Complete TrueTypeFont class that only requires LWJGL

Started by bobjob, June 28, 2009, 00:54:50

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bobjob

I went through the slick implentation for TrueTypeFonts
and made some changes:
* does not require the slick package
* added scaling as well as its artifact correction
* removed dependency on blending
* alignment (added: right and center)
* takes into account the newline character: '\n'
* now works with BACK face CULLING on, if used in 3D.

import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.image.BufferedImage;
import java.awt.image.DataBuffer;
import java.awt.image.DataBufferByte;
import java.awt.image.DataBufferInt;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.HashMap;
import java.util.Map;
import java.awt.GraphicsEnvironment;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;


/**
 * A TrueType font implementation originally for Slick, edited for Bobjob's Engine
 * 
 * @original author James Chambers (Jimmy)
 * @original author Jeremy Adams (elias4444)
 * @original author Kevin Glass (kevglass)
 * @original author Peter Korzuszek (genail)
 * 
 * @new version edited by David Aaron Muhar (bobjob)
 */
public class TrueTypeFont {
	public final static int
		ALIGN_LEFT = 0,
		ALIGN_RIGHT = 1,
		ALIGN_CENTER = 2;
	/** Array that holds necessary information about the font characters */
	private IntObject[] charArray = new IntObject[256];
	
	/** Map of user defined font characters (Character <-> IntObject) */
	private Map customChars = new HashMap();

	/** Boolean flag on whether AntiAliasing is enabled or not */
	private boolean antiAlias;

	/** Font's size */
	private int fontSize = 0;

	/** Font's height */
	private int fontHeight = 0;

	/** Texture used to cache the font 0-255 characters */
	private int fontTextureID;
	
	/** Default font texture width */
	private int textureWidth = 512;

	/** Default font texture height */
	private int textureHeight = 512;

	/** A reference to Java's AWT Font that we create our font texture from */
	private Font font;

	/** The font metrics for our Java AWT font */
	private FontMetrics fontMetrics;

	
	private int correctL = 9, correctR = 8;
	
	private class IntObject {
		/** Character's width */
		public int width;

		/** Character's height */
		public int height;

		/** Character's stored x position */
		public int storedX;

		/** Character's stored y position */
		public int storedY;
	}


	public TrueTypeFont(Font font, boolean antiAlias, char[] additionalChars) {
		this.font = font;
		this.fontSize = font.getSize()+3;
		this.antiAlias = antiAlias;

		createSet( additionalChars );
		
		fontHeight -= 1;
		if (fontHeight <= 0) fontHeight = 1;
	}

	public TrueTypeFont(Font font, boolean antiAlias) {
		this( font, antiAlias, null );
	}
	public void setCorrection(boolean on) {
		if (on) {
			correctL = 2;
			correctR = 1;
		} else {
			correctL = 0;
			correctR = 0;
		}
	}
	private BufferedImage getFontImage(char ch) {
		// Create a temporary image to extract the character's size
		BufferedImage tempfontImage = new BufferedImage(1, 1,
				BufferedImage.TYPE_INT_ARGB);
		Graphics2D g = (Graphics2D) tempfontImage.getGraphics();
		if (antiAlias == true) {
			g.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
					RenderingHints.VALUE_ANTIALIAS_ON);
		}
		g.setFont(font);
		fontMetrics = g.getFontMetrics();
		int charwidth = fontMetrics.charWidth(ch)+8;

		if (charwidth <= 0) {
			charwidth = 7;
		}
		int charheight = fontMetrics.getHeight()+3;
		if (charheight <= 0) {
			charheight = fontSize;
		}

