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itgmania212121/stepmania/src/FontManager.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: FontManager
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Desc: Interface for loading and releasing fonts.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/
#include "FontManager.h"
#include "Font.h"
#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
#include <map>
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FontManager* FONT = NULL; // global and accessable from anywhere in our program
// map from file name to a texture holder
typedef pair<CString,CString> FontName;
static map<FontName, Font*> g_mapPathToFont;
FontManager::FontManager()
{
}
FontManager::~FontManager()
{
for( std::map<FontName, Font*>::iterator i = g_mapPathToFont.begin();
i != g_mapPathToFont.end(); ++i)
{
const FontName &fn = i->first;
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Font* pFont = i->second;
LOG->Trace( "FONT LEAK: '%s', RefCount = %d.", fn.first.c_str(), pFont->m_iRefCount );
delete pFont;
}
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}
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/* A longchar is at least 32 bits. If c & 0xFF000000, it's a game-custom
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* character; game 0 is 0x0100nnnn, game 1 is 0x0200nnnn, and so on. */
longchar FontManager::MakeGameGlyph(wchar_t c, Game g)
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{
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ASSERT(c >= 0 && c <= 0xFFFF);
ASSERT(g >= 0 && g <= 0xFF);
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return longchar (((g+1) << 24) + c);
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}
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bool FontManager::ExtractGameGlyph(longchar ch, wchar_t &c, Game &g)
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{
if((ch & 0xFF000000) == 0) return false; /* not a game glyph */
g = Game((ch >> 24) - 1);
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c = wchar_t(ch & 0xFFFF);
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return true;
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}
void FontManager::ReloadFonts()
{
for(map<FontName, Font*>::iterator i = g_mapPathToFont.begin();
i != g_mapPathToFont.end(); ++i)
{
i->second->Reload();
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}
}
Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sChars )
{
// Convert the path to lowercase so that we don't load duplicates.
// Really, this does not solve the duplicate problem. We could have two copies
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// of the same bitmap if there are equivalent but different paths
// (e.g. "graphics\blah.png" and "..\stepmania\graphics\blah.png" ).
CHECKPOINT_M( ssprintf("FontManager::LoadFont(%s).", sFontOrTextureFilePath.c_str()) );
const FontName NewName( sFontOrTextureFilePath, sChars );
map<FontName, Font*>::iterator p = g_mapPathToFont.find( NewName );
if( p != g_mapPathToFont.end() )
{
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Font *pFont=p->second;
pFont->m_iRefCount++;
return pFont;
}
Font *f = new Font;
f->Load(sFontOrTextureFilePath, sChars);
g_mapPathToFont[NewName] = f;
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return f;
}
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void FontManager::UnloadFont( Font *fp )
{
CHECKPOINT_M( ssprintf("FontManager::UnloadFont(%s).", fp->path.c_str()) );
for( std::map<FontName, Font*>::iterator i = g_mapPathToFont.begin();
i != g_mapPathToFont.end(); ++i)
{
if(i->second != fp)
continue;
i->second->m_iRefCount--;
if( fp->m_iRefCount == 0 )
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{
delete i->second; // free the texture
g_mapPathToFont.erase( i ); // and remove the key in the map
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}
return;
}
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RageException::Throw( "Unloaded an unknown font (%p)", fp );
}