Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "vgui_surfacelib/FontAmalgam.h"
#include <tier0/dbg.h>
#include <vgui/VGUI.h>
#include <vgui/ISurface.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CFontAmalgam::CFontAmalgam() { m_Fonts.EnsureCapacity( 4 ); m_iMaxHeight = 0; m_iMaxWidth = 0; }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CFontAmalgam::~CFontAmalgam() { }
//-----------------------------------------------------------------------------
// Purpose: Data accessor
//-----------------------------------------------------------------------------
const char *CFontAmalgam::Name() { return m_szName; }
//-----------------------------------------------------------------------------
// Purpose: Data accessor
//-----------------------------------------------------------------------------
void CFontAmalgam::SetName(const char *name) { Q_strncpy(m_szName, name, sizeof(m_szName)); }
//-----------------------------------------------------------------------------
// Purpose: adds a font to the amalgam
//-----------------------------------------------------------------------------
void CFontAmalgam::AddFont(font_t *font, int lowRange, int highRange) { int i = m_Fonts.AddToTail();
m_Fonts[i].font = font; m_Fonts[i].lowRange = lowRange; m_Fonts[i].highRange = highRange;
m_iMaxHeight = max(font->GetHeight(), m_iMaxHeight); m_iMaxWidth = max(font->GetMaxCharWidth(), m_iMaxWidth); }
//-----------------------------------------------------------------------------
// Purpose: clears the fonts
//-----------------------------------------------------------------------------
void CFontAmalgam::RemoveAll() { // clear out
m_Fonts.RemoveAll(); m_iMaxHeight = 0; m_iMaxWidth = 0; }
//-----------------------------------------------------------------------------
// Purpose: returns the font for the given character
//-----------------------------------------------------------------------------
font_t *CFontAmalgam::GetFontForChar(int ch) { for (int i = 0; i < m_Fonts.Count(); i++) { #if defined(LINUX)
if ( ch >= m_Fonts[i].lowRange && ch <= m_Fonts[i].highRange && m_Fonts[i].font->HasChar(ch)) #else
if (ch >= m_Fonts[i].lowRange && ch <= m_Fonts[i].highRange) #endif
{ Assert( m_Fonts[i].font->IsValid() ); return m_Fonts[i].font; } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: sets the scale of the font
//-----------------------------------------------------------------------------
void CFontAmalgam::SetFontScale(float sx, float sy) { if (!m_Fonts.Count()) return;
// Make sure this is a bitmap font!
if ( GetFlags( 0 ) & vgui::ISurface::FONTFLAG_BITMAP ) { reinterpret_cast< CBitmapFont* >( m_Fonts[0].font )->SetScale( sx, sy ); } else { Warning( "%s: Can't set font scale on a non-bitmap font!\n", m_Fonts[0].font->GetName() ); } }
//-----------------------------------------------------------------------------
// Purpose: returns the max height of the font set
//-----------------------------------------------------------------------------
int CFontAmalgam::GetFontHeight() { if (!m_Fonts.Count()) { return m_iMaxHeight; } return m_Fonts[0].font->GetHeight(); }
//-----------------------------------------------------------------------------
// Purpose: returns requested height of the font
//-----------------------------------------------------------------------------
int CFontAmalgam::GetFontHeightRequested() { if (!m_Fonts.Count()) { return m_iMaxHeight; } return m_Fonts[0].font->GetHeightRequested(); }
//-----------------------------------------------------------------------------
// Purpose: returns the maximum width of a character in a font
//-----------------------------------------------------------------------------
int CFontAmalgam::GetFontMaxWidth() { return m_iMaxWidth; }
//-----------------------------------------------------------------------------
// Purpose: returns the name of the font that is loaded
//-----------------------------------------------------------------------------
const char *CFontAmalgam::GetFontName(int i) { if ( m_Fonts.IsValidIndex( i ) && m_Fonts[ i ].font ) { return m_Fonts[ i ].font->GetName(); } else { return NULL; } }
//-----------------------------------------------------------------------------
// Purpose: returns the family name of the font that is loaded
//-----------------------------------------------------------------------------
const char *CFontAmalgam::GetFontFamilyName( int i ) { if ( m_Fonts.IsValidIndex( i ) && m_Fonts[ i ].font ) { return m_Fonts[ i ].font->GetFamilyName(); } return ""; }
//-----------------------------------------------------------------------------
// Purpose: returns the name of the font that is loaded
//-----------------------------------------------------------------------------
int CFontAmalgam::GetFlags(int i) { if ( m_Fonts.Count() && m_Fonts[i].font ) { return m_Fonts[i].font->GetFlags(); } else { return 0; } }
//-----------------------------------------------------------------------------
// Purpose: returns the number of fonts this amalgam contains
//-----------------------------------------------------------------------------
int CFontAmalgam::GetCount() { return m_Fonts.Count(); }
//-----------------------------------------------------------------------------
// Purpose: returns the max height of the font set
//-----------------------------------------------------------------------------
bool CFontAmalgam::GetUnderlined() { if (!m_Fonts.Count()) { return false; } return m_Fonts[0].font->GetUnderlined(); }
#ifdef DBGFLAG_VALIDATE
//-----------------------------------------------------------------------------
// Purpose: Ensure that all of our internal structures are consistent, and
// account for all memory that we've allocated.
// Input: validator - Our global validator object
// pchName - Our name (typically a member var in our container)
//-----------------------------------------------------------------------------
void CFontAmalgam::Validate( CValidator &validator, char *pchName ) { validator.Push( "CFontAmalgam", this, pchName );
ValidateObj( m_Fonts );
validator.Pop(); } #endif // DBGFLAG_VALIDATE
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