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Implement feature to use game resource fonts
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parent
b7c47b4c97
commit
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9 changed files with 1137 additions and 2 deletions
407
Dalamud/Interface/GameFonts/GameFontManager.cs
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407
Dalamud/Interface/GameFonts/GameFontManager.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using Dalamud.Data;
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using Dalamud.Interface.Internal;
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using ImGuiNET;
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using Lumina.Data.Files;
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using Serilog;
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namespace Dalamud.Interface.GameFonts
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{
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/// <summary>
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/// Loads game font for use in ImGui.
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/// </summary>
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internal class GameFontManager : IDisposable
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{
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private static readonly string[] FontNames =
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{
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null,
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"AXIS_96", "AXIS_12", "AXIS_14", "AXIS_18", "AXIS_36",
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"Jupiter_16", "Jupiter_20", "Jupiter_23", "Jupiter_45", "Jupiter_46", "Jupiter_90",
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"Meidinger_16", "Meidinger_20", "Meidinger_40",
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"MiedingerMid_10", "MiedingerMid_12", "MiedingerMid_14", "MiedingerMid_18", "MiedingerMid_36",
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"TrumpGothic_184", "TrumpGothic_23", "TrumpGothic_34", "TrumpGothic_68",
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};
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private readonly object syncRoot = new();
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private readonly InterfaceManager interfaceManager;
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private readonly FdtReader?[] fdts;
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private readonly List<byte[]> texturePixels;
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private readonly ImFontPtr?[] fonts = new ImFontPtr?[FontNames.Length];
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private readonly int[] fontUseCounter = new int[FontNames.Length];
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private readonly List<Dictionary<char, Tuple<int, FdtReader.FontTableEntry>>> glyphRectIds = new();
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/// <summary>
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/// Initializes a new instance of the <see cref="GameFontManager"/> class.
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/// </summary>
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public GameFontManager()
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{
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var dataManager = Service<DataManager>.Get();
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this.fdts = FontNames.Select(fontName =>
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{
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var file = fontName == null ? null : dataManager.GetFile($"common/font/{fontName}.fdt");
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return file == null ? null : new FdtReader(file!.Data);
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}).ToArray();
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this.texturePixels = Enumerable.Range(1, 1 + this.fdts.Where(x => x != null).Select(x => x.Glyphs.Select(x => x.TextureFileIndex).Max()).Max()).Select(x => dataManager.GameData.GetFile<TexFile>($"common/font/font{x}.tex").ImageData).ToList();
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this.interfaceManager = Service<InterfaceManager>.Get();
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}
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/// <summary>
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/// Describe font into a string.
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/// </summary>
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/// <param name="font">Font to describe.</param>
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/// <returns>A string in a form of "FontName (NNNpt)".</returns>
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public static string DescribeFont(GameFont font)
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{
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return font switch
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{
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GameFont.Undefined => "-",
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GameFont.Axis96 => "AXIS (9.6pt)",
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GameFont.Axis12 => "AXIS (12pt)",
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GameFont.Axis14 => "AXIS (14pt)",
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GameFont.Axis18 => "AXIS (18pt)",
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GameFont.Axis36 => "AXIS (36pt)",
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GameFont.Jupiter16 => "Jupiter (16pt)",
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GameFont.Jupiter20 => "Jupiter (20pt)",
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GameFont.Jupiter23 => "Jupiter (23pt)",
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GameFont.Jupiter45 => "Jupiter Numeric (45pt)",
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GameFont.Jupiter46 => "Jupiter (46pt)",
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GameFont.Jupiter90 => "Jupiter Numeric (90pt)",
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GameFont.Meidinger16 => "Meidinger Numeric (16pt)",
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GameFont.Meidinger20 => "Meidinger Numeric (20pt)",
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GameFont.Meidinger40 => "Meidinger Numeric (40pt)",
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GameFont.MiedingerMid10 => "MiedingerMid (10pt)",
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GameFont.MiedingerMid12 => "MiedingerMid (12pt)",
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GameFont.MiedingerMid14 => "MiedingerMid (14pt)",
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GameFont.MiedingerMid18 => "MiedingerMid (18pt)",
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GameFont.MiedingerMid36 => "MiedingerMid (36pt)",
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GameFont.TrumpGothic184 => "Trump Gothic (18.4pt)",
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GameFont.TrumpGothic23 => "Trump Gothic (23pt)",
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GameFont.TrumpGothic34 => "Trump Gothic (34pt)",
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GameFont.TrumpGothic68 => "Trump Gothic (68pt)",
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_ => throw new ArgumentOutOfRangeException(nameof(font), font, "Invalid argument"),
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};
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}
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/// <summary>
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/// Determines whether a font should be able to display most of stuff.
