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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: 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 <stdlib.h>
- // 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 ///////////////////////////////////////////////////////////
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