Er. After trying to implement FontManager::Reload(), and struggling,

restructure this stuff to make more sense (and be simpler) ...
This commit is contained in:
Glenn Maynard
2003-01-10 02:02:51 +00:00
parent 45d52d0a7e
commit ae81b1c4c6
5 changed files with 392 additions and 404 deletions
+359 -12
View File
@@ -20,6 +20,8 @@
#include "RageException.h"
#include "FontManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "GameManager.h"
const longchar Font::DEFAULT_GLYPH = 0xFFFFFF;
@@ -242,20 +244,20 @@ void Font::Unload()
delete pages[i];
pages.clear();
/* Free any fonts that we merged into us. These aren't managed by
* FontManager (we own them), so just delete them. */
for(i = 0; i < merged_fonts.size(); ++i)
delete merged_fonts[i];
merged_fonts.clear();
m_iCharToGlyph.clear();
def = NULL;
path.clear();
/* Don't clear the refcount. We've unloaded, but that doesn't mean things
* aren't still pointing to us. */
}
void Font::Reload()
{
Unload();
ASSERT(!path.empty());
Load(path, Chars);
}
void Font::AddPage(FontPage *fp)
{
@@ -268,16 +270,17 @@ void Font::AddPage(FontPage *fp)
}
}
void Font::MergeFont(Font *f)
void Font::MergeFont(Font &f)
{
for(map<longchar,glyph*>::iterator it = f->m_iCharToGlyph.begin();
it != f->m_iCharToGlyph.end(); ++it)
for(map<longchar,glyph*>::iterator it = f.m_iCharToGlyph.begin();
it != f.m_iCharToGlyph.end(); ++it)
{
m_iCharToGlyph[it->first] = it->second;
}
/* We now have ownership of f. Mark it to be freed. */
merged_fonts.push_back(f);
pages.insert(pages.end(), f.pages.begin(), f.pages.end());
f.pages.clear();
}
const glyph &Font::GetGlyph( longchar c ) const
@@ -329,3 +332,347 @@ void Font::SetDefaultGlyph(FontPage *fp)
}
/* "Normal.png", "Normal [foo].png", "Normal 16x16.png", and "Normal [foo] 16x16.png"
* are all part of the FontName "Normal". "Normal2 16x16.png" is not.
*
* So, FileName must start with FontName, followed by either " [", " DIGIT" or
* a period.
*
* This is to make sure we don't pull in textures from similarly-named fonts.
*/
bool Font::MatchesFont(CString FontName, CString FileName)
{
FontName.MakeLower();
FileName.MakeLower();
if(FileName.substr(0, FontName.size()) != FontName)
return false;
FileName = FileName.substr(FontName.size());
return regex("^( \\[|\\.| [0-9]+x[0-9]+)", FileName);
}
void Font::GetFontPaths(const CString &sFontOrTextureFilePath,
CStringArray &TexturePaths, CString &IniPath)
{
CString sDrive, sDir, sFName, sExt;
splitpath( false, sFontOrTextureFilePath, sDrive, sDir, sFName, sExt );
ASSERT(sExt.CompareNoCase("ini")); /* don't give us an INI! */
ASSERT(sExt.CompareNoCase("redir")); /* don't give us a redir! */
if(!sExt.empty())
{
TexturePaths.push_back(sFontOrTextureFilePath);
return;
}
/* If we have no extension, we need to search. */
GetDirListing( sFontOrTextureFilePath + "*.png", TexturePaths, false, true );
CStringArray IniPaths;
GetDirListing( sFontOrTextureFilePath + "*.ini", IniPaths, false, true );
/* Filter out texture files that aren't actually for this font. */
unsigned i = 0;
while(i < TexturePaths.size())
{
if(!MatchesFont(sFontOrTextureFilePath, TexturePaths[i]))
TexturePaths.erase(TexturePaths.begin()+i);
else
i++;
}
for(i = 0; i < IniPaths.size(); ++i)
if(MatchesFont(sFontOrTextureFilePath, IniPaths[i])) break;
if(i < IniPaths.size()) IniPath = IniPaths[i];
ASSERT(!TexturePaths.empty()); /* ThemeManager should have checked this */
}
CString Font::GetPageNameFromFileName(const CString &fn)
{
unsigned begin = fn.find_first_of('[');
if(begin == fn.npos) return "main";