		// Create another image holding the character we are creating
		BufferedImage fontImage;
		fontImage = new BufferedImage(charwidth, charheight,
				BufferedImage.TYPE_INT_ARGB);
		Graphics2D gt = (Graphics2D) fontImage.getGraphics();
		if (antiAlias == true) {
			gt.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
					RenderingHints.VALUE_ANTIALIAS_ON);
		}
		gt.setFont(font);

		gt.setColor(Color.WHITE);
		int charx = 3;
		int chary = 1;
		gt.drawString(String.valueOf(ch), (charx), (chary)
				+ fontMetrics.getAscent());

		return fontImage;

	}

	private void createSet( char[] customCharsArray ) {
		// If there are custom chars then I expand the font texture twice		
		if	(customCharsArray != null && customCharsArray.length > 0) {
			textureWidth *= 2;
		}
		
		// In any case this should be done in other way. Texture with size 512x512
		// can maintain only 256 characters with resolution of 32x32. The texture
		// size should be calculated dynamicaly by looking at character sizes. 
		
		try {
			
			BufferedImage imgTemp = new BufferedImage(textureWidth, textureHeight, BufferedImage.TYPE_INT_ARGB);
			Graphics2D g = (Graphics2D) imgTemp.getGraphics();

			g.setColor(new Color(0,0,0,1));
			g.fillRect(0,0,textureWidth,textureHeight);
			
			int rowHeight = 0;
			int positionX = 0;
			int positionY = 0;
			
			int customCharsLength = ( customCharsArray != null ) ? customCharsArray.length : 0; 

			for (int i = 0; i < 256 + customCharsLength; i++) {
				
				// get 0-255 characters and then custom characters
				char ch = ( i < 256 ) ? (char) i : customCharsArray[i-256];
				
				BufferedImage fontImage = getFontImage(ch);

				IntObject newIntObject = new IntObject();

				newIntObject.width = fontImage.getWidth();
				newIntObject.height = fontImage.getHeight();

				if (positionX + newIntObject.width >= textureWidth) {
					positionX = 0;
					positionY += rowHeight;
					rowHeight = 0;
				}

				newIntObject.storedX = positionX;
				newIntObject.storedY = positionY;

				if (newIntObject.height > fontHeight) {
					fontHeight = newIntObject.height;
				}

				if (newIntObject.height > rowHeight) {
					rowHeight = newIntObject.height;
				}

				// Draw it here
				g.drawImage(fontImage, positionX, positionY, null);

				positionX += newIntObject.width;

				if( i < 256 ) { // standard characters
					charArray[i] = newIntObject;
				} else { // custom characters
					customChars.put( new Character( ch ), newIntObject );
				}

				fontImage = null;
			}

			fontTextureID = loadImage(imgTemp);
			


					//.getTexture(font.toString(), imgTemp);

		} catch (Exception e) {
			System.err.println("Failed to create font.");
			e.printStackTrace();
		}
	}
	
	private void drawQuad(float drawX, float drawY, float drawX2, float drawY2,
			float srcX, float srcY, float srcX2, float srcY2) {
		float DrawWidth = drawX2 - drawX;
		float DrawHeight = drawY2 - drawY;
		float TextureSrcX = srcX / textureWidth;
		float TextureSrcY = srcY / textureHeight;
		float SrcWidth = srcX2 - srcX;
		float SrcHeight = srcY2 - srcY;
		float RenderWidth = (SrcWidth / textureWidth);
		float RenderHeight = (SrcHeight / textureHeight);

		GL11.glTexCoord2f(TextureSrcX, TextureSrcY);
		GL11.glVertex2f(drawX, drawY);
		GL11.glTexCoord2f(TextureSrcX, TextureSrcY + RenderHeight);
		GL11.glVertex2f(drawX, drawY + DrawHeight);
		GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY + RenderHeight);
		GL11.glVertex2f(drawX + DrawWidth, drawY + DrawHeight);
		GL11.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY);
		GL11.glVertex2f(drawX + DrawWidth, drawY);
	}

