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/** * Copyright 1998-2008 Epic Games, Inc. * * A font object, containing information about a set of glyphs. * The glyph bitmaps are stored in the contained textures, while * the font database only contains the coordinates of the individual * glyph. */ class Font extends Object hidecategories(object) dependsOn(FontImportOptions) native; // This is the character that RemapChar will return if the specified character doesn't exist in the font const NULLCHARACTER = 127; /** this struct is serialized using binary serialization so any changes to it require a package version bump */ struct immutable native FontCharacter { var() int StartU; var() int StartV; var() int USize; var() int VSize; var() editconst BYTE TextureIndex; var() int VerticalOffset; structcpptext { // Serializer. friend FArchive& operator<<( FArchive& Ar, FFontCharacter& Ch ) { Ar << Ch.StartU << Ch.StartV << Ch.USize << Ch.VSize << Ch.TextureIndex; if( Ar.Ver() < VER_FONT_FORMAT_AND_UV_TILING_CHANGES ) { Ch.VerticalOffset = 0; } else { Ar << Ch.VerticalOffset; } return Ar; } } }; /** List of characters in the font. For a MultiFont, this will include all characters in all sub-fonts! Thus, the number of characters in this array isn't necessary the number of characters available in the font */ var() editinline array<FontCharacter> Characters; /** Textures that store this font's glyph image data */ //NOTE: Do not expose this to the editor as it has nasty crash potential var array<Texture2D> Textures; /** When IsRemapped is true, this array maps unicode values to entries in the Characters array */ var private const native Map{WORD,WORD} CharRemap; /** True if font is 'remapped'. That is, the character array is not a direct mapping to unicode values. Instead, all characters are indexed indirectly through the CharRemap array */ var int IsRemapped; /** Default horizontal spacing between characters when rendering text with this font */ var() int Kerning; /** Options used when importing this font */ var() FontImportOptionsData ImportOptions; /** Number of characters in the font, not including multiple instances of the same character (for multi-fonts). This is cached at load-time or creation time, and is never serialized. */ var transient int NumCharacters; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Calulate the index for the texture page containing the multi-font character set to use, based on the specified screen resolution. * * @param HeightTest the height (in pixels) of the viewport being rendered to. * * @return the index of the multi-font "subfont" that most closely matches the specified resolution. this value is used * as the value for "ResolutionPageIndex" when calling other font-related methods. */ native function int GetResolutionPageIndex(float HeightTest) const; /** * Calculate the amount of scaling necessary to match the multi-font subfont which most closely matches the specified resolution. * * @param HeightTest the height (in pixels) of the viewport being rendered to. * * @return the percentage scale required to match the size of the multi-font's closest matching subfont. */ native function float GetScalingFactor(float HeightTest) const; /** * Determine the height of the mutli-font resolution page which will be used for the specified resolution. * * @param ViewportHeight the height (in pixels) of the viewport being rendered to. */ native final function virtual float GetAuthoredViewportHeight( float ViewportHeight ) const; /** * @return the height (in pixels) of the tallest character in this font. * * @param HeightTest the height (in pixels) of the viewport being rendered to; if not specified */ native function float GetMaxCharHeight() const; defaultproperties { ImportOptions=(FontName="Arial",Height=16.000000,bEnableAntialiasing=True,ForegroundColor=(R=1.000000,G=1.000000,B=1.000000,A=1.000000),TexturePageWidth=256,TexturePageMaxHeight=256,XPadding=1,YPadding=1) Name="Default__Font" ObjectArchetype=Object'Core.Default__Object' } |
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