unsigned end = fn.find_first_of(']', begin);
if(end == fn.npos) return "main";
begin++; end--;
if(end == begin) return "main";
return fn.substr(begin, end-begin+1);
}
void Font::LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CString &TexturePath, const CString &PageName, CString sChars)
{
cfg.TexturePath = TexturePath;
/* If we have any characters to map, add them. */
for( unsigned n=0; n<sChars.size(); n++ )
{
char c = sChars[n];
cfg.CharToGlyphNo[c] = n;
}
int NumFrames = RageTexture::GetFrameCountFromFileName(TexturePath);
if(NumFrames == 128 || NumFrames == 256)
{
/* If it's 128 or 256 frames, default to ASCII or ISO-8859-1,
* respectively. If it's anything else, we don't know what it
* is, so don't make any default mappings (the INI needs to do
* it itself). */
/*
if(NumFrames == 128)
cfg.MapRange("ASCII", 0, 127, 0);
else if(NumFrames == 256)
cfg.MapRange("ISO-8859-1", 0, 255, 0);
*/
for( longchar i=0; i<NumFrames; i++ )
cfg.CharToGlyphNo[i] = i;
}
ini.RenameKey("Char Widths", "main");
LOG->Trace("Loading font page '%s' settings from page name '%s'",
TexturePath.GetString(), PageName.GetString());
ini.GetValueI( PageName, "DrawExtraPixelsLeft", cfg.DrawExtraPixelsLeft );
ini.GetValueI( PageName, "DrawExtraPixelsRight", cfg.DrawExtraPixelsRight );
ini.GetValueI( PageName, "AddToAllWidths", cfg.AddToAllWidths );
ini.GetValueF( PageName, "ScaleAllWidthsBy", cfg.ScaleAllWidthsBy );
ini.GetValueI( PageName, "LineSpacing", cfg.LineSpacing );
ini.GetValueI( PageName, "Top", cfg.Top );
ini.GetValueI( PageName, "Baseline", cfg.Baseline );
ini.GetValueB( PageName, "Kanji", cfg.Kanji );
/* Iterate over all keys. */
const IniFile::key *k = ini.GetKey(PageName);
if(k == NULL)
return;
for(IniFile::key::const_iterator key = k->begin(); key != k->end(); ++key)
{
CString val = key->first;
CString data = key->second;
val.MakeUpper();
/* If val is an integer, it's a width, eg. "10=27". */
if(IsAnInt(val))
{
cfg.GlyphWidths[atoi(val)] = atoi(data);
continue;
}
/* "map XXXX=frame" maps a char to a frame. */
if(val.substr(0, 4) == "MAP ")
{
/* map CODEPOINT=frame. CODEPOINT can be
* 1. U+hexval
* 2. an alias ("kakumei1")
* 3. a game type followed by a game alias, eg "pump menuleft"
*
* map 1=2 is the same as
* range unicode #1-1=2
*/
CString codepoint = val.substr(4); /* "XXXX" */
longchar c;
Game game = GAME_INVALID;
if(codepoint.find_first_of(' ') != codepoint.npos)
{
/* There's a space; the first word should be a game type. Split it. */
unsigned pos = codepoint.find_first_of(' ');
CString gamename = codepoint.substr(0, pos);
codepoint = codepoint.substr(pos+1);
game = GameManager::StringToGameType(gamename);
if(game == GAME_INVALID)
RageException::Throw( "Font definition '%s' uses unknown game type '%s'",
ini.GetPath().GetString(), gamename.GetString() );
}
if(codepoint.substr(0, 2) == "U+" && IsHexVal(codepoint.substr(2)))
sscanf(codepoint.substr(2).c_str(), "%x", &c);
else if(FontManager::CharAliases.find(codepoint) != FontManager::CharAliases.end())
c = FontManager::CharAliases[codepoint];
else
RageException::Throw( "Font definition '%s' has an invalid value '%s'.",
ini.GetPath().GetString(), val.GetString() );
if(game != GAME_INVALID) c = FontManager::MakeGameGlyph(c, game);
cfg.CharToGlyphNo[c] = atoi(data);
continue;
}
#if 0
/* not implemented yet */
if(val.substr(0, 6) == "RANGE ")
{
/* range RANGE=first_frame
*
* RANGE is:
* CODESET or
* CODESET #start-end
* eg
* range ISO-8859-1=0 (default for 256-frame fonts)
* range ASCII=0 (default for 128-frame fonts)
*
* (Start and end are in hex.)
