Jump to content

Recommended Posts

Posted (edited)

Hi everyone, apart of L2, I also work on many different things and I'd like to share one example I wrote (because it's not so easy finding out how to  do it properly).

 

When you need to render some text that requires more complex rendering than Latin - for example Hebrew, Arabic and Devanagari (Hindi) - you'll have to do some text shaping. It's not so difficult for Hebrew and Arabic (if you don't mind sometimes wrong niqqud, you can implement subset of OpenType and use fribidi) but for Devanagari it's almost impossible to implement again (too much work).

 

If you're on Windows platform only, you can use Microsoft's Uniscribe which works perfectly, on OS X/iOS you can use Apple's Coretext which works very well too.

 

But what if you need it to be platform agnostic? Then you can use FreeType and HarfBuzz :) Also, HarfBuzz can use native (Uniscribe/Coretext) shapers on given platform (depends how you compile it) instead of it's own shaper.

 

So the example here, as for fonts, you can download them from Google, if you want to see output without compiling, scroll down.


#include <iostream>
#include <harfbuzz/hb.h>
#include <harfbuzz/hb-ft.h>
#include <ft2build.h>
#include <freetype.h>

// Input texts in UTF-8 (without Byte Order Mask)
static const char *texts[] = {
    "\xd7\xa9\xd7\x9c\xd7\x95\xd7\x9d \xd7\xa2\xd7\x95\xd7\x9c\xd7\x9d",
    "\xd9\x85\xd8\xb1\xd8\xad\xd8\xa8\xd8\xa7 \xd8\xa8\xd8\xa7\xd9\x84\xd8\xb9\xd8\xa7\xd9\x84\xd9\x85",
    "\xe0\xa4\xa8\xe0\xa4\xae\xe0\xa4\xb8\xe0\xa5\x8d\xe0\xa4\xa4\xe0\xa5\x87 \xe0\xa4\xa6\xe0\xa5\x81\xe0\xa4\xa8\xe0\xa4\xbf\xe0\xa4\xaf\xe0\xa4\xbe"
};

// Font sizes in points
static const size_t fontSizes[] = {
    16,
    16,
    16
};

// Font filenames
static const char *fontFiles[] = {
    "NotoSansHebrew-Regular.ttf",
    "NotoSansArabic-Regular.ttf",
    "NotoSansDevanagari-Regular.ttf"
};

int main(int argc, char **argv)
{
    // Freetype library handle
    FT_Library library;

    // Initialize FreeType
    if (FT_Init_FreeType(&library)) {
        std::cerr << "Can't initialize FreeType" << std::endl;
        return 1;
    }

    // Go through all input texts
    for (size_t textIndex = 0 ; textIndex < sizeof(texts) / sizeof(texts[0]) ; ++textIndex) {
        // Current input text
        const char *text = texts[textIndex];
        const size_t fontSize = fontSizes[textIndex];
        const char *fontFile = fontFiles[textIndex];

        // FreeType font face handle
        FT_Face face;

        // Load font
        if (FT_New_Face(library, fontFile, 0, &face)) {
            std::cerr << "Can't load font " << fontFile << std::endl;
            return 1;
        }

        // Set character size
        if (FT_Set_Char_Size(face, fontSize << 6, fontSize << 6, 0, 0)) {
            std::cerr << "Can't set character size" << std::endl;
            return 1;
        }

        // Set no transform (identity)
        FT_Set_Transform(face, 0, 0);

        // Load font into HarfBuzz
        hb_font_t *hbFont = hb_ft_font_create(face, 0);

        // Create buffer for our text
        hb_buffer_t *hbBuffer = hb_buffer_create();

        // Add our text to buffer
        hb_buffer_add_utf8(hbBuffer, text, -1, 0, -1);

        // Detect direction etc
        hb_buffer_guess_segment_properties(hbBuffer);

        // Shape our text
        hb_shape(hbFont, hbBuffer, 0, 0);

        // Shaped text info
        unsigned int len = hb_buffer_get_length(hbBuffer);
        hb_glyph_info_t *info = hb_buffer_get_glyph_infos(hbBuffer, 0);
        hb_glyph_position_t *pos = hb_buffer_get_glyph_positions(hbBuffer, 0);

        // Compute text width and origin (from min and max X and Y drawing coordinate)
        int originX = 0, originY = 0;
        int minX = INT_MAX, maxX = INT_MIN, minY = INT_MAX, maxY = INT_MIN;

        // Go through all glyphs and find minimum and maximum X and Y coordinate
        for (size_t i = 0 ; i < len ; ++i) {
            // Load glyph
            if (FT_Load_Glyph(face, info[i].codepoint, FT_LOAD_RENDER)) {
                std::cerr << "Can't load glyph " << info[i].codepoint << std::endl;
                return 1;
            }