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/// </summary>
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/// <param name="font">Font to check.</param>
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/// <returns>True if it can.</returns>
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public static bool IsGenericPurposeFont(GameFont font)
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{
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return font switch
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{
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GameFont.Axis96 => true,
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GameFont.Axis12 => true,
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GameFont.Axis14 => true,
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GameFont.Axis18 => true,
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GameFont.Axis36 => true,
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_ => false,
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};
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}
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/// <summary>
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/// Fills missing glyphs in target font from source font, if both are not null.
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/// </summary>
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/// <param name="source">Source font.</param>
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/// <param name="target">Target font.</param>
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/// <param name="missingOnly">Whether to copy missing glyphs only.</param>
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/// <param name="rebuildLookupTable">Whether to call target.BuildLookupTable().</param>
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public static void CopyGlyphsAcrossFonts(ImFontPtr? source, ImFontPtr? target, bool missingOnly, bool rebuildLookupTable)
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{
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if (!source.HasValue || !target.HasValue)
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return;
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unsafe
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{
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var glyphs = (ImFontGlyphReal*)source.Value!.Glyphs.Data;
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for (int j = 0, j_ = source.Value!.Glyphs.Size; j < j_; j++)
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{
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var glyph = &glyphs[j];
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if (glyph->Codepoint < 32 || glyph->Codepoint >= 0xFFFF)
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continue;
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var prevGlyphPtr = (ImFontGlyphReal*)target.Value!.FindGlyphNoFallback((ushort)glyph->Codepoint).NativePtr;
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if ((IntPtr)prevGlyphPtr == IntPtr.Zero)
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{
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target.Value!.AddGlyph(
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target.Value!.ConfigData,
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(ushort)glyph->Codepoint,
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glyph->X0,
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glyph->Y0,
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glyph->X0 + ((glyph->X1 - glyph->X0) * target.Value!.FontSize / source.Value!.FontSize),
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glyph->Y0 + ((glyph->Y1 - glyph->Y0) * target.Value!.FontSize / source.Value!.FontSize),
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glyph->U0,
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glyph->V0,
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glyph->U1,
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glyph->V1,
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glyph->AdvanceX * target.Value!.FontSize / source.Value!.FontSize);
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}
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else if (!missingOnly)
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{
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prevGlyphPtr->X0 = glyph->X0;
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prevGlyphPtr->Y0 = glyph->Y0;
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prevGlyphPtr->X1 = glyph->X0 + ((glyph->X1 - glyph->X0) * target.Value!.FontSize / source.Value!.FontSize);
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prevGlyphPtr->Y1 = glyph->Y0 + ((glyph->Y1 - glyph->Y0) * target.Value!.FontSize / source.Value!.FontSize);
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prevGlyphPtr->U0 = glyph->U0;
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prevGlyphPtr->V0 = glyph->V0;
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prevGlyphPtr->U1 = glyph->U1;
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prevGlyphPtr->V1 = glyph->V1;
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prevGlyphPtr->AdvanceX = glyph->AdvanceX * target.Value!.FontSize / source.Value!.FontSize;
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}
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}
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}
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if (rebuildLookupTable)
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target.Value!.BuildLookupTable();
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}
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/// <inheritdoc/>
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public void Dispose()
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{
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}
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/// <summary>
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/// Creates a new GameFontHandle, and increases internal font reference counter, and if it's first time use, then the font will be loaded on next font building process.
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/// </summary>
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/// <param name="gameFont">Font to use.</param>
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/// <returns>Handle to game font that may or may not be ready yet.</returns>
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public GameFontHandle NewFontRef(GameFont gameFont)
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{
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var fontIndex = (int)gameFont;
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var needRebuild = false;
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lock (this.syncRoot)
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{
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var prev = this.fontUseCounter[fontIndex] == 0;
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this.fontUseCounter[fontIndex] += 1;
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needRebuild = prev != (this.fontUseCounter[fontIndex] == 0);
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}
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if (needRebuild)
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this.interfaceManager.RebuildFonts();
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return new(this, gameFont);
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}
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/// <summary>
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/// Gets the font.