*
* Map two high-bit portions of ISO-8859- to one font:
* range ISO-8859-2 #80-FF=0
* range ISO-8859-3 #80-FF=128
*
* Map hiragana to 0-84:
* range Unicode #3041-3094=0
*/
CString range = val.substr(6);
unsigned first = 0, last = 0xFFFF; /* all */
unsigned space = range.find_first_of(' ');
if(space != val.npos)
{
}
continue;
}
#endif
}
}
static CStringArray LoadStack;
/* A font set is a set of files, eg:
*
* Normal 16x16.png
* Normal [other] 16x16.png
* Normal [more] 8x8.png
* Normal 16x16.ini (the 16x16 here is optional)
*
* Only one texture is required; the INI is optional. [1] This is
* designed to be backwards-compatible.
*
* sFontOrTextureFilePath can be a partial path, eg.
* "Themes/default/Fonts/Normal"
* or a complete path to a texture file (in which case no other
* files will be searched for).
*
* The entire font can be redirected; that's handled in ThemeManager.
* Individual font files can not be redirected.
*
* TODO:
* [main]
* import=FontName,FontName2 (load other fonts)
*
* [1] If a file has no INI and sChars is not set, it will receive a default
* mapping of ASCII or ISO-8859-1 if the font has exactly 128 or 256 frames.
* However, if it doesn't, we don't know what it is and the font will receive
* no default mapping. A font isn't useful with no characters mapped.
*/
void Font::Load(const CString &sFontOrTextureFilePath, CString sChars)
{
/* Check for recursion (recursive imports). */
{
for(unsigned i = 0; i < LoadStack.size(); ++i)
{
if(LoadStack[i] == sFontOrTextureFilePath)
{
CString str = join("\n", LoadStack);
str += "\n" + sFontOrTextureFilePath;
RageException::Throw("Font import recursion detected\n%s", str.GetString());
}
}
LoadStack.push_back(sFontOrTextureFilePath);
}
/* The font is not already loaded. Figure out what we have. */
// LOG->Trace( "FontManager::LoadFont(%s).", sFontFilePath.GetString() );
path = sFontOrTextureFilePath;
Chars = sChars;
/* Get the filenames associated with this font. */
CStringArray TexturePaths;
CString IniPath;
GetFontPaths(sFontOrTextureFilePath, TexturePaths, IniPath);
bool CapitalsOnly = false;
/* If we have an INI, load it. */
IniFile ini;
if( !IniPath.empty() )
{
ini.SetPath( IniPath );
ini.ReadFile();
ini.RenameKey("Char Widths", "main");
ini.GetValueB( "main", "CapitalsOnly", CapitalsOnly );
}
{
/* If this is a top-level font (not a subfont), load the default font first. */
CStringArray ImportList;
if(LoadStack.size() == 1)
ImportList.push_back("default font");
/* Check to see if we need to import any other fonts. Do this
* before loading this font, so any characters in this font
* override imported characters. */
CString imports;
ini.GetValue( "main", "import", imports );
split(imports, ",", ImportList, true);
for(unsigned i = 0; i < ImportList.size(); ++i)
{
CString path = THEME->GetPathTo("Fonts", ImportList[i]);
Font subfont;
subfont.Load(path, "");
MergeFont(subfont);
}
}
/* Load each font page. */
for(unsigned i = 0; i < TexturePaths.size(); ++i)
{
FontPage *fp = new FontPage;
/* Grab the page name, eg "foo" from "Normal [foo].png". */
CString pagename = GetPageNameFromFileName(TexturePaths[i]);
/* Load settings for this page from the INI. */
FontPageSettings cfg;
LoadFontPageSettings(cfg, ini, TexturePaths[i], pagename, sChars);
/* Go. */
fp->Load(cfg);
/* Expect at least as many frames as we have premapped characters. */
/* Make sure that we don't map characters to frames we don't actually