            // Glyph data
            FT_GlyphSlot slot = face->glyph;

            // Get X and Y offset
            int offsetX = ((pos[i].x_offset + slot->metrics.horiBearingX) >> 6);
            int offsetY = ((pos[i].y_offset + slot->metrics.horiBearingY) >> 6);

            // Compute minimum and maximum X and Y for this glyph
            int glyphMinX = originX + offsetX;
            int glyphMaxX = originX + slot->bitmap.width + offsetX;
            int glyphMinY = originY - slot->bitmap.rows + offsetY;
            int glyphMaxY = originY + offsetY;

            // Update minimum and maximum X and Y for text
            if (glyphMinX < minX) minX = glyphMinX;
            if (glyphMaxX > maxX) maxX = glyphMaxX;
            if (glyphMinY < minY) minY = glyphMinY;
            if (glyphMaxY > maxY) maxY = glyphMaxY;

            // Advance
            originX += pos[i].x_advance >> 6;
        }

        // Text will start on 0
        originX = -minX;
        originY = -minY;

        // Compute width and height
        size_t width = maxX - minX + 1;
        size_t height = maxY - minY + 1;

        // Allocate buffer for image
        unsigned char *image = new unsigned char[width * height];

        // Clear image bufer
        memset(image, 0, width * height);

        // Go through glyphs and draw them
        for (size_t i = 0 ; i < len ; ++i) {
            // Load glyph
            if (FT_Load_Glyph(face, info[i].codepoint, FT_LOAD_RENDER)) {
                std::cerr << "Can't load glyph " << info[i].codepoint << std::endl;
                return 1;
            }

            // Glyph data
            FT_GlyphSlot slot = face->glyph;

            // Pointer to bitmap data
            unsigned char *ptr = slot->bitmap.buffer;

            // Get real offset
            int drawX = originX + ((pos[i].x_offset + slot->metrics.horiBearingX) >> 6);
            int drawY = originY + ((pos[i].y_offset + slot->metrics.horiBearingY) >> 6);

            // Copy bitmap
            for (size_t y = 0 ; y < slot->bitmap.rows ; ++y) {
                // Copy row
                for (size_t x = 0 ; x < slot->bitmap.width ; ++x) {
                    if (drawX + x < 0) {
                        std::cerr << "drawX (" << drawX << ") + x (" << x << ") < 0" << std::endl;
                        abort();
                    }
                    if (drawX + x >= width) {
                        std::cerr << "drawX (" << drawX << ") + x (" << x << ") > width (" << width << ")" << std::endl;
                        abort();
                    }
                    if (drawY - y < 0) {
                        std::cerr << "drawY (" << drawY << ") - y (" << y << ") < 0" << std::endl;
                        abort();
                    }
                    if (drawY - y >= height) {
                        std::cerr << "drawY (" << drawY << ") - y (" << y << ") > height (" << height << ")" << std::endl;
                        abort();
                    }
                    image[(drawY - y) * width + drawX + x] = ptr[x];
                }
                // Advance pointer
                ptr += slot->bitmap.pitch;
            }

            // Advance
            originX += pos[i].x_advance >> 6;
        }

        // Output rendered text
        for (size_t y = 0 ; y < height ; ++y) {
            for (size_t x = 0 ; x < width ; ++x) {
                unsigned char value = image[(height - y - 1) * width + x];
                if (value >= 0x80) {
                    std::cout << "XX"; // if it's 128+
                } else if (value >= 0x40) {
                    std::cout << ".."; // if it's 64+
                } else {
                    std::cout << "  "; // if its under 64
                }
            }
            std::cout << std::endl;
        }
        std::cout << std::endl;

        // Delete image buffer
        delete [] image;

        // Destroy buffer for text
        hb_buffer_destroy(hbBuffer);

        // Destroy HarfBuzz font
        hb_font_destroy(hbFont);

        // Destroy FreeType font
        FT_Done_Face(face);
    }

    // Destroy FreeType
    FT_Done_FreeType(library);