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/// </summary>
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/// <param name="gameFont">Font to get.</param>
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/// <returns>Corresponding font or null.</returns>
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public ImFontPtr? GetFont(GameFont gameFont) => this.fonts[(int)gameFont];
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/// <summary>
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/// Fills missing glyphs in target font from source font, if both are not null.
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/// </summary>
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/// <param name="source">Source font.</param>
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/// <param name="target">Target font.</param>
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/// <param name="missingOnly">Whether to copy missing glyphs only.</param>
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/// <param name="rebuildLookupTable">Whether to call target.BuildLookupTable().</param>
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public void CopyGlyphsAcrossFonts(ImFontPtr? source, GameFont target, bool missingOnly, bool rebuildLookupTable)
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{
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GameFontManager.CopyGlyphsAcrossFonts(source, this.fonts[(int)target], missingOnly, rebuildLookupTable);
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}
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/// <summary>
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/// Fills missing glyphs in target font from source font, if both are not null.
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/// </summary>
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/// <param name="source">Source font.</param>
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/// <param name="target">Target font.</param>
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/// <param name="missingOnly">Whether to copy missing glyphs only.</param>
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/// <param name="rebuildLookupTable">Whether to call target.BuildLookupTable().</param>
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public void CopyGlyphsAcrossFonts(GameFont source, ImFontPtr? target, bool missingOnly, bool rebuildLookupTable)
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{
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GameFontManager.CopyGlyphsAcrossFonts(this.fonts[(int)source], target, missingOnly, rebuildLookupTable);
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}
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/// <summary>
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/// Fills missing glyphs in target font from source font, if both are not null.
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/// </summary>
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/// <param name="source">Source font.</param>
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/// <param name="target">Target font.</param>
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/// <param name="missingOnly">Whether to copy missing glyphs only.</param>
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/// <param name="rebuildLookupTable">Whether to call target.BuildLookupTable().</param>
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public void CopyGlyphsAcrossFonts(GameFont source, GameFont target, bool missingOnly, bool rebuildLookupTable)
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{
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GameFontManager.CopyGlyphsAcrossFonts(this.fonts[(int)source], this.fonts[(int)target], missingOnly, rebuildLookupTable);
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}
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/// <summary>
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/// Build fonts before plugins do something more. To be called from InterfaceManager.
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/// </summary>
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public void BuildFonts()
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{
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this.glyphRectIds.Clear();
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var io = ImGui.GetIO();
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io.Fonts.TexDesiredWidth = 4096;
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for (var i = 0; i < FontNames.Length; i++)
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{
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this.fonts[i] = null;
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this.glyphRectIds.Add(new());
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var fdt = this.fdts[i];
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if (this.fontUseCounter[i] == 0 || fdt == null)
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continue;
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Log.Information($"GameFontManager BuildFont: {FontNames[i]}");
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var font = io.Fonts.AddFontDefault();
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this.fonts[i] = font;
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foreach (var glyph in fdt.Glyphs)
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{
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var c = glyph.Char;
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if (c < 32 || c >= 0xFFFF)
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continue;
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this.glyphRectIds[i][c] = Tuple.Create(io.Fonts.AddCustomRectFontGlyph(font, c, glyph.BoundingWidth + 1, glyph.BoundingHeight + 1, glyph.BoundingWidth + glyph.NextOffsetX, new Vector2(0, glyph.CurrentOffsetY)), glyph);
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}
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}
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}
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/// <summary>
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/// Post-build fonts before plugins do something more. To be called from InterfaceManager.
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/// </summary>
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public unsafe void AfterBuildFonts()
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{
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var io = ImGui.GetIO();
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io.Fonts.GetTexDataAsRGBA32(out byte* pixels8, out var width, out var height);
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var pixels32 = (uint*)pixels8;
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for (var i = 0; i < this.fonts.Length; i++)
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{
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if (!this.fonts[i].HasValue)
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continue;
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var font = this.fonts[i]!.Value;
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var fdt = this.fdts[i];
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var fontPtr = font.NativePtr;
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fontPtr->ConfigData->SizePixels = fontPtr->FontSize = fdt.FontHeader.LineHeight;
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fontPtr->Ascent = fdt.FontHeader.Ascent;
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fontPtr->Descent = fdt.FontHeader.Descent;
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fontPtr->EllipsisChar = '…';
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foreach (var fallbackCharCandidate in "〓?!")
