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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-16 10:19:47 +02:00
vcmi/client/renderSDL/FontChain.cpp
Ivan Savenko 22f517686d Better handling of encoding detection for maps and campaigns
Now VCMI will use either preferred language or install language to load
maps and campaigns that are part of "core" mod, or, in other words -
placed in Maps directory of H3 data (like most of manually downloaded
maps and campaigns are)

If game data is in English, then game can safely use encoding of player-
selected language (such as Chinese) to load maps. After all, both GBK
and all Win-125X encoding are superset of ASCII, so English map will
always load up correctly.

Maps that are part of a mod still use mod language as before - it is up
to mod maker to correctly set up mod language.
2024-10-30 11:54:35 +00:00

153 lines
4.4 KiB
C++

/*
* FontChain.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "FontChain.h"
#include "CTrueTypeFont.h"
#include "CBitmapFont.h"
#include "../CGameInfo.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/modding/CModHandler.h"
#include "../../lib/texts/TextOperations.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/texts/Languages.h"
void FontChain::renderText(SDL_Surface * surface, const std::string & data, const ColorRGBA & color, const Point & pos) const
{
auto chunks = splitTextToChunks(data);
int maxAscent = getFontAscentScaled();
Point currentPos = pos;
for (auto const & chunk : chunks)
{
Point chunkPos = currentPos;
int currAscent = chunk.font->getFontAscentScaled();
chunkPos.y += maxAscent - currAscent;
chunk.font->renderText(surface, chunk.text, color, chunkPos);
currentPos.x += chunk.font->getStringWidthScaled(chunk.text);
}
}
size_t FontChain::getFontAscentScaled() const
{
size_t maxHeight = 0;
for(const auto & font : chain)
maxHeight = std::max(maxHeight, font->getFontAscentScaled());
return maxHeight;
}
bool FontChain::bitmapFontsPrioritized(const std::string & bitmapFontName) const
{
const std::string & fontType = settings["video"]["fontsType"].String();
if (fontType == "original")
return true;
if (fontType == "scalable")
return false;
// else - autoselection.
if (getScalingFactor() != 1)
return false; // If xbrz in use ttf/scalable fonts are preferred
if (!vstd::isAlmostEqual(1.0, settings["video"]["fontScalingFactor"].Float()))
return false; // If player requested non-100% scaling - use scalable fonts
std::string gameLanguage = CGI->generaltexth->getPreferredLanguage();
std::string gameEncoding = Languages::getLanguageOptions(gameLanguage).encoding;
std::string fontEncoding = CGI->modh->findResourceEncoding(ResourcePath("data/" + bitmapFontName, EResType::BMP_FONT));
// player uses language with different encoding than his bitmap fonts
// for example, Polish language with English fonts or Chinese language which can't use H3 fonts at all
// this may result in unintended mixing of ttf and bitmap fonts, which may have a bit different look
// so in this case prefer ttf fonts that are likely to cover target language better than H3 fonts
if (fontEncoding != gameEncoding)
return false;
return true; // else - use original bitmap fonts
}
void FontChain::addTrueTypeFont(const JsonNode & trueTypeConfig)
{
chain.insert(chain.begin(), std::make_unique<CTrueTypeFont>(trueTypeConfig));
}
void FontChain::addBitmapFont(const std::string & bitmapFilename)
{
if (bitmapFontsPrioritized(bitmapFilename))
chain.insert(chain.begin(), std::make_unique<CBitmapFont>(bitmapFilename));
else
chain.push_back(std::make_unique<CBitmapFont>(bitmapFilename));
}
bool FontChain::canRepresentCharacter(const char * data) const
{
for(const auto & font : chain)
if (font->canRepresentCharacter(data))
return true;
return false;
}
size_t FontChain::getLineHeightScaled() const
{
size_t maxHeight = 0;
for(const auto & font : chain)
maxHeight = std::max(maxHeight, font->getLineHeightScaled());
return maxHeight;
}
size_t FontChain::getGlyphWidthScaled(const char * data) const
{
for(const auto & font : chain)
if (font->canRepresentCharacter(data))
return font->getGlyphWidthScaled(data);
return 0;
}
std::vector<FontChain::TextChunk> FontChain::splitTextToChunks(const std::string & data) const
{
std::vector<TextChunk> chunks;
for (size_t i = 0; i < data.size(); i += TextOperations::getUnicodeCharacterSize(data[i]))
{
const IFont * currentFont = nullptr;
for(const auto & font : chain)
{
if (font->canRepresentCharacter(data.data() + i))
{
currentFont = font.get();
break;
}
}
if (currentFont == nullptr)
continue; // not representable
std::string symbol = data.substr(i, TextOperations::getUnicodeCharacterSize(data[i]));
if (chunks.empty() || chunks.back().font != currentFont)
chunks.push_back({currentFont, symbol});
else
chunks.back().text += symbol;
}
return chunks;
}
size_t FontChain::getStringWidthScaled(const std::string & data) const
{
size_t result = 0;
auto chunks = splitTextToChunks(data);
for (auto const & chunk : chunks)
result += chunk.font->getStringWidthScaled(chunk.text);
return result;
}