    return 0;
}
                  XXXX                                                                          XXXX
                  XXXX                                                                          XXXX
                  XXXX                                                                          XXXX
XXXXXXXXXXXXXX    XXXXXXXXXXXXXXXX  XXXX    XXXX          XX          XXXXXXXXXXXXXX      XXXX  XXXXXXXXXXXXXXXX..XX      XXXX    XXXX
XXXX........XXXX  ............XX..  XXXX    XXXX        ..XX          XXXX........XXXX    XXXX  ............XX..  XX      XXXX    XXXX
XXXX        ..XX            ..XX    XXXX    ..XX        ..XX          XXXX        ..XX    XXXX            ..XX    XX..    XX..    XXXX
XXXX        ..XX            XXXX    XXXX      XX..      XXXX          XXXX        ..XX    XXXX            XXXX    XX..  ..XX      XX..
XXXX        ..XX            XX..    XXXX      XXXX      XXXX          XXXX        ..XX    XXXX            XX..    XXXXXXXXXX      XX..
XXXX        ..XX          XXXX      XXXX      XXXX      XXXX          XXXX        ..XX    XXXX          XXXX      XXXXXX        XXXX
XXXX        ..XX          XXXX      XXXX      ..XX    XXXX            XXXX        ..XX    XXXX          XXXX      XXXX        ..XXXX
XXXX........XXXX        ..XX        XXXX    ....XXXXXXXX..            XXXX........XXXX    XXXX        ..XX        XXXX......XXXXXX
XXXXXXXXXXXXXXXX        XXXX        XXXX  XXXXXXXXXXXX                XXXXXXXXXXXXXXXX    XXXX        XXXX        XXXXXXXXXXXX..


                  ..XX    XX..                    ..XX    XX..                    XX..
                  ..XX    XXXX                    ..XX    XXXX                    XXXX
                  ..XX    XXXX                    ..XX    XXXX                    XXXX
                  ..XX    XXXX                    ..XX    XXXX                    XXXX
                  ..XX    XXXX      XXXXXXXX..    ..XX    XXXX      ..            XXXX
      ..XXXX..      XX    XXXX    XXXX....XXXX      XX    XXXX    ..XX            XXXX              XXXXXXXX..          ..          XXXXXX
    XXXX..XXXX      XX    XXXX    XX..      XX      XX    XXXX      XX..          XXXX      ....    ......XXXXXX      ..XX        ..XX..XXXX
  XXXX      XX..    XX    XXXX    ..XX..  XXXX      XX    XXXX      XX..          XXXX      XXXX              XX        XXXX      XX..    XX..
  XXXXXX    XXXX    XX    XXXX      ..XXXXXX        XX    XXXX      XX..          XXXX      XX..          ..XXXX        ..XX    ..XX      XX..
XXXX  XXXX..XXXX..XXXX    ..XXXX....XXXXXXXXXX....XXXX    ..XXXX....XX            ..XXXX..XXXXXX......XXXXXX..          ..XXXX..XXXXXX....XX
XXXX    XXXXXXXXXXXX..      XXXXXXXXXX..  XXXXXXXXXX..      XXXXXXXX..              XXXXXXXX..XXXXXXXXXX..              XXXXXXXXXX  XXXXXXXX
XX..                                                                                                                  ..XX
XXXX                                                                                                                ..XX..
XXXX                                                              ..XX                      ..XX                  XXXX..
..XX                                                                                                              ..
  XX
  XX..




                                                  ..XXXXXX                                  XXXXXXXXXX..
                                                        XX..                              XXXX..  ..XXXXXX
                                                        ..XX                              XX            XXXX
                                                          XX                              XX..            XXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX        ..  XX..      XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX..
            XXXX    XX..    ..XX..      XXXX              XXXX                  ..XX      XXXX              XXXX    XXXX    XXXX    XXXX
            XX..    XX..      XX        XXXX              XXXX                  ..XX      XXXX              XX..    ..XX    ..XX    XXXX
            XX..    XX..      XX        XXXX              XXXX              XXXXXXXX      XXXX              XX..    XXXX    ..XX    XXXX
..XXXXXXXXXXXX..    XX..      XX  ..XXXXXX..    ..XXXXXXXXXXXX            XXXX..          XXXX  ..XXXXXXXXXXXX..  XXXX..    ..XX    XXXX
  XXXX..    XX....XXXXXXXXXXXXXX    XXXXXXXXXX  XXXX      XXXX            XX              XXXX    XXXX..    XX..  XX..      XXXX    XXXX
  ..XX      XX..  XXXX..      XX    ..XX        XX        XXXX            XX      XXXX    XXXX    ..XX      XX..  XXXX    ..XXXX    XXXX
            XX..    XX        XX      XXXX      XX..      XXXX            XXXX    XXXX..  XXXX              XX..    XXXXXXXXXXXX    XXXX
            XX..              XX        XXXX    ..XX..    XXXX              XXXXXXXXXX    XXXX              XX..            ..XX    XXXX
            XX..              XX          XXXX    ..XX    XXXX                      XX    XXXX              XX..            ..XX    XXXX
                                                                                  XXXXXX..
                                                                          ..XX        ..XX
                                                                            XXXX..    XXXX
                                                                              ..XXXXXXXX


 

