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