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kc3-lang/ftgl/docs/tutorial.dox

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  • Author : sammy
    Date : 2008-05-23 00:16:18
    Hash : 1d8ef88c
    Message : * Work around a Doxygen bug that creates fake latex references whenever we use "FTGL" in section names, and fails to remove the "%" in HTML pages whenever we use "%FTGL". Fixing HTML pages is easier.

  • docs/tutorial.dox
  • /** \page ftgl-tutorial %FTGL tutorial
    
     \section starting Starting to use %FTGL
    
     Only one header is required to use %FTGL:
    
    \code
    #include <FTGL/ftgl.h>
    \endcode
    
     \section type Choosing a font type
    
     %FTGL supports 6 font output types among 3 groups: raster fonts, vector
     fonts, and texture fonts which are a mixture of both. Each font type has its
     advantages and disadvantages.
    
     \subsection raster Raster fonts
    
     Raster fonts are made of pixels painted directly on the viewport's
     framebuffer. They cannot be directly rotated or scaled.
    
     - Bitmap fonts use 1-bit (2-colour) rasterised glyphs.
     - Pixmap fonts use 8-bit (256 levels) rasterised glyphs.
    
     \image html rasterfont.png
     \image latex rasterfont.png "" width=0.7\textwidth
    
     \subsection vector Vector fonts
    
     Vector fonts are 3D objects that are rendered at the current matrix location.
     All position, scale, texture and material effects apply to vector fonts.
    
     - Polygon fonts use planar triangle meshes and can be texture-mapped.
     - Outline fonts use OpenGL lines.
     - Extruded fonts are extruded polygon fonts, with the front, back and side
       meshes renderable separately to apply different effects and materials.
    
     \image html vectorfont.png
     \image latex vectorfont.png "" width=0.7\textwidth
    
     \subsection texture Textured fonts
    
     Textured fonts are probably the most versatile types. They are fast,
     antialiased, and can be transformed just like any OpenGL primitive.
    
     - Texture fonts use one texture per glyph. They are fast because glyphs are
       stored permanently in the video card's memory.
     - Buffer fonts use one texture per line of text. They tend to be faster
       than texture fonts when the same line of text needs to be rendered for
       more than one frame.
    
     \image html texturefont.png
     \image latex texturefont.png "" width=0.7\textwidth
    
     \section creating Create font objects
    
     Creating a font and displaying some text is really straightforward, be it
     in C or in C++.
    
     \subsection c in C
    
     \code
    /* Create a pixmap font from a TrueType file. */
    FTGLfont *font = ftglCreatePixmapFont("/home/user/Arial.ttf");
    
    /* If something went wrong, bail out. */
    if(!font)
        return -1;
    
    /* Set the font size and render a small text. */
    ftglSetFontFaceSize(font, 72, 72);
    ftglRenderFont(font, "Hello World!", FTGL_RENDER_ALL);
    
    /* Destroy the font object. */
    ftglDestroyFont(font);
     \endcode
    
     \subsection cxx in C++
    
     \code
    // Create a pixmap font from a TrueType file.
    FTGLPixmapFont font("/home/user/Arial.ttf");
    
    // If something went wrong, bail out.
    if(font.Error())
        return -1;
    
    // Set the font size and render a small text.
    font.FaceSize(72);
    font.Render("Hello World!");
     \endcode
    
     The first 128 glyphs of the font (generally corresponding to the ASCII set)
     are preloaded. This means that usual text is rendered fast enough, but no
     memory is wasted loading glyphs that will not be used.
    
     \section commands More font commands
    
     \subsection metrics Font metrics
    
     \image html metrics.png
     \image latex metrics.png "" width=0.5\textwidth
    
     If you ask a font to render at 0.0, 0.0 the bottom left most pixel or polygon
     may not be aligned to 0.0, 0.0. With FTFont::Ascender(), FTFont::Descender()
     and FTFont::Advance() an approximate bounding box can be calculated.
    
     For an exact bounding box, use the FTFont::BBox() function. This function
     returns the extent of the volume containing 'string'. 0.0 on the y axis will
     be aligned with the font baseline.
    
