#include "global.h" /* ----------------------------------------------------------------------------- Class: FontManager Desc: Interface for loading and releasing fonts. 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" #include "RageLog.h" #include "RageException.h" #include FontManager* FONT = NULL; // global and accessable from anywhere in our program // map from file name to a texture holder typedef pair FontName; static map g_mapPathToFont; FontManager::FontManager() { } FontManager::~FontManager() { for( std::map::iterator i = g_mapPathToFont.begin(); i != g_mapPathToFont.end(); ++i) { const FontName &fn = i->first; Font* pFont = i->second; LOG->Trace( "FONT LEAK: '%s', RefCount = %d.", fn.first.c_str(), pFont->m_iRefCount ); delete pFont; } } /* A longchar is at least 32 bits. If c & 0xFF000000, it's a game-custom * character; game 0 is 0x0100nnnn, game 1 is 0x0200nnnn, and so on. */ longchar FontManager::MakeGameGlyph(wchar_t c, Game g) { ASSERT(c >= 0 && c <= 0xFFFF); ASSERT(g >= 0 && g <= 0xFF); return longchar (((g+1) << 24) + c); } bool FontManager::ExtractGameGlyph(longchar ch, wchar_t &c, Game &g) { if((ch & 0xFF000000) == 0) return false; /* not a game glyph */ g = Game((ch >> 24) - 1); c = wchar_t(ch & 0xFFFF); return true; } void FontManager::ReloadFonts() { for(map::iterator i = g_mapPathToFont.begin(); i != g_mapPathToFont.end(); ++i) { i->second->Reload(); } } 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 // 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::iterator p = g_mapPathToFont.find( NewName ); if( p != g_mapPathToFont.end() ) { Font *pFont=p->second; pFont->m_iRefCount++; return pFont; } Font *f = new Font; f->Load(sFontOrTextureFilePath, sChars); g_mapPathToFont[NewName] = f; return f; } void FontManager::UnloadFont( Font *fp ) { CHECKPOINT_M( ssprintf("FontManager::UnloadFont(%s).", fp->path.c_str()) ); for( std::map::iterator i = g_mapPathToFont.begin(); i != g_mapPathToFont.end(); ++i) { if(i->second != fp) continue; i->second->m_iRefCount--; if( fp->m_iRefCount == 0 ) { delete i->second; // free the texture g_mapPathToFont.erase( i ); // and remove the key in the map } return; } RageException::Throw( "Unloaded an unknown font (%p)", fp ); }