	public int getWidth(String whatchars) {
		int totalwidth = 0;
		IntObject intObject = null;
		int currentChar = 0;
		for (int i = 0; i < whatchars.length(); i++) {
			currentChar = whatchars.charAt(i);
			if (currentChar < 256) {
				intObject = charArray[currentChar];
			} else {
				intObject = (IntObject)customChars.get( new Character( (char) currentChar ) );
			}
			
			if( intObject != null )
				totalwidth += intObject.width;
		}
		return totalwidth;
	}

	public int getHeight() {
		return fontHeight;
	}


	public int getHeight(String HeightString) {
		return fontHeight;
	}

	public int getLineHeight() {
		return fontHeight;
	}

	public void drawString(float x, float y,
			String whatchars, float scaleX, float scaleY) {
		drawString(x,y,whatchars, 0, whatchars.length()-1, scaleX, scaleY, ALIGN_LEFT);
	}
	public void drawString(float x, float y,
			String whatchars, float scaleX, float scaleY, int format) {
		drawString(x,y,whatchars, 0, whatchars.length()-1, scaleX, scaleY, format);
	}


	public void drawString(float x, float y,
			String whatchars, int startIndex, int endIndex,
			float scaleX, float scaleY,
			int format
			) {
		
		IntObject intObject = null;
		int charCurrent;
		

		int totalwidth = 0;
		int i = startIndex, d, c;
		float startY = 0;


		
		switch (format) {
			case ALIGN_RIGHT: {
				d = -1;
				c = correctR;
			
				while (i < endIndex) {
					if (whatchars.charAt(i) == '\n') startY -= fontHeight;
					i++;
				}
				break;
			}
			case ALIGN_CENTER: {
				for (int l = startIndex; l <= endIndex; l++) {
					charCurrent = whatchars.charAt(l);
					if (charCurrent == '\n') break;
					if (charCurrent < 256) {
						intObject = charArray[charCurrent];
					} else {
						intObject = (IntObject)customChars.get( new Character( (char) charCurrent ) );
					}
					totalwidth += intObject.width-correctL;
				}
				totalwidth /= -2;
			}
			case ALIGN_LEFT:
			default: {
				d = 1;
				c = correctL;
				break;
			}
		
		}

		GL11.glBindTexture(GL11.GL_TEXTURE_2D, fontTextureID);
		GL11.glBegin(GL11.GL_QUADS);
		
		while (i >= startIndex && i <= endIndex) {
			
			charCurrent = whatchars.charAt(i);
			if (charCurrent < 256) {
				intObject = charArray[charCurrent];
			} else {
				intObject = (IntObject)customChars.get( new Character( (char) charCurrent ) );
			} 
			
			if( intObject != null ) {
				if (d < 0) totalwidth += (intObject.width-c) * d;
					if (charCurrent == '\n') {
						startY -= fontHeight * d;
						totalwidth = 0;
						if (format == ALIGN_CENTER) {
							for (int l = i+1; l <= endIndex; l++) {
								charCurrent = whatchars.charAt(l);
								if (charCurrent == '\n') break;
								if (charCurrent < 256) {
									intObject = charArray[charCurrent];
								} else {
									intObject = (IntObject)customChars.get( new Character( (char) charCurrent ) );
								}
								totalwidth += intObject.width-correctL;
							}
							totalwidth /= -2;
						}
						//if center get next lines total width/2;
					}
					else {
						drawQuad((totalwidth + intObject.width) * scaleX + x, startY * scaleY + y,
							totalwidth * scaleX + x,
							(startY + intObject.height) * scaleY + y, intObject.storedX + intObject.width,
							intObject.storedY + intObject.height,intObject.storedX, 
							intObject.storedY);
						if (d > 0) totalwidth += (intObject.width-c) * d ;
					}
					i += d;
				
