118 lines
3.0 KiB
C++
118 lines
3.0 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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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.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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#include "FontManager.h"
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#include "Font.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "RageException.h"
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#include <map>
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FontManager* FONT = NULL; // global and accessable from anywhere in our program
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// map from file name to a texture holder
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typedef pair<CString,CString> FontName;
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static map<FontName, Font*> g_mapPathToFont;
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FontManager::FontManager()
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{
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}
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FontManager::~FontManager()
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{
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for( std::map<FontName, Font*>::iterator i = g_mapPathToFont.begin();
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i != g_mapPathToFont.end(); ++i)
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{
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const FontName &fn = i->first;
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Font* pFont = i->second;
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LOG->Trace( "FONT LEAK: '%s', RefCount = %d.", fn.first.c_str(), pFont->m_iRefCount );
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delete pFont;
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}
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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. */
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longchar FontManager::MakeGameGlyph(wchar_t c, Game g)
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{
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ASSERT(c >= 0 && c <= 0xFFFF);
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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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{
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if((ch & 0xFF000000) == 0) return false; /* not a game glyph */
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g = Game((ch >> 24) - 1);
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c = wchar_t(ch & 0xFFFF);
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return true;
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}
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void FontManager::ReloadFonts()
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{
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for(map<FontName, Font*>::iterator i = g_mapPathToFont.begin();
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i != g_mapPathToFont.end(); ++i)
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{
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i->second->Reload();
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}
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}
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Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sChars )
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{
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// Convert the path to lowercase so that we don't load duplicates.
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// 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
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// (e.g. "graphics\blah.png" and "..\stepmania\graphics\blah.png" ).
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CHECKPOINT_M( ssprintf("FontManager::LoadFont(%s).", sFontOrTextureFilePath.c_str()) );
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const FontName NewName( sFontOrTextureFilePath, sChars );
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map<FontName, Font*>::iterator p = g_mapPathToFont.find( NewName );
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if( p != g_mapPathToFont.end() )
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{
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Font *pFont=p->second;
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pFont->m_iRefCount++;
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return pFont;
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}
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Font *f = new Font;
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f->Load(sFontOrTextureFilePath, sChars);
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g_mapPathToFont[NewName] = f;
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return f;
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}
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void FontManager::UnloadFont( Font *fp )
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{
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CHECKPOINT_M( ssprintf("FontManager::UnloadFont(%s).", fp->path.c_str()) );
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for( std::map<FontName, Font*>::iterator i = g_mapPathToFont.begin();
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i != g_mapPathToFont.end(); ++i)
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{
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if(i->second != fp)
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continue;
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i->second->m_iRefCount--;
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if( fp->m_iRefCount == 0 )
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{
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delete i->second; // free the texture
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g_mapPathToFont.erase( i ); // and remove the key in the map
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}
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return;
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}
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RageException::Throw( "Unloaded an unknown font (%p)", fp );
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}
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