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- /*
- ** Command & Conquer Generals Zero Hour(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: GameFont.h ///////////////////////////////////////////////////////////////////////////////
- // Created: Colin Day, June 2001
- // Desc: Game representations for fonts
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __GAMEFONT_H_
- #define __GAMEFONT_H_
- #include "Common/SubsystemInterface.h"
- #include "Lib/BaseType.h"
- #include "Common/AsciiString.h"
- #include "Common/GameMemory.h"
- //-------------------------------------------------------------------------------------------------
- /** A font for use in the device independent game */
- //-------------------------------------------------------------------------------------------------
- class GameFont : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(GameFont, "GameFont")
- public:
- GameFont* next; ///< for library use
- AsciiString nameString;
- Int pointSize; ///< point size of font
- Int height; ///< pixel height of font
- void* fontData; ///< font data to be filled out for device specific font
- Bool bold; ///< is this font bold
- };
- EMPTY_DTOR(GameFont)
- //-------------------------------------------------------------------------------------------------
- /** Interface to access fonts for the system */
- //-------------------------------------------------------------------------------------------------
- class FontLibrary : public SubsystemInterface
- {
- public:
- public:
- FontLibrary( void );
- virtual ~FontLibrary( void );
- virtual void init( void );
- virtual void reset( void );
- virtual void update( void ) { }
- GameFont *getFont( AsciiString name, Int pointSize, Bool bold ); ///< get a font pointer
- GameFont *firstFont( void ); ///< return first font
- GameFont *nextFont( GameFont *font ); ///< get next font in library
- Int getCount( void ); ///< return how many fonts are loaded in this lib
- protected:
- void deleteAllFonts( void ); ///< delete all fonts in this library
- void linkFont( GameFont *font ); ///< add to font list
- void unlinkFont( GameFont *font ); ///< remove font from list
- /// load the font data pointer based on everything else we already have set
- virtual Bool loadFontData( GameFont *font ) = 0;
- /// release the font data pointer
- virtual void releaseFontData( GameFont *font ) { };
- GameFont *m_fontList; ///< list of fonts we have loaded
- Int m_count; ///< number of unique fonts loaded in this lib
- };
- // INLINING ///////////////////////////////////////////////////////////////////////////////////////
- inline Int FontLibrary::getCount( void ) { return m_count; }
- inline GameFont *FontLibrary::firstFont( void ) { return m_fontList; }
- inline GameFont *FontLibrary::nextFont( GameFont *font )
- {
- if( font )
- return font->next;
- return NULL;
- }
- // EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
- extern FontLibrary *TheFontLibrary; ///< font library external
- #endif // __GAMEFONT_H_
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