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 - https://www.psp-programming.com/benhur
- intraFont uses parts of pgeFont by InsertWittyName - https://insomniac.0x89.org
- G-spec code by Geecko (2010)
- Fixes by HaydenKow/mrneo240
- Ports by HaydenKow/mrneo240
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
There are two samples included demonstrate usage but delegate platform specific code into seperate files.
All:
- libccc (included in the package)
Dreamcast:
- GLdc (included, or provide your own)
Desktop (win/lin):
- glfw3 (windows included, linux use system)
- galogen (included)
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.
- 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
This is released under the Creative Commons Attribution-Share Alike 3.0 License. See LICENSE for more information.
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 https://creativecommons.org/licenses/by-sa/3.0/ if you need more information.