			}
		}
		GL11.glEnd();
	}
	public static int loadImage(BufferedImage bufferedImage) {
	    try {
		    short width       = (short)bufferedImage.getWidth();
		    short height      = (short)bufferedImage.getHeight();
		    //textureLoader.bpp = bufferedImage.getColorModel().hasAlpha() ? (byte)32 : (byte)24;
		    int bpp = (byte)bufferedImage.getColorModel().getPixelSize();
		    ByteBuffer byteBuffer;
		    DataBuffer db = bufferedImage.getData().getDataBuffer();
		    if (db instanceof DataBufferInt) {
		    	int intI[] = ((DataBufferInt)(bufferedImage.getData().getDataBuffer())).getData();
		    	byte newI[] = new byte[intI.length * 4];
		    	for (int i = 0; i < intI.length; i++) {
		    		byte b[] = intToByteArray(intI[i]);
		    		int newIndex = i*4;
		    		
		    		newI[newIndex]   = b[1];
		    		newI[newIndex+1] = b[2];
		    		newI[newIndex+2] = b[3];
		    		newI[newIndex+3] = b[0];
		    	}
		    	
		    	byteBuffer  = ByteBuffer.allocateDirect(
		    			width*height*(bpp/8))
			                           .order(ByteOrder.nativeOrder())
			                            .put(newI);
		    } else {
		    	byteBuffer  = ByteBuffer.allocateDirect(
		    			width*height*(bpp/8))
			                           .order(ByteOrder.nativeOrder())
			                            .put(((DataBufferByte)(bufferedImage.getData().getDataBuffer())).getData());
		    }
		    byteBuffer.flip();
		    
		    
		    int internalFormat = GL11.GL_RGBA8,
			format = GL11.GL_RGBA;
			IntBuffer   textureId =  BufferUtils.createIntBuffer(1);;
			GL11.glGenTextures(textureId);
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureId.get(0));
			

			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
			
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
			GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
			
			GL11.glTexEnvf(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
			
			
			
			GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D,
			      internalFormat,
			      width,
			      height,
			      format,
			      GL11.GL_UNSIGNED_BYTE,
			      byteBuffer);
			return textureId.get(0);
		    
		} catch (Exception e) {
	    	e.printStackTrace();
	    	System.exit(-1);
	    }
		
		return -1;
	}
	public static boolean isSupported(String fontname) {
		Font font[] = getFonts();
		for (int i = font.length-1; i >= 0; i--) {
			if (font[i].getName().equalsIgnoreCase(fontname))
				return true;
		}
		return false;
	}
	public static Font[] getFonts() {
		return GraphicsEnvironment.getLocalGraphicsEnvironment().getAllFonts();
	}
	public static byte[] intToByteArray(int value) {
        return new byte[] {
                (byte)(value >>> 24),
                (byte)(value >>> 16),
                (byte)(value >>> 8),
                (byte)value};
	}
	
	public void destroy() {
		IntBuffer scratch = BufferUtils.createIntBuffer(1);
		scratch.put(0, fontTextureID);
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
		GL11.glDeleteTextures(scratch);
	}
}


bobjob

Test case
import org.lwjgl.Sys;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.GLU;


import java.awt.Font;

public class TTFTest {
	public static int width = 800, height = 600;
	protected static final String TITLE = "Template v1";
	static boolean running = true;
	final public static int FRAME_RATE = 60;
	static FPSCounter fpsCounter;
	public static void main(String args[]) {
		new TTFTest();
	}
	public TTFTest() {
		try {
			initDisplay(false);
			initGL();
			loadResources();
			run();
			cleanup();
		} catch (Exception e) {
			e.printStackTrace();
			Sys.alert(TITLE, "Error 101: " + e.toString());
		}
	}
	private static void initDisplay(boolean fullscreen) throws Exception {	

		Display.setTitle(TITLE); // sets aplication name
		Display.setFullscreen(fullscreen);  // create a full screen window if possible

