pspdev / libintraFont

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intraFont_universal

A bitmap font library for PSP, Dreamcast, PC(win/lin) using the PSP's internal font (firmware pgf and bwfon files)

intraFont_universal Version 0.4 by mrneo240

Original intraFont library by BenHur - http://www.psp-programming.com/benhur

  • intraFont uses parts of pgeFont by InsertWittyName - http://insomniac.0x89.org
  • G-spec code by Geecko (2010)
  • Fixes by HaydenKow/mrneo240
  • Ports by HaydenKow/mrneo240

Screenshots

dreamcast windows

Info

The library loads a pgf or bwfon font from firmware and generates a 4-bit paletted bitmap font texture on the fly when drawing text. It caches previously drawn characters and is accurate to 1/4 pixel.

Since version 0.30 intraFont supports regular, italic and/or bold Latin, Japanese, Korean, symbol and Chinese fonts: flash0:/font/ltn0.pgf, ltn1.pgf, ..., ltn15.pgf, jpn0.pgf, kr0.pgf, arib.pgf and gb3s1518.bwfon (kr0.pgf and arib.pgf might be missing/replaced by a dummy file depending on the CFW).

Known issues:

  • if more than 100 different characters are drawn on the same screen (i.e. before the next sceGuSync statement) using a medium size cache (default), graphical glitches might appear. Workaround: use a larger cache size (INTRAFONT_CACHE_LARGE or INTRAFONT_CACHE_ALL)
  • if you're using the graphics library then you may need to reset the sceGuTex* states to what they are defaulted to in the initGraphics() functions, after using the intraFont* functions
  • scrolling text can NOT be used with rotation

Samples

There are two samples included demonstrate usage but delegate platform specific code into seperate files.

Dependencies

All:

  • libccc (included in the package)

Dreamcast:

  • GLdc (included, or provide your own)

Desktop (win/lin):

  • glfw3 (windows included, linux use system)
  • galogen (included)

Performance

Depending on the purpose one can optimize the use of intraFont for loadtime [ms], memory [kB] and speed [kiloCharacters Per Second] via the INTRAFONT_CACHE_??? flags.

Rule of thumb:

  • if you only need standard ASCII characters in your application: use INTRAFONT_CACHE_ASCII
  • if you need less than 100 different characters in your application: use INTRAFONT_CACHE_MED (default)
  • if you use more than 100 different characters in your application: use INTRAFONT_CACHE_LARGE for faster loadtime OR use INTRAFONT_CACHE_ALL for lower memory consumption and steady fps

The following table shows typical performance numbers:

font: INTRAFONT_CACHE_MED (def) INTRAFONT_CACHE_LARGE INTRAFONT_CACHE_ASCII INTRAFONT_CACHE_ALL
ltn0-7 52ms, 114kB, 2.5kCPS(*) 52ms, 210kB, 2.5kCPS 83ms, 33kB, 100kCPS 191ms, 119kB, 100kCPS
ltn8-15 36ms, 83kB, 4.1kCPS 36ms, 179kB, 4.1kCPS 54ms, 20kB, 100kCPS 95ms, 64kB, 100kCPS
jpn0 1020ms, 1763kB, 0.5kCPS 1020ms, 1859kB, 0.5kCPS 997ms, 33kB, 100kCPS - too many glyphs -
kr0 350ms, 625kB, 0.6kCPS 350ms, 721kB, 0.6kCPS - no ASCII glyphs - 1936ms, 440kB, 67kCPS(**)
arib 177ms, 266kB, 1.9kCPS 177ms, 362kB, 1.9kCPS - no ASCII glyphs - - too many glyphs -
  • (*) Low speeds (<10kCPS) occur when characters are not cached. Printing the same characters a second time results in 100 kCPS, i.e. the speed penalty is gone.

  • (**) kr0 is slower because one character can consist of up to three glyphs.

Credits

  • Skylark and Freeplay: basic deciphering of the pgf format
  • InsertWittyName: pgeFont
  • CpuWhiz: "Hello World" in Japanese
  • J.F.: intraFontMeasureText()
  • psp-kaihatu-yotien: S-JIS to UCS-2 conversion
  • NexTOS: UTF-8 support
  • StrmnNrmn: bug fixes and optimizations
  • Slasher and xart: bug reports
  • Tong: unicode mapping of gb3s1518.bwfon
  • HaydenKow/mrneo240: fixes and updates and ports

License

This is released under the Creative Commons Attribution-Share Alike 3.0 License. See LICENSE for more information.

Atttribution

With accordance to the license, the following must be adhered to:

If you use the code in any way, shape or form you must attribute it in the following way:

'Uses intraFont by BenHur'

If you alter the code in any way, shape or form you must also release the updated code under the same license.

See http://creativecommons.org/licenses/by-sa/3.0/ if you need more information.

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