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{
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var glyph = font.FindGlyphNoFallback(fallbackCharCandidate);
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if ((IntPtr)glyph.NativePtr != IntPtr.Zero)
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{
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font.SetFallbackChar(fallbackCharCandidate);
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break;
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}
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}
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fixed (char* c = FontNames[i])
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{
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for (var j = 0; j < 40; j++)
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fontPtr->ConfigData->Name[j] = 0;
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Encoding.UTF8.GetBytes(c, FontNames[i].Length, fontPtr->ConfigData->Name, 40);
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}
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foreach (var (c, (rectId, glyph)) in this.glyphRectIds[i])
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{
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var rc = io.Fonts.GetCustomRectByIndex(rectId);
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var sourceBuffer = this.texturePixels[glyph.TextureFileIndex];
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var sourceBufferDelta = glyph.TextureChannelByteIndex;
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for (var y = 0; y < glyph.BoundingHeight; y++)
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{
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for (var x = 0; x < glyph.BoundingWidth; x++)
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{
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var a = sourceBuffer[sourceBufferDelta + (4 * (((glyph.TextureOffsetY + y) * fdt.FontHeader.TextureWidth) + glyph.TextureOffsetX + x))];
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pixels32[((rc.Y + y) * width) + rc.X + x] = (uint)(a << 24) | 0xFFFFFFu;
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}
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}
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}
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}
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this.CopyGlyphsAcrossFonts(InterfaceManager.DefaultFont, GameFont.Axis96, true, false);
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this.CopyGlyphsAcrossFonts(InterfaceManager.DefaultFont, GameFont.Axis12, true, false);
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this.CopyGlyphsAcrossFonts(InterfaceManager.DefaultFont, GameFont.Axis14, true, false);
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this.CopyGlyphsAcrossFonts(InterfaceManager.DefaultFont, GameFont.Axis18, true, false);
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this.CopyGlyphsAcrossFonts(InterfaceManager.DefaultFont, GameFont.Axis36, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis18, GameFont.Jupiter16, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Jupiter20, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Jupiter23, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Jupiter45, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Jupiter46, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Jupiter90, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis18, GameFont.Meidinger16, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Meidinger20, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.Meidinger40, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis96, GameFont.MiedingerMid10, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis12, GameFont.MiedingerMid12, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis14, GameFont.MiedingerMid14, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis18, GameFont.MiedingerMid18, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.MiedingerMid36, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis18, GameFont.TrumpGothic184, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.TrumpGothic23, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.TrumpGothic34, true, false);
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this.CopyGlyphsAcrossFonts(GameFont.Axis36, GameFont.TrumpGothic68, true, false);
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foreach (var font in this.fonts)
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font?.BuildLookupTable();
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}
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/// <summary>
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/// Decrease font reference counter and release if nobody is using it.
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/// </summary>
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/// <param name="gameFont">Font to release.</param>
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internal void DecreaseFontRef(GameFont gameFont)
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{
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var fontIndex = (int)gameFont;
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var needRebuild = false;
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lock (this.syncRoot)
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{
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var prev = this.fontUseCounter[fontIndex] == 0;
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this.fontUseCounter[fontIndex] -= 1;
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needRebuild = prev != (this.fontUseCounter[fontIndex] == 0);
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}
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if (needRebuild)
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this.interfaceManager.RebuildFonts();
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}
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private struct ImFontGlyphReal
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{
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public uint ColoredVisibleCodepoint;
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public float AdvanceX;
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public float X0;
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public float Y0;
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public float X1;
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public float Y1;
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public float U0;
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public float V0;
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public float U1;
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public float V1;
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public bool Colored
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{
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get => ((this.ColoredVisibleCodepoint >> 0) & 1) != 0;
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set => this.ColoredVisibleCodepoint = (this.ColoredVisibleCodepoint & 0xFFFFFFFEu) | (value ? 1u : 0u);
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}
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public bool Visible
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{
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get => ((this.ColoredVisibleCodepoint >> 1) & 1) != 0;
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set => this.ColoredVisibleCodepoint = (this.ColoredVisibleCodepoint & 0xFFFFFFFDu) | (value ? 2u : 0u);
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}
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public int Codepoint
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{
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get => (int)(this.ColoredVisibleCodepoint >> 2);
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set => this.ColoredVisibleCodepoint = (this.ColoredVisibleCodepoint & 3u) | ((uint)this.Codepoint << 2);
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}
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}
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}
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}
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