        	DisplayMode displayMode = null;
        	DisplayMode d[] = Display.getAvailableDisplayModes();
        	for (int i = d.length - 1; i >= 0; i--) {
            		displayMode = d[i];
            	if (d[i].getWidth() == width
                	&& d[i].getHeight() == height
                	&& (d[i].getBitsPerPixel() >= 24 &&  d[i].getBitsPerPixel() <= 24 + 8 ) 
                	&& d[i].getFrequency() == FRAME_RATE) {
                	break;
            		}
        	} // Finds a suitable resolution
        	Display.setDisplayMode(displayMode); // sets display resoulation
        	if (fullscreen) Display.setVSyncEnabled(true); // enable vsync if poosible		
		Display.create();
	}
	public static void initGL() {

        
		GL11.glEnable(GL11.GL_COLOR_MATERIAL);
        	GL11.glEnable(GL11.GL_TEXTURE_2D); // Enable Texture Mapping
       		GL11.glClearColor(0.5f,0.5f,0.5f,0f); // Black Background
        	GL11.glDisable(GL11.GL_DITHER);
        	GL11.glDepthFunc(GL11.GL_LESS); // Depth function less or equal
        	GL11.glEnable(GL11.GL_NORMALIZE); // calculated normals when scaling
        	GL11.glEnable(GL11.GL_CULL_FACE); // prevent render of back surface   
        	GL11.glEnable(GL11.GL_BLEND); // Enabled blending
		GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // selects blending method
        	GL11.glEnable(GL11.GL_ALPHA_TEST); // allows alpha channels or transperancy
        	GL11.glAlphaFunc(GL11.GL_GREATER, 0.1f); // sets aplha function
        	GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); // High quality visuals
        	GL11.glHint(GL11.GL_POLYGON_SMOOTH_HINT, GL11.GL_NICEST); //  Really Nice Perspective Calculations
        	GL11.glShadeModel(GL11.GL_SMOOTH); // Enable Smooth Shading
		GL11.glViewport(0, 0, 800, 600);
        	GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
        	GL11.glLoadIdentity(); // Reset The Projection Matrix
        	GLU.gluPerspective(30, width/(float)height, 1f, 300f);  //Aspect Ratio Of The Window
        	GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
        	GL11.glDepthMask(true);								// Enable Depth Mask
	}
	static TrueTypeFont trueTypeFont;
	private static void loadResources() {
		Keyboard.enableRepeatEvents(false);
		// initialise the font
		String fontName = "Agent Orange";
		if (!TrueTypeFont.isSupported(fontName)) fontName = "serif";
		Font font = new Font(fontName, Font.ITALIC | Font.BOLD, 40);
		trueTypeFont = new TrueTypeFont(font, true);
		fpsCounter = new FPSCounter();
		fpsCounter.init();
		// render some text to the screen
		//trueTypeFont.drawString(20.0f, 20.0f, "Slick displaying True Type Fonts", Color.green);

	}
	
	public static void run() {
		while (running) {
			if (Display.isCloseRequested()) running = false;
			
		//	Display.sync(FRAME_RATE);
			logic();
			if (Display.isActive() && Display.isVisible()){
				render();
				Display.update();
			} else {
				Display.update();
			}
		}
	}
    static String lastFPS;
	public static void logic() {
		if (fpsCounter != null) {
			if (fpsCounter.update()) lastFPS = "FPS " + fpsCounter.getFPS();
			Display.setTitle(lastFPS);
		}
		int x = Mouse.getX();
		int y = Mouse.getY();

		
		while (Mouse.next()) {
			if (Mouse.getEventButtonState()) {
				int mouse = Mouse.getEventButton();
				switch (mouse) {
					case 0: {
						System.out.println("" + x + " " + y);

						break;
					}
					case 1: {
						System.out.println("" + x + " " + y);

						break;
					}
					case 2: {
						break;
					}
				}
			}
		}

		while (Keyboard.next()) {
			if (Keyboard.getEventKeyState()) {
				int key =  Keyboard.getEventKey();

				switch (key) {
					case Keyboard.KEY_SPACE: {

						break;
					}
					case Keyboard.KEY_RETURN: {

						break;
					}
				}
			}
		}
		
		
	}
	
	
	public static void render() {
		GL11.glClear(GL11.GL_COLOR_BUFFER_BIT |GL11.GL_DEPTH_BUFFER_BIT);     // Clear Screen And Depth Buffer
		//3D Render Code
		