* have. This can happen if the font is too small for an sChars. */
for(map<longchar,int>::const_iterator it = fp->m_iCharToGlyphNo.begin();
it != fp->m_iCharToGlyphNo.end(); ++it)
{
if(it->second < fp->m_pTexture->GetNumFrames()) continue; /* OK */
RageException::Throw( "The font '%s' maps %s to frame %i, but the font only has %i frames.",
TexturePaths[i].GetString(), WcharDisplayText(wchar_t(it->first)).GetString(), it->second, fp->m_pTexture->GetNumFrames() );
}
LOG->Trace("Adding page %s (%s) to %s; %i glyphs",
TexturePaths[i].GetString(), pagename.GetString(),
sFontOrTextureFilePath.GetString(), fp->m_iCharToGlyphNo.size());
AddPage(fp);
/* If this is the first font loaded, or it's called "main", this page's
* properties become the font's properties. */
if(i == 0 || pagename == "main")
SetDefaultGlyph(fp);
}
if(CapitalsOnly)
CapsOnly();
if(m_iCharToGlyph.empty())
LOG->Warn("Font %s has no characters", sFontOrTextureFilePath.GetString());
LoadStack.pop_back();
}
+21 -10
View File
@@ -95,7 +95,6 @@ class Font
public:
int m_iRefCount;
CString path;
map<longchar,glyph*> m_iCharToGlyph;
Font();
~Font();
@@ -111,32 +110,44 @@ public:
void AddPage(FontPage *fp);
/* Steal all of a font's pages. */
void MergeFont(Font *f);
void MergeFont(Font &f);
void Load(const CString &sFontOrTextureFilePath, CString sChars);
void Unload();
void Reload();
/* Load font-wide settings. */
void CapsOnly();
// int GetBaseline() const { return def->baseline; }
int GetHeight() const { return def->height; }
bool IsKanjiFont() const { return def->kanji; }
int GetCenter() const { return def->GetCenter(); }
int GetVshift() const { return def->vshift; }
int GetLineSpacing() const { return def->LineSpacing; }
void SetDefaultGlyph(FontPage *fp);
static const longchar DEFAULT_GLYPH;
private:
/* List of pages and fonts that we're responsible for freeing. */
vector<FontPage *> pages;
vector<Font *> merged_fonts;
static bool MatchesFont(CString FontName, CString FileName);
/* This is the primary fontpage of this font; font-wide baseline, ascender,
* etc. is pulled from it. */
private:
/* List of pages and fonts that we use (and are responsible for freeing). */
vector<FontPage *> pages;
/* This is the primary fontpage of this font; font-wide height, center,
* etc. is pulled from it. (This is one of pages[].) */
FontPage *def;
/* Map from characters to glyphs. (Each glyph* is part of one of pages[].) */
map<longchar,glyph*> m_iCharToGlyph;
/* We keep this around only for reloading. */
CString Chars;
void LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CString &TexturePath, const CString &PageName, CString sChars);
static void GetFontPaths(const CString &sFontOrTextureFilePath,
CStringArray &TexturePaths, CString &IniPath);
CString GetPageNameFromFileName(const CString &fn);
};
#endif
+6 -371
View File
@@ -18,8 +18,6 @@
#include "RageLog.h"
#include "RageException.h"
#include "RageTimer.h"
#include "ThemeManager.h"
#include "GameManager.h"
FontManager::aliasmap FontManager::CharAliases;
map<CString,CString> FontManager::CharAliasRepl;
@@ -58,371 +56,16 @@ bool FontManager::ExtractGameGlyph(longchar ch, int &c, Game &g)
return true;
}
#if 0
void FontManager::ReloadFonts()
{
map<CString, Font*> m_mapPathToFont;
for(map<CString, Font*>::iterator i = m_mapPathToFont.begin();
i != m_mapPathToFont.end(); ++i)
{
CString path = i->first;
Font *f = i->second;
