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https://github.com/vcmi/vcmi.git
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22f517686d
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.
153 lines
4.4 KiB
C++
153 lines
4.4 KiB
C++
/*
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* FontChain.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "FontChain.h"
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#include "CTrueTypeFont.h"
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#include "CBitmapFont.h"
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#include "../CGameInfo.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/modding/CModHandler.h"
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#include "../../lib/texts/TextOperations.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/texts/Languages.h"
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void FontChain::renderText(SDL_Surface * surface, const std::string & data, const ColorRGBA & color, const Point & pos) const
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{
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auto chunks = splitTextToChunks(data);
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int maxAscent = getFontAscentScaled();
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Point currentPos = pos;
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for (auto const & chunk : chunks)
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{
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Point chunkPos = currentPos;
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int currAscent = chunk.font->getFontAscentScaled();
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chunkPos.y += maxAscent - currAscent;
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chunk.font->renderText(surface, chunk.text, color, chunkPos);
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currentPos.x += chunk.font->getStringWidthScaled(chunk.text);
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}
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}
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size_t FontChain::getFontAscentScaled() const
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{
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size_t maxHeight = 0;
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for(const auto & font : chain)
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maxHeight = std::max(maxHeight, font->getFontAscentScaled());
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return maxHeight;
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}
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bool FontChain::bitmapFontsPrioritized(const std::string & bitmapFontName) const
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{
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const std::string & fontType = settings["video"]["fontsType"].String();
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if (fontType == "original")
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return true;
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if (fontType == "scalable")
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return false;
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// else - autoselection.
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if (getScalingFactor() != 1)
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return false; // If xbrz in use ttf/scalable fonts are preferred
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if (!vstd::isAlmostEqual(1.0, settings["video"]["fontScalingFactor"].Float()))
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return false; // If player requested non-100% scaling - use scalable fonts
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std::string gameLanguage = CGI->generaltexth->getPreferredLanguage();
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std::string gameEncoding = Languages::getLanguageOptions(gameLanguage).encoding;
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std::string fontEncoding = CGI->modh->findResourceEncoding(ResourcePath("data/" + bitmapFontName, EResType::BMP_FONT));
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// player uses language with different encoding than his bitmap fonts
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// for example, Polish language with English fonts or Chinese language which can't use H3 fonts at all
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// this may result in unintended mixing of ttf and bitmap fonts, which may have a bit different look
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// so in this case prefer ttf fonts that are likely to cover target language better than H3 fonts
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if (fontEncoding != gameEncoding)
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return false;
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return true; // else - use original bitmap fonts
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}
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void FontChain::addTrueTypeFont(const JsonNode & trueTypeConfig)
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{
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chain.insert(chain.begin(), std::make_unique<CTrueTypeFont>(trueTypeConfig));
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}
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void FontChain::addBitmapFont(const std::string & bitmapFilename)
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{
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if (bitmapFontsPrioritized(bitmapFilename))
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chain.insert(chain.begin(), std::make_unique<CBitmapFont>(bitmapFilename));
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else
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chain.push_back(std::make_unique<CBitmapFont>(bitmapFilename));
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}
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bool FontChain::canRepresentCharacter(const char * data) const
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{
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for(const auto & font : chain)
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if (font->canRepresentCharacter(data))
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return true;
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return false;
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}
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size_t FontChain::getLineHeightScaled() const
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{
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size_t maxHeight = 0;
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for(const auto & font : chain)
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maxHeight = std::max(maxHeight, font->getLineHeightScaled());
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return maxHeight;
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}
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size_t FontChain::getGlyphWidthScaled(const char * data) const
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{
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for(const auto & font : chain)
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if (font->canRepresentCharacter(data))
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return font->getGlyphWidthScaled(data);
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return 0;
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}
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std::vector<FontChain::TextChunk> FontChain::splitTextToChunks(const std::string & data) const
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{
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std::vector<TextChunk> chunks;
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for (size_t i = 0; i < data.size(); i += TextOperations::getUnicodeCharacterSize(data[i]))
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{
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const IFont * currentFont = nullptr;
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for(const auto & font : chain)
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{
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if (font->canRepresentCharacter(data.data() + i))
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{
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currentFont = font.get();
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break;
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}
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}
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if (currentFont == nullptr)
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continue; // not representable
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std::string symbol = data.substr(i, TextOperations::getUnicodeCharacterSize(data[i]));
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if (chunks.empty() || chunks.back().font != currentFont)
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chunks.push_back({currentFont, symbol});
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else
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chunks.back().text += symbol;
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}
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return chunks;
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}
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size_t FontChain::getStringWidthScaled(const std::string & data) const
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{
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size_t result = 0;
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auto chunks = splitTextToChunks(data);
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for (auto const & chunk : chunks)
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result += chunk.font->getStringWidthScaled(chunk.text);
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return result;
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}
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