		
		//2D Render Code
		set2DMode(0, width, 0, height);
		
		

		
		//DRAW STRING FROM THE - DEFAULT
		//SCALE OF 1.5
		trueTypeFont.drawString(0, trueTypeFont.getHeight()*10, "I wrote this song about you!\nIsn't that cliche of me, to do?", 1.5f,1.5f
				);
		
		//DRAW STRING FROM THE - RIGHT
		//DEFAULT SCALE OF 1
		trueTypeFont.drawString(width, trueTypeFont.getHeight()*6, "But its nothing for you,\n" +
				"the band just needed something more to play.\n" +
				"So dont blush or hooray,\n" 
				, 1f, 1f, TrueTypeFont.ALIGN_RIGHT);
		
		//DRAW STRING FROM THE - CENTER
		//HALF SCALE OF 0.5f
		trueTypeFont.drawString(width/2, trueTypeFont.getHeight()*3,
				"at the possible sound of your name.\n" +
				"No I wouldnt go that far.\n" +
				"No.", 0.5f, 0.5f, TrueTypeFont.ALIGN_CENTER);

		//End 2D Render Code
		set3DMode();
	}
	public static void cleanup() {
		trueTypeFont.destroy();
		Keyboard.destroy();
		Mouse.destroy();
		Display.destroy();
		System.gc();
		try {
			Thread.sleep(1000);
		} catch (Exception e) {}
		
		System.exit(0);
	}
    public static void set2DMode(float x, float width, float y, float height) {
    	//GL11.glDisable(GL11.GL_DEPTH_TEST);
    	GL11.glMatrixMode(GL11.GL_PROJECTION);                        // Select The Projection Matrix
        GL11.glPushMatrix();                                     // Store The Projection Matrix
        GL11.glLoadIdentity();                                   // Reset The Projection Matrix
        GL11.glOrtho(x, width, y, height, -1, 1);                          // Set Up An Ortho Screen
        GL11.glMatrixMode(GL11.GL_MODELVIEW);                         // Select The Modelview Matrix
        GL11.glPushMatrix();                                     // Store The Modelview Matrix
        GL11.glLoadIdentity();                                   // Reset The Modelview Matrix
    }
    public static void set3DMode() {
    	GL11.glMatrixMode(GL11.GL_PROJECTION);                        // Select The Projection Matrix
        GL11.glPopMatrix();                                      // Restore The Old Projection Matrix
        GL11.glMatrixMode(GL11.GL_MODELVIEW);                         // Select The Modelview Matrix
        GL11.glPopMatrix();                                      // Restore The Old Projection Matrix
        //GL11.glEnable(GL11.GL_DEPTH_TEST);
    }
}
class FPSCounter {
	private float FPS = 0, fc = 0;

    private long updateFrequency,
                 currentTime,
                 elapsedTime,
                 lastTime;
    
    void init() {
        updateFrequency = Sys.getTimerResolution()>>1;
        currentTime     = 0;
        elapsedTime     = Sys.getTime();
        lastTime        = Sys.getTime();

    }
    boolean update() {
		currentTime = Sys.getTime();

	      fc++;
	      
	      if((elapsedTime = currentTime - lastTime) >= updateFrequency){
	        FPS         = (fc/elapsedTime)*updateFrequency*2;
	        fc         = 0;
	        lastTime    = currentTime;
	        elapsedTime = 0;
	        return true;
	      }
	      return false;
    }
    float getFPS() {
    	return FPS;
    }
}


relavent lines of code:
Font font = new Font("Serif", Font.BOLD, 32);
trueTypeFont = new TrueTypeFont(font, true);
trueTypeFont.drawString();
trueTypeFont.destroy();

//static utility function
TrueTypeFont.isSupported(String fontName);


Please tell me if you find this useful. Or any other improvement ideas.