     \subsection charmap Specifying a character map encoding
    
     From the FreeType documentation:
    
     "By default, when a new face object is created, (FreeType) lists all the
     charmaps contained in the font face and selects the one that supports Unicode
     character codes if it finds one. Otherwise, it tries to find support for
     Latin-1, then ASCII."
    
     It then gives up. In this case %FTGL will set the charmap to the first it
     finds in the fonts charmap list. You can expilcitly set the char encoding with
     FTFont::CharMap().
    
     Valid encodings as of FreeType 2.0.4 are:
    
     - ft_encoding_none
     - ft_encoding_unicode
     - ft_encoding_symbol
     - ft_encoding_latin_1
     - ft_encoding_latin_2
     - ft_encoding_sjis
     - ft_encoding_gb2312
     - ft_encoding_big5
     - ft_encoding_wansung
     - ft_encoding_johab
     - ft_encoding_adobe_standard
     - ft_encoding_adobe_expert
     - ft_encoding_adobe_custom
     - ft_encoding_apple_roman
    
     For instance:
    
     \code
    font.CharMap(ft_encoding_apple_roman);
     \endcode
    
     This will return an error if the requested encoding can't be found in the
     font.
    
     If your application uses Latin-1 characters, you can preload this character
     set using the following code:
    
     \code
    // Create a pixmap font from a TrueType file.
    FTGLPixmapFont font("/home/user/Arial.ttf");
    
    // If something went wrong, bail out.
    if(font.Error())
        return -1;
    
    // Set the face size and the character map. If something went wrong, bail out.
    font.FaceSize(72);
    if(!font.CharMap(ft_encoding_latin_1))
        return -1;
    
    // Create a string containing all characters between 128 and 255
    // and preload the Latin-1 chars without rendering them.
    char buf[129];
    for(int i = 128; i < 256; i++)
    {
        buf[i] = (char)(unsigned char)i;
    }
    buf[128] = '\0';
    
    font.Advance(buf);
    }
     \endcode
    
    
     \section sample Sample font manager class
    
    \code
    FTTextureFont* myFont = FTGLFontManager::Instance().GetFont("arial.ttf", 72);
    
    #include <map>
    #include <string>
    #include <FTGL/ftgl.h>
    
    using namespace std;
    
    typedef map<string, FTFont*> FontList;
    typedef FontList::const_iterator FontIter;
    
    class FTGLFontManager
    {
        public:
            // NOTE
            // This is shown here for brevity. The implementation should be in the source
            // file otherwise your compiler may inline the function resulting in
            // multiple instances of FTGLFontManager
            static FTGLFontManager& Instance()
            {
                static FTGLFontManager tm;
                return tm;
            }
    
            ~FTGLFontManager()
            {
                FontIter font;
                for(font = fonts.begin(); font != fonts.end(); font++)
                {
                    delete (*font).second;
                }
    
                fonts.clear();
            }
    
    
            FTFont* GetFont(const char *filename, int size)
            {
                char buf[256];
                sprintf(buf, "%s%i", filename, size);
                string fontKey = string(buf);
    
                FontIter result = fonts.find(fontKey);
                if(result != fonts.end())
                {
                    LOGMSG("Found font %s in list", filename);
                    return result->second;
                }
    
                FTFont* font = new FTTextureFont;
    
                string fullname = path + string(filename);
    
                if(!font->Open(fullname.c_str()))
                {
                    LOGERROR("Font %s failed to open", fullname.c_str());
                    delete font;
                    return NULL;
                }
    
                if(!font->FaceSize(size))
                {
                    LOGERROR("Font %s failed to set size %i", filename, size);
                    delete font;
                    return NULL;
                }
    
                fonts[fontKey] = font;
    
                return font;
            }
    
    
        private:
            // Hide these 'cause this is a singleton.
            FTGLFontManager(){}
            FTGLFontManager(const FTGLFontManager&){};
            FTGLFontManager& operator = (const FTGLFontManager&){ return *this; };
    
            // container for fonts
            FontList fonts;
    };
    \endcode
    
    */