f->Unload();
f->Load(f);
// i->
}
}
#endif
void FontManager::LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CString &TexturePath, const CString &PageName, CString sChars)
{
cfg.TexturePath = TexturePath;
/* If we have any characters to map, add them. */
for( unsigned n=0; n<sChars.size(); n++ )
{
char c = sChars[n];
cfg.CharToGlyphNo[c] = n;
}
int NumFrames = RageTexture::GetFrameCountFromFileName(TexturePath);
if(NumFrames == 128 || NumFrames == 256)
{
/* If it's 128 or 256 frames, default to ASCII or ISO-8859-1,
* respectively. If it's anything else, we don't know what it
* is, so don't make any default mappings (the INI needs to do
* it itself). */
/*
if(NumFrames == 128)
cfg.MapRange("ASCII", 0, 127, 0);
else if(NumFrames == 256)
cfg.MapRange("ISO-8859-1", 0, 255, 0);
*/
for( longchar i=0; i<NumFrames; i++ )
cfg.CharToGlyphNo[i] = i;
}
ini.RenameKey("Char Widths", "main");
LOG->Trace("Loading font page '%s' settings from page name '%s'",
TexturePath.GetString(), PageName.GetString());
ini.GetValueI( PageName, "DrawExtraPixelsLeft", cfg.DrawExtraPixelsLeft );
ini.GetValueI( PageName, "DrawExtraPixelsRight", cfg.DrawExtraPixelsRight );
ini.GetValueI( PageName, "AddToAllWidths", cfg.AddToAllWidths );
ini.GetValueF( PageName, "ScaleAllWidthsBy", cfg.ScaleAllWidthsBy );
ini.GetValueI( PageName, "LineSpacing", cfg.LineSpacing );
ini.GetValueI( PageName, "Top", cfg.Top );
ini.GetValueI( PageName, "Baseline", cfg.Baseline );
ini.GetValueB( PageName, "Kanji", cfg.Kanji );
/* Iterate over all keys. */
const IniFile::key *k = ini.GetKey(PageName);
if(k == NULL)
return;
for(IniFile::key::const_iterator key = k->begin(); key != k->end(); ++key)
{
CString val = key->first;
CString data = key->second;
val.MakeUpper();
/* If val is an integer, it's a width, eg. "10=27". */
if(IsAnInt(val))
{
cfg.GlyphWidths[atoi(val)] = atoi(data);
continue;
}
/* "map XXXX=frame" maps a char to a frame. */
if(val.substr(0, 4) == "MAP ")
{
/* map CODEPOINT=frame. CODEPOINT can be
* 1. U+hexval
* 2. an alias ("kakumei1")
* 3. a game type followed by a game alias, eg "pump menuleft"
*
* map 1=2 is the same as
* range unicode #1-1=2
*/
CString codepoint = val.substr(4); /* "XXXX" */
longchar c;
Game game = GAME_INVALID;
if(codepoint.find_first_of(' ') != codepoint.npos)
{
/* There's a space; the first word should be a game type. Split it. */
unsigned pos = codepoint.find_first_of(' ');
CString gamename = codepoint.substr(0, pos);
codepoint = codepoint.substr(pos+1);
game = GameManager::StringToGameType(gamename);
if(game == GAME_INVALID)
RageException::Throw( "Font definition '%s' uses unknown game type '%s'",
ini.GetPath().GetString(), gamename.GetString() );
}
if(codepoint.substr(0, 2) == "U+" && IsHexVal(codepoint.substr(2)))
sscanf(codepoint.substr(2).c_str(), "%x", &c);
else if(CharAliases.find(codepoint) != CharAliases.end())
c = CharAliases[codepoint];
else
RageException::Throw( "Font definition '%s' has an invalid value '%s'.",
ini.GetPath().GetString(), val.GetString() );
if(game != GAME_INVALID) c = MakeGameGlyph(c, game);
cfg.CharToGlyphNo[c] = atoi(data);
continue;
}
#if 0
/* not implemented yet */
if(val.substr(0, 6) == "RANGE ")
{
/* range RANGE=first_frame
*
* RANGE is:
* CODESET or
* CODESET #start-end
* eg
* range ISO-8859-1=0 (default for 256-frame fonts)
* range ASCII=0 (default for 128-frame fonts)
*
* (Start and end are in hex.)