MarneusCalgarXP

Nice, I just brought a simple improvement:

public static Font getFont(String fontname, int style, float size) {
	Font result = null;
	GraphicsEnvironment graphicsenvironment = GraphicsEnvironment.getLocalGraphicsEnvironment();
	for ( Font font :  graphicsenvironment.getAllFonts() ) {
		if (font.getName().equalsIgnoreCase(fontname)) {
			result = font.deriveFont(style, size);
			break;
		}
	}
	return result;
}


usable this way:

Font font = TrueTypeFont.getFont("Courier New", Font.BOLD, 32);
if (font == null) {
	font = new Font("Serif", Font.BOLD, 32);
}
trueTypeFont = new TrueTypeFont(font, true);

Dark Skull Software
http://www.darkskull.net

bobjob

Quote from: MarneusCalgarXP on July 08, 2009, 21:20:43
Nice, I just brought a simple improvement:

Cool. I put it in as:
boolean isSupported(String fontName)

dunno

Nice work. Thanks a lot, very useful. I just looked for a simple implementation of writing text under opengl

bobjob


manji

The example you posted hangs my whole system. Don't know why yet.
toyWars game blog: http://toywars.wordpress.com/

bobjob

if you can setup your own LWJGL display do that, then just use the relavent lines of code for the TrueTypeFont class.

manji

I tried it again, within my framework, and it works fine. I will use it for now, and I will let you know if any problem occurs. Great work, thnx a lot.
toyWars game blog: http://toywars.wordpress.com/


Evil-Devil

Haven't tried it yet, but its very neat :)

The main thing i am missing while reading the source is the possibility to save/load into any given texture format or at least saving it into any reusable format and just calling the load/draw functions afterall.

Anyway, have to try it myself and see how TT look alike :)

dunno

Is there any way to change TrueTypeFont class or smth to represent non-english alphabet (I'm interesting in cyrillic actually)?
Now when I trying to pass cyrillic string to the drawString method, program halts and doesn't respond (with no error messages).
There is only one file in my jre/lib/fonts folder: LucidaSansRegular.ttf and it seems to have cyrillic symbols... Although, I'm not very sure.

broumbroum

TrueTypeFont does link new textures for a character, doesn^'t it? there's actually another way to render fonts, with bezier curves and that's faster for as long as I've tested it against texture-render.
I may post the sample code for bezier-curves, but you can find it in the package sf3jswing-jigaxtended RenderingScene.class _GLRenderText2D method with renderGlyphs enabled (see the link to the sf3jswing project below) !

bobjob

Quote from: Evil-Devil on August 20, 2009, 08:00:31
The main thing i am missing while reading the source is the possibility to save/load into any given texture format or at least saving it into any reusable format and just calling the load/draw functions afterall.

Even though it would be simple enough to implement saving/loading, in/from a texture aswell as a script file for character offsets.

My intention for this class was to just give a simple self containted text implementation that doesnt require other resources (mainly for new LWJGL users).

I remember when i was first started to learn LWJGL and found a texture loader class for devIL somewere, it made a world of difference having a self contained class. It was extremly easy for me to get through alot of opengl lessons after that.

I honestly still find navigating through new packages intimidating  ::) especially when the classes in the package needs other classes in the same package.

dunno

Oh, I finally get it. For the first time I missed that constructor with char[] additionalChars:
public TrueTypeFont(Font font, boolean antiAlias, char[] additionalChars)
I used another one.
So, one must create such char[] array with specific characters and pass it to that TrueTypeFont constructor and it's work!
Thanks anyway, guys! :)

2broumbroum
>I may post the sample code for bezier-curves
would be great, if you do it, please)

upd:
oh, I found your thread, thanks!