89 lines
4.6 KiB
Ucode
89 lines
4.6 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class FontImportOptions extends Object
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hidecategories( Object )
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transient
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native;
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/** Font character set type for importing TrueType fonts */
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enum EFontImportCharacterSet
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{
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FontICS_Default,
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FontICS_Ansi,
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FontICS_Symbol
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};
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/** Font import options */
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struct native FontImportOptionsData
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{
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var() string FontName; // Name of the typeface for the font to import
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var() float Height; // Height of font (point size)
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var() bool bEnableAntialiasing; // Whether the font should be antialiased or not. Usually you should leave this enabled.
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var() bool bEnableBold; // Whether the font should be generated in bold or not
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var() bool bEnableItalic; // Whether the font should be generated in italics or not
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var() bool bEnableUnderline; // Whether the font should be generated with an underline or not
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var() bool bAlphaOnly; // if TRUE then forces PF_G8 and only maintains Alpha value and discards color
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var() EFontImportCharacterSet CharacterSet; // Character set for this font
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var() string Chars; // Explicit list of characters to include in the font
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var() string UnicodeRange; // Range of Unicode character values to include in the font. You can specify ranges using hyphens and/or commas (e.g. '400-900')
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var() string CharsFilePath; // Path on disk to a folder where files that contain a list of characters to include in the font
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var() string CharsFileWildcard; // File mask wildcard that specifies which files within the CharsFilePath to scan for characters in include in the font
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var() bool bCreatePrintableOnly; // Skips generation of glyphs for any characters that are not considered 'printable'
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var() bool bIncludeASCIIRange; // When specifying a range of characters and this is enabled, forces ASCII characters (0 thru 255) to be included as well
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var() LinearColor ForegroundColor; // Color of the foreground font pixels. Usually you should leave this white and instead use the UI Styles editor to change the color of the font on the fly
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var() bool bEnableDropShadow; // Enables a very simple, 1-pixel, black colored drop shadow for the generated font
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var() int TexturePageWidth; // Horizontal size of each texture page for this font in pixels
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var() int TexturePageMaxHeight; // The maximum vertical size of a texture page for this font in pixels. The actual height of a texture page may be less than this if the font can fit within a smaller sized texture page.
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var() int XPadding; // Horizontal padding between each font character on the texture page in pixels
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var() int YPadding; // Vertical padding between each font character on the texture page in pixels
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var() int ExtendBoxTop; // How much to extend the top of the UV coordinate rectangle for each character in pixels
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var() int ExtendBoxBottom; // How much to extend the bottom of the UV coordinate rectangle for each character in pixels
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var() int ExtendBoxRight; // How much to extend the right of the UV coordinate rectangle for each character in pixels
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var() int ExtendBoxLeft; // How much to extend the left of the UV coordinate rectangle for each character in pixels
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var() bool bEnableLegacyMode; // Enables legacy font import mode. This results in lower quality antialiasing and larger glyph bounds, but may be useful when debugging problems
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var() int Kerning; // The initial horizontal spacing adjustment between rendered characters. This setting will be copied directly into the generated Font object's properties.
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/** If TRUE then the alpha channel of the font textures will store a distance field instead of a color mask */
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var() bool bUseDistanceFieldAlpha;
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/**
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* Scale factor determines how big to scale the font bitmap during import when generating distance field values
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* Note that higher values give better quality but importing will take much longer.
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*/
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var() int DistanceFieldScaleFactor<EditCondition=bUseDistanceFieldAlpha>;
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/** Shrinks or expands the scan radius used to determine the silhouette of the font edges. */
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var() float DistanceFieldScanRadiusScale<ClampMin=0.0 | ClampMax=4.0>;
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structdefaultproperties
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{
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FontName = "Arial";
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Height = 16.0;
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bEnableAntialiasing = true;
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CharacterSet = FontICS_Default;
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bIncludeASCIIRange = true;
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ForegroundColor = ( R=1.0, G=1.0, B=1.0, A=1.0 );
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TexturePageWidth = 256;
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TexturePageMaxHeight = 256;
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XPadding = 1;
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YPadding = 1;
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DistanceFieldScaleFactor = 16;
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DistanceFieldScanRadiusScale = 1.0;
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}
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};
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/** The actual data for this object. We wrap it in a struct so that we can copy it around between objects. */
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var() FontImportOptionsData Data <FullyExpand=true>;
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