*
* Map two high-bit portions of ISO-8859- to one font:
* range ISO-8859-2 #80-FF=0
* range ISO-8859-3 #80-FF=128
*
* Map hiragana to 0-84:
* range Unicode #3041-3094=0
*/
CString range = val.substr(6);
unsigned first = 0, last = 0xFFFF; /* all */
unsigned space = range.find_first_of(' ');
if(space != val.npos)
{
}
continue;
}
#endif
i->second->Reload();
}
}
/* "Normal.png", "Normal [foo].png", "Normal 16x16.png", and "Normal [foo] 16x16.png"
* are all part of the FontName "Normal". "Normal2 16x16.png" is not.
*
* So, FileName must start with FontName, followed by either " [", " DIGIT" or
* a period.
*
* This is to make sure we don't pull in textures from similarly-named fonts.
*/
bool FontManager::MatchesFont(CString FontName, CString FileName)
{
FontName.MakeLower();
FileName.MakeLower();
if(FileName.substr(0, FontName.size()) != FontName)
return false;
FileName = FileName.substr(FontName.size());
return regex("^( \\[|\\.| [0-9]+x[0-9]+)", FileName);
}
void FontManager::GetFontPaths(const CString &sFontOrTextureFilePath,
CStringArray &TexturePaths, CString &IniPath)
{
CString sDrive, sDir, sFName, sExt;
splitpath( false, sFontOrTextureFilePath, sDrive, sDir, sFName, sExt );
ASSERT(sExt.CompareNoCase("ini")); /* don't give us an INI! */
ASSERT(sExt.CompareNoCase("redir")); /* don't give us a redir! */
if(!sExt.empty())
{
TexturePaths.push_back(sFontOrTextureFilePath);
return;
}
/* If we have no extension, we need to search. */
GetDirListing( sFontOrTextureFilePath + "*.png", TexturePaths, false, true );
CStringArray IniPaths;
GetDirListing( sFontOrTextureFilePath + "*.ini", IniPaths, false, true );
/* Filter out texture files that aren't actually for this font. */
unsigned i = 0;
while(i < TexturePaths.size())
{
if(!MatchesFont(sFontOrTextureFilePath, TexturePaths[i]))
TexturePaths.erase(TexturePaths.begin()+i);
else
i++;
}
for(i = 0; i < IniPaths.size(); ++i)
if(MatchesFont(sFontOrTextureFilePath, IniPaths[i])) break;
if(i < IniPaths.size()) IniPath = IniPaths[i];
ASSERT(!TexturePaths.empty()); /* ThemeManager should have checked this */
}
static CStringArray LoadStack;
/* Load the named font and return it. */
Font *FontManager::LoadFontInt(const CString &sFontOrTextureFilePath, CString sChars)
{
/* Check for recursion (recursive imports). */
{
for(unsigned i = 0; i < LoadStack.size(); ++i)
{
if(LoadStack[i] == sFontOrTextureFilePath)
{
CString str = join("\n", LoadStack);
str += "\n" + sFontOrTextureFilePath;
RageException::Throw("Font import recursion detected\n%s", str.GetString());
}
}
LoadStack.push_back(sFontOrTextureFilePath);
}
/* The font is not already loaded. Figure out what we have. */
// LOG->Trace( "FontManager::LoadFont(%s).", sFontFilePath.GetString() );
/* Get the filenames associated with this font. */
CStringArray TexturePaths;
CString IniPath;
GetFontPaths(sFontOrTextureFilePath, TexturePaths, IniPath);
Font* pFont = new Font;
pFont->path = sFontOrTextureFilePath;
bool CapitalsOnly = false;
/* If we have an INI, load it. */
IniFile ini;
if( !IniPath.empty() )
{
ini.SetPath( IniPath );
ini.ReadFile();
ini.RenameKey("Char Widths", "main");
