/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: W3DGameFont.cpp //////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: W3DGameFont.cpp
//
// Created: Colin Day, June 2001
//
// Desc: W3D implementation for managing font definitions
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#include
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "Common/Debug.h"
#include "W3DDevice/GameClient/W3DGameFont.h"
#include "WW3D2/WW3D.h"
#include "WW3D2/AssetMgr.h"
#include "WW3D2/Render2DSentence.h"
#include "GameClient/GlobalLanguage.h"
// DEFINES ////////////////////////////////////////////////////////////////////
// PRIVATE TYPES //////////////////////////////////////////////////////////////
// PRIVATE DATA ///////////////////////////////////////////////////////////////
// PUBLIC DATA ////////////////////////////////////////////////////////////////
// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// W3DFontLibrary::loadFontData ===============================================
/** Load a font */
//=============================================================================
Bool W3DFontLibrary::loadFontData( GameFont *font )
{
FontCharsClass *fontChar;
// sanity
if( font == NULL )
return FALSE;
if ((UnsignedInt)font->pointSize > 100) //sanity check the size - anything over 100 is probably wrong. -MW
fontChar = NULL;
else
{ // get the font data from the asset manager
fontChar = WW3DAssetManager::
Get_Instance()->Get_FontChars( font->nameString.str(), font->pointSize,
font->bold ? true : false );
}
if( fontChar == NULL )
{
DEBUG_LOG(( "W3D load font: unable to find font '%s' from asset manager\n",
font->nameString.str() ));
DEBUG_ASSERTCRASH(fontChar, ("Missing or Corrupted Font. Pleas see log for details"));
return FALSE;
} // end if
// assign font data
font->fontData = fontChar;
font->height = fontChar->Get_Char_Height();
FontCharsClass *unicodeFontChar = NULL;
// load unicode of same point size
if(TheGlobalLanguageData)
unicodeFontChar = WW3DAssetManager::
Get_Instance()->Get_FontChars( TheGlobalLanguageData->m_unicodeFontName.str(), font->pointSize,
font->bold ? true : false );
else
unicodeFontChar = WW3DAssetManager::
Get_Instance()->Get_FontChars( "Arial Unicode MS", font->pointSize,
font->bold ? true : false );
if ( unicodeFontChar )
{
fontChar->AlternateUnicodeFont = unicodeFontChar;
}
// all done and loaded
return TRUE;
} // end loadFont
// W3DFontLibrary::releaseFontData ============================================
/** Release font data */
//=============================================================================
void W3DFontLibrary::releaseFontData( GameFont *font )
{
// presently we don't need to do anything because fonts are handled in
// the W3D asset manager which is all taken for of us
if (font && font->fontData)
{
if(((FontCharsClass *)(font->fontData))->AlternateUnicodeFont)
((FontCharsClass *)(font->fontData))->AlternateUnicodeFont->Release_Ref();
((FontCharsClass *)(font->fontData))->Release_Ref();
}
font->fontData = NULL;
} // end releaseFont
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////