--- a/src/fontcache.cpp Wed Jun 13 12:05:56 2007 +0000
+++ b/src/fontcache.cpp Tue Jun 19 07:21:01 2007 +0000
@@ -15,7 +15,7 @@
#include "fontcache.h"
#include "helpers.hpp"
#include "spriteloader/spriteloader.hpp"
-#include "blitter/blitter.hpp"
+#include "blitter/factory.hpp"
#ifdef WITH_FREETYPE
@@ -369,6 +369,21 @@
}
+/* Check if a glyph should be rendered with antialiasing */
+static bool GetFontAAState(FontSize size)
+{
+ /* AA is only supported for 32 bpp */
+ if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() != 32) return false;
+
+ switch (size) {
+ default: NOT_REACHED();
+ case FS_NORMAL: return _freetype.medium_aa;
+ case FS_SMALL: return _freetype.small_aa;
+ case FS_LARGE: return _freetype.large_aa;
+ }
+}
+
+
const Sprite *GetGlyph(FontSize size, WChar key)
{
FT_Face face = GetFontFace(size);
@@ -397,8 +412,10 @@
slot = face->glyph;
+ bool aa = GetFontAAState(size);
+
FT_Load_Char(face, key, FT_LOAD_DEFAULT);
- FT_Render_Glyph(face->glyph, FT_RENDER_MODE_MONO);
+ FT_Render_Glyph(face->glyph, aa ? FT_RENDER_MODE_NORMAL : FT_RENDER_MODE_MONO);
/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */
width = max(1, slot->bitmap.width + (size == FS_NORMAL));
@@ -417,8 +434,9 @@
if (size == FS_NORMAL) {
for (y = 0; y < slot->bitmap.rows; y++) {
for (x = 0; x < slot->bitmap.width; x++) {
- if (HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
+ if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR;
+ sprite.data[1 + x + (1 + y) * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF;
}
}
}
@@ -426,8 +444,9 @@
for (y = 0; y < slot->bitmap.rows; y++) {
for (x = 0; x < slot->bitmap.width; x++) {
- if (HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
+ if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
sprite.data[x + y * sprite.width].m = FACE_COLOUR;
+ sprite.data[x + y * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF;
}
}
}