ini.GetValueB( "main", "CapitalsOnly", CapitalsOnly );
}
{
/* Check to see if we need to import any other fonts. Do this
* before loading this font, so any characters in this font
* override imported characters. */
CString imports;
ini.GetValue( "main", "import", imports );
CStringArray ImportList;
split(imports, ",", ImportList, true);
/* Load the default font first, unless we're currently loading it. */
static bool LoadingDefaultFont = false;
if(!LoadingDefaultFont)
{
LoadingDefaultFont = true;
CString path = THEME->GetPathTo("Fonts", "default font");
pFont->MergeFont(LoadFontInt(path, ""));
LoadingDefaultFont = false;
}
/* Load imports. */
for(unsigned i = 0; i < ImportList.size(); ++i)
{
CString path = THEME->GetPathTo("Fonts", ImportList[i]);
pFont->MergeFont(LoadFontInt(path, ""));
}
}
/* Load each font page. */
for(unsigned i = 0; i < TexturePaths.size(); ++i)
{
FontPage *fp = new FontPage;
/* Grab the page name, eg "foo" from "Normal [foo].png". */
CString pagename = GetPageNameFromFileName(TexturePaths[i]);
/* Load settings for this page from the INI. */
FontPageSettings cfg;
LoadFontPageSettings(cfg, ini, TexturePaths[i], pagename, sChars);
/* Go. */
fp->Load(cfg);
/* Expect at least as many frames as we have premapped characters. */
/* Make sure that we don't map characters to frames we don't actually
* have. This can happen if the font is too small for an sChars. */
for(map<longchar,int>::const_iterator it = fp->m_iCharToGlyphNo.begin();
it != fp->m_iCharToGlyphNo.end(); ++it)
{
if(it->second < fp->m_pTexture->GetNumFrames()) continue; /* OK */
RageException::Throw( "The font '%s' maps %s to frame %i, but the font only has %i frames.",
TexturePaths[i].GetString(), WcharDisplayText(wchar_t(it->first)).GetString(), it->second, fp->m_pTexture->GetNumFrames() );
}
LOG->Trace("Adding page %s (%s) to %s; %i glyphs",
TexturePaths[i].GetString(), pagename.GetString(),
sFontOrTextureFilePath.GetString(), fp->m_iCharToGlyphNo.size());
pFont->AddPage(fp);
/* If this is the first font loaded, or it's called "main", this page's
* properties become the font's properties. */
if(i == 0 || pagename == "main")
pFont->SetDefaultGlyph(fp);
}
if(CapitalsOnly)
pFont->CapsOnly();
if(pFont->m_iCharToGlyph.empty())
LOG->Warn("Font %s has no characters", sFontOrTextureFilePath.GetString());
LoadStack.pop_back();
return pFont;
}
/* A font set is a set of files, eg:
*
* Normal 16x16.png
* Normal [other] 16x16.png
* Normal [more] 8x8.png
* Normal 16x16.ini (the 16x16 here is optional)
*
* Only one texture is required; the INI is optional. [1] This is
* designed to be backwards-compatible.
*
* sFontOrTextureFilePath can be a partial path, eg.
* "Themes/default/Fonts/Normal"
* or a complete path to a texture file (in which case no other
* files will be searched for).
*
* The entire font can be redirected; that's handled in ThemeManager.
* Individual font files can not be redirected.
*
* TODO:
* [main]
* import=FontName,FontName2 (load other fonts)
*
* [1] If a file has no INI and sChars is not set, it will receive a default
* mapping of ASCII or ISO-8859-1 if the font has exactly 128 or 256 frames.
