstring& str, int x, int y, int color, bool dropShadow);
int MapCharacter(wchar_t c); // 4J added
bool CharacterExists(wchar_t c); // 4J added
public:
int width(const wstring& str);
wstring sanitize(const wstring& str);
void drawWordWrap(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
private:
void drawWordWrapInternal(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
public:
void drawWordWrap(const wstring &string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
private:
void drawWordWrapInternal(const wstring& string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
public:
int wordWrapHeight(const wstring& string, int w);
void setEnforceUnicodeSheet(bool enforceUnicodeSheet);
void setBidirectional(bool bidirectional);
// 4J-PB - check for invalid player name - Japanese local name
bool AllCharactersValid(const wstring &str);
};