//======================================================================== // // SplashFontEngine.h // //======================================================================== //======================================================================== // // Modified under the Poppler project - http://poppler.freedesktop.org // // All changes made under the Poppler project to this file are licensed // under GPL version 2 or later // // Copyright (C) 2006 Takashi Iwai // Copyright (C) 2009 Petr Gajdos // Copyright (C) 2009, 2011, 2018, 2024 Albert Astals Cid // Copyright (C) 2011 Andreas Hartmetz // Copyright (C) 2013 Thomas Freitag // Copyright (C) 2017 Adrian Johnson // Copyright (C) 2018 Oliver Sander // Copyright (C) 2024 g10 Code GmbH, Author: Sune Stolborg Vuorela // // To see a description of the changes please see the Changelog file that // came with your tarball or type make ChangeLog if you are building from git // //======================================================================== #ifndef SPLASHFONTENGINE_H #define SPLASHFONTENGINE_H #include #include #include "SplashTypes.h" #include "poppler_private_export.h" class SplashT1FontEngine; class SplashFTFontEngine; class SplashDTFontEngine; class SplashDT4FontEngine; class SplashFontFile; class SplashFontFileID; class SplashFont; class SplashFontSrc; //------------------------------------------------------------------------ // SplashFontEngine //------------------------------------------------------------------------ class POPPLER_PRIVATE_EXPORT SplashFontEngine { public: // Create a font engine. SplashFontEngine(bool enableFreeType, bool enableFreeTypeHinting, bool enableSlightHinting, bool aa); ~SplashFontEngine(); SplashFontEngine(const SplashFontEngine &) = delete; SplashFontEngine &operator=(const SplashFontEngine &) = delete; // Get a font file from the cache. Returns NULL if there is no // matching entry in the cache. SplashFontFile *getFontFile(const SplashFontFileID &id); // Load fonts - these create new SplashFontFile objects. SplashFontFile *loadType1Font(std::unique_ptr idA, SplashFontSrc *src, const char **enc, int faceIndex); SplashFontFile *loadType1CFont(std::unique_ptr idA, SplashFontSrc *src, const char **enc, int faceIndex); SplashFontFile *loadOpenTypeT1CFont(std::unique_ptr idA, SplashFontSrc *src, const char **enc, int faceIndex); SplashFontFile *loadCIDFont(std::unique_ptr idA, SplashFontSrc *src, int faceIndex); SplashFontFile *loadOpenTypeCFFFont(std::unique_ptr idA, SplashFontSrc *src, int *codeToGID, int codeToGIDLen, int faceIndex); SplashFontFile *loadTrueTypeFont(std::unique_ptr idA, SplashFontSrc *src, int *codeToGID, int codeToGIDLen, int faceIndex); // Get a font - this does a cache lookup first, and if not found, // creates a new SplashFont object and adds it to the cache. The // matrix, mat = textMat * ctm: // [ mat[0] mat[1] ] // [ mat[2] mat[3] ] // specifies the font transform in PostScript style: // [x' y'] = [x y] * mat // Note that the Splash y axis points downward. SplashFont *getFont(SplashFontFile *fontFile, const SplashCoord *textMat, const SplashCoord *ctm); bool getAA(); void setAA(bool aa); private: std::array fontCache; SplashFTFontEngine *ftEngine; }; #endif