* However, if it doesn't, we don't know what it is and the font will receive
* no default mapping. A font isn't useful with no characters mapped.
*/
Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sChars )
{
InitCharAliases();
@@ -440,7 +83,10 @@ Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sCha
return pFont;
}
Font *f = LoadFontInt(sFontOrTextureFilePath, sChars);
/* XXX: This will mismatch cached fonts if we load the same font with two
* different sChars. */
Font *f = new Font;
f->Load(sFontOrTextureFilePath, sChars);
m_mapPathToFont[sFontOrTextureFilePath] = f;
return f;
}
@@ -471,17 +117,6 @@ void FontManager::UnloadFont( Font *fp )
RageException::Throw( "Unloaded an unknown font (%p)", fp );
}
CString FontManager::GetPageNameFromFileName(const CString &fn)
{
unsigned begin = fn.find_first_of('[');
if(begin == fn.npos) return "main";
unsigned end = fn.find_first_of(']', begin);
if(end == fn.npos) return "main";
begin++; end--;
if(end == begin) return "main";
return fn.substr(begin, end-begin+1);
}
void FontManager::InitCharAliases()
{
+2 -7
View File
@@ -16,8 +16,6 @@
#include <map>
class Font;
class IniFile;
struct FontPageSettings;
//-----------------------------------------------------------------------------
// FontManager Class Declarations
@@ -30,7 +28,9 @@ public:
Font* LoadFont( const CString &sFontOrTextureFilePath, CString sChars = "" );
void UnloadFont( Font *fp );
void ReloadFonts();
/* Return true if FileName is a part of the font "FontName". */
static bool MatchesFont(CString FontName, CString FileName);
static longchar MakeGameGlyph(longchar c, Game g);
@@ -45,11 +45,6 @@ public:
protected:
// map from file name to a texture holder
map<CString, Font*> m_mapPathToFont;
static Font *LoadFontInt(const CString &sFontOrTextureFilePath, CString sChars);
static CString GetPageNameFromFileName(const CString &fn);
static void LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CString &TexturePath, const CString &PageName, CString sChars);
static void GetFontPaths(const CString &sFontOrTextureFilePath,
CStringArray &TexturePaths, CString &IniPath);
static void InitCharAliases();
};
+4 -4
View File
@@ -19,7 +19,7 @@
#include "GameDef.h"
#include "IniFile.h"
#include "RageTimer.h"
#include "FontManager.h"
#include "Font.h"
using namespace std;
@@ -151,7 +151,7 @@ try_element_again:
/* Weed out false matches. (For example, this gets rid of "normal2" when
* we're really looking for "normal".) */
for(i = 0; i < int(asPossibleElementFilePaths.size()); ) {
if(!FontManager::MatchesFont(path + "Fonts\\"+ sFileName, asPossibleElementFilePaths[i]))
if(!Font::MatchesFont(path + "Fonts\\"+ sFileName, asPossibleElementFilePaths[i]))
asPossibleElementFilePaths.erase(asPossibleElementFilePaths.begin()+i);
else i++;
}
@@ -166,7 +166,7 @@ try_element_again:
}
for(i = 0; i < int(asPossibleElementFilePaths.size()); ) {
if(!FontManager::MatchesFont(path + "Fonts\\"+ sFileName, asPossibleElementFilePaths[i]))
if(!Font::MatchesFont(path + "Fonts\\"+ sFileName, asPossibleElementFilePaths[i]))
asPossibleElementFilePaths.erase(asPossibleElementFilePaths.begin()+i);
else i++;
}
@@ -250,7 +250,7 @@ try_element_again:
};
static const char *sound_masks[] = { ".set", ".mp3", ".ogg", ".wav", ".redir", NULL };
static const char *font_masks[] = { "*.png", ".redir", NULL };
static const char *numbers_masks[] = { " 5x3.png", ".redir", NULL };
static const char *numbers_masks[] = { "*.png", ".redir", NULL };
static const char *bganimations_masks[] = { ".", ".redir", NULL };
static const char *blank_mask[] = { "", NULL };
const char **asset_masks = NULL;