Edited by eressea

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • 🏰 L2EXALTA LEGACY — Interlude x45 📅 Grand Opening: 31/07/2026 — 21:30 (GMT+3) 🌐 Website: https://l2exalta.org/ 💬 Discord: https://discord.gg/zNTCZD4AcT 📌 Wiki: https://l2exalta.org/en/wiki.html#progression   ⚙️ MAIN INFO Chronicle : Interlude Rates : x45 Adena : x50 Spoil : x1 Drop : x5 Safe Enchant : +3 Files : L2OFF   💰 ECONOMY EX Coin : dynamic market currency, mined from monsters, Raid Bosses and Grand Bosses value fluctuates over time Exalta Vouchers : premium currency used for store, donations and EX Coin exchange Exchange : convert EX Coin into Exalta Vouchers Investment options : choose safer or riskier market strategies with EX Coin   ⚔️ PROGRESSION & GEAR Exalta Armors : signature top-tier gear line Forge System : upgrade weapons, armor and jewels with risk/reward mechanics Raid Boss progression tied to materials and prestige   🤖 AUTOFARM Access : Auto Hunting button, bottom-right UI Duration : controlled via tickets or in-game currency Route Mode : record custom farm routes Support Mode : healer/support builds auto-follow, heal and assist party Smart targeting logic with class-specific behavior (mage/archer/melee/support) Captcha designed not to interrupt legitimate AutoFarm sessions   🧪 BUFFER Exalta Buffer NPC/interface Scheme Buffer : save multiple buff loadouts Class presets for mage, fighter, support, PvP   🛠️ SMART GADGETS / QOL Autoloot filter Drop value tracker Boss timer tools Farm stats tracker Auto-consume system In-game server assistant   🗺️ DUNGEON FINDER / PVE Party matching with roles (Tank / Healer / DPS) Ready-check before teleport Monastery of Silence custom PvE zone Party-based reward structure   🎟️ DAILY PROGRESS / EXALTA PASS Daily and weekly tasks (farm, PvP, boss, check-in) Premium Pass track with extra rewards Monastery Daily Quest Reward boards for claiming progress   🏠 HOUSING & EXPEDITIONS Player residences with service NPCs Exalta Spirit Expeditions to themed territories Rewards vary by territory Owner-only access   🏆 PVP / TOURNAMENT Scheduled Tournament system Ranking points from wins/participation Spectator Mode for watching live matches PvP Statues for top-ranked players Anti-feed protections   🛡️ CLAN CONTENT Clan Civil War battlefield event Clan Dungeon Raid content DPS Meter for contribution tracking Support Credit system Classic siege/clan politics preserved   🏪 AUCTION / SHOPS Auction House with seller fee Black Market Dealer (limited-time special offers) Custom shops and multisells Confirmation prompts on purchases/sales   💳 DONATIONS / VIP Donation rewards linked to Exalta Vouchers VIP tiers with comfort/cosmetic bonuses Premium store Gift/promo codes for events   🎥 STREAMER / COMMUNITY Streamer Panel with visible stream links Viewer rewards system Streamer Points for cosmetics/vouchers In-game voice chat (global/party/clan/alliance/command)   🔒 FAIR PLAY Strong Anti-Bot protection Reward protection tied to valid client state Captcha on suspicious activity Staff investigation tools No bots, packet tools or modified clients allowed   👑 GRANDBOSS SPAWNS Orfen : 1 day + 1h random Core : 1 day + 1h random Queen Ant : 1 day 6h + 1h random Zaken : 2 days 12h + 1h random Baium : 5 days + 1h random Antharas : 8 days + 1h random Valakas : 11 days + 1h random   🏅 OLYMPIAD Runs Thursday, Friday, Saturday Heroes change monthly Balanced and fair matchmaking
    • yup basically another one just in case https://drive.google.com/file/d/1UtccbD9e50x3WEnQBab2PTZnBHwpcGYM/view?usp=sharing LineageWarrior.FMagic (CollideActors = True; > False) LineageWarrior.FOrc (CollideActors = True; > False) LineageWarrior.FShaman (CollideActors = True; > False) LineageWarrior.MDarkElf (CollideActors = True; > False) LineageWarrior.MDwarf (CollideActors = True; > False) LineageWarrior.MElf (CollideActors = True; > False) LineageWarrior.MFighter (CollideActors = True; > False) LineageWarrior.MMagic (CollideActors = True; > False) LineageWarrior.MOrc (CollideActors = True; > False) LineageWarrior.MShaman (CollideActors = True; > False) LineageWarrior.FDwarf (CollideActors = True; > False) LineageWarrior.FElf (CollideActors = True; > False) LineageWarrior.FFighter (CollideActors = True; > False)
    • @l2naylondev Requiring a player to log in just for the sake of logging  seems exploitable. Someone could log in only to claim the reward and immediately leave, or repeatedly change their ip. So i guess  are there are additional protections in place ? such as locking the reward by account, character , and ip. It would also be useful to add a playtime requirement. For example, after logging in, the player would need to remain active for at least x playtime  before getting the reward or other parameters configurable by the xml.  I suggest improving the system before selling it. 
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..