diff options
Diffstat (limited to 'engines/wintermute/Base/font/BFontStorage.cpp')
-rw-r--r-- | engines/wintermute/Base/font/BFontStorage.cpp | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/engines/wintermute/Base/font/BFontStorage.cpp b/engines/wintermute/Base/font/BFontStorage.cpp new file mode 100644 index 0000000000..5a0a1e327f --- /dev/null +++ b/engines/wintermute/Base/font/BFontStorage.cpp @@ -0,0 +1,135 @@ +/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/dcgf.h"
+#include "engines/wintermute/Base/font/BFontStorage.h"
+#include "engines/wintermute/Base/font/BFont.h"
+#include "engines/wintermute/Base/BGame.h"
+#include "engines/wintermute/PlatformSDL.h"
+#include "common/str.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+IMPLEMENT_PERSISTENT(CBFontStorage, true)
+
+//////////////////////////////////////////////////////////////////////////
+CBFontStorage::CBFontStorage(CBGame *inGame): CBBase(inGame) {
+}
+
+//////////////////////////////////////////////////////////////////////////
+CBFontStorage::~CBFontStorage() {
+ cleanup(true);
+}
+
+//////////////////////////////////////////////////////////////////////////
+ERRORCODE CBFontStorage::cleanup(bool warn) {
+ for (int i = 0; i < _fonts.getSize(); i++) {
+ if (warn) Game->LOG(0, "Removing orphan font '%s'", _fonts[i]->_filename);
+ delete _fonts[i];
+ }
+ _fonts.removeAll();
+
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+ERRORCODE CBFontStorage::initLoop() {
+ for (int i = 0; i < _fonts.getSize(); i++) {
+ _fonts[i]->initLoop();
+ }
+ return STATUS_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+CBFont *CBFontStorage::addFont(const char *filename) {
+ if (!filename) return NULL;
+
+ for (int i = 0; i < _fonts.getSize(); i++) {
+ if (scumm_stricmp(_fonts[i]->_filename, filename) == 0) {
+ _fonts[i]->_refCount++;
+ return _fonts[i];
+ }
+ }
+
+ /*
+ CBFont* font = new CBFont(Game);
+ if (!font) return NULL;
+
+ if (DID_FAIL(font->loadFile(filename))) {
+ delete font;
+ return NULL;
+ }
+ else {
+ font->_refCount = 1;
+ _fonts.add(font);
+ return font;
+ }
+ */
+ CBFont *font = CBFont::createFromFile(Game, filename);
+ if (font) {
+ font->_refCount = 1;
+ _fonts.add(font);
+ }
+ return font;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ERRORCODE CBFontStorage::removeFont(CBFont *font) {
+ if (!font) return STATUS_FAILED;
+
+ for (int i = 0; i < _fonts.getSize(); i++) {
+ if (_fonts[i] == font) {
+ _fonts[i]->_refCount--;
+ if (_fonts[i]->_refCount <= 0) {
+ delete _fonts[i];
+ _fonts.removeAt(i);
+ }
+ break;
+ }
+ }
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+ERRORCODE CBFontStorage::persist(CBPersistMgr *persistMgr) {
+
+ if (!persistMgr->_saving) cleanup(false);
+
+ persistMgr->transfer(TMEMBER(Game));
+ _fonts.persist(persistMgr);
+
+ return STATUS_OK;
+}
+
+} // end of namespace WinterMute
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