171 lines
4.8 KiB
C++
171 lines
4.8 KiB
C++
#include "stdafx.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 "RageTimer.h"
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FontManager::aliasmap FontManager::CharAliases;
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map<CString,CString> FontManager::CharAliasRepl;
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FontManager* FONT = NULL;
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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<CString, Font*>::iterator i = m_mapPathToFont.begin();
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i != m_mapPathToFont.end(); ++i)
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{
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Font* pFont = i->second;
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LOG->Trace( "FONT LEAK: '%s', RefCount = %d.", i->first.GetString(), 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 0x01nnnnnn, game 1 is 0x02nnnnnn, and so on. */
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longchar FontManager::MakeGameGlyph(longchar c, Game g)
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{
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ASSERT(g >= 0 && g <= 0xFF && c >= 0 && c <= 0xFFFF);
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return longchar (((g+1) << 24) + c);
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}
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bool FontManager::ExtractGameGlyph(longchar ch, int &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 = ch & 0xFFFFFF;
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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<CString, Font*>::iterator i = m_mapPathToFont.begin();
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i != m_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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InitCharAliases();
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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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map<CString, Font*>::iterator p = m_mapPathToFont.find(sFontOrTextureFilePath);
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if(p != m_mapPathToFont.end()) {
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Font *pFont=p->second;
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// LOG->Trace( ssprintf("FontManager: The Font '%s' now has %d references.", sFontOrTextureFilePath.GetString(), pFont->m_iRefCount) );
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pFont->m_iRefCount++;
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return pFont;
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}
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/* XXX: This will mismatch cached fonts if we load the same font with two
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* different sChars. */
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Font *f = new Font;
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f->Load(sFontOrTextureFilePath, sChars);
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m_mapPathToFont[sFontOrTextureFilePath] = 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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LOG->Trace( "FontManager::UnloadTexture(%s).", fp->path.GetString() );
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for( std::map<CString, Font*>::iterator i = m_mapPathToFont.begin();
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i != m_mapPathToFont.end(); ++i)
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{
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if(i->second == fp)
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{
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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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m_mapPathToFont.erase( i ); // and remove the key in the map
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}
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// LOG->Trace( "FontManager: '%s' will be deleted. It has %d references.", sFontFilePath.GetString(), pFont->m_iRefCount );
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return;
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}
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}
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RageException::Throw( "Unloaded an unknown font (%p)", fp );
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}
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void FontManager::InitCharAliases()
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{
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if(!CharAliases.empty())
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return;
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/* XXX; these should be in a data file somewhere (theme metrics?)
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* (The comments here are UTF-8; they won't show up in VC6.) */
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CharAliases["default"] = Font::DEFAULT_GLYPH; /* ? */
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CharAliases["kakumei1"] = 0x9769; /* 革 */
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CharAliases["kakumei2"] = 0x547D; /* 命 */
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CharAliases["matsuri"] = 0x796D; /* 祭 */
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CharAliases["oni"] = 0x9B3C; /* 鬼 */
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CharAliases["michi"] = 0x9053; /* 道 */
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CharAliases["futatsu"] = 0x5F10; /* 弐 */
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CharAliases["omega"] = 0x03a9; /* Ω */
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CharAliases["whiteheart"] = 0x2661; /* ♡ */
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CharAliases["blackstar"] = 0x2605; /* ★ */
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CharAliases["whitestar"] = 0x2606; /* ☆ */
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/* These are internal-use glyphs; they don't have real Unicode codepoints. */
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CharAliases["up"] = 0xE000;
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CharAliases["down"] = 0xE001;
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CharAliases["left"] = 0xE002;
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CharAliases["right"] = 0xE003;
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CharAliases["menuup"] = 0xE004;
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CharAliases["menudown"] = 0xE005;
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CharAliases["menuleft"] = 0xE006;
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CharAliases["menuright"] = 0xE007;
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CharAliases["start"] = 0xE008;
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CharAliases["invalid"] = INVALID_CHAR; /* 0xFFFF */
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for(aliasmap::const_iterator i = CharAliases.begin(); i != CharAliases.end(); ++i)
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{
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CString from = ssprintf("&%s;", i->first.GetString());
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CString to = LcharToUTF8(i->second);
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from.MakeUpper();
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CharAliasRepl[from] = to;
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LOG->Trace("from '%s' to '%s'", from.GetString(), to.GetString());
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}
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}
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/* Replace all &markers; and &#NNNN;s with UTF-8. I'm not really
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* sure where to put this; this is used elsewhere, too. */
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void FontManager::ReplaceMarkers( CString &sText )
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{
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InitCharAliases();
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ReplaceText(sText, FontManager::CharAliasRepl);
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Replace_Unicode_Markers(sText);
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}
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