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https://github.com/scummvm/scummvm.git
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142 lines
3.7 KiB
C++
142 lines
3.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/font/base_font_storage.h"
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#include "engines/wintermute/base/font/base_font.h"
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#include "engines/wintermute/base/base_game.h"
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#include "common/str.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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IMPLEMENT_PERSISTENT(BaseFontStorage, true)
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//////////////////////////////////////////////////////////////////////////
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BaseFontStorage::BaseFontStorage(BaseGame *inGame) : BaseClass(inGame) {
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}
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//////////////////////////////////////////////////////////////////////////
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BaseFontStorage::~BaseFontStorage() {
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cleanup(true);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFontStorage::cleanup(bool warn) {
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for (uint32 i = 0; i < _fonts.size(); i++) {
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if (warn) {
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_gameRef->LOG(0, "Removing orphan font '%s'", _fonts[i]->getFilename());
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}
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delete _fonts[i];
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}
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_fonts.clear();
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFontStorage::initLoop() {
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for (uint32 i = 0; i < _fonts.size(); i++) {
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_fonts[i]->initLoop();
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseFont *BaseFontStorage::addFont(const Common::String &filename) {
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if (!filename.size()) {
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return nullptr;
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}
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for (uint32 i = 0; i < _fonts.size(); i++) {
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if (scumm_stricmp(_fonts[i]->getFilename(), filename.c_str()) == 0) {
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_fonts[i]->_refCount++;
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return _fonts[i];
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}
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}
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/*
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BaseFont* font = new BaseFont(_gameRef);
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if (!font) return nullptr;
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if (DID_FAIL(font->loadFile(filename))) {
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delete font;
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return nullptr;
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}
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else {
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font->_refCount = 1;
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_fonts.add(font);
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return font;
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}
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*/
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BaseFont *font = BaseFont::createFromFile(_gameRef, filename);
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if (font) {
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font->_refCount = 1;
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_fonts.add(font);
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}
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return font;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFontStorage::removeFont(BaseFont *font) {
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if (!font) {
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return STATUS_FAILED;
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}
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for (uint32 i = 0; i < _fonts.size(); i++) {
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if (_fonts[i] == font) {
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_fonts[i]->_refCount--;
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if (_fonts[i]->_refCount <= 0) {
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delete _fonts[i];
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_fonts.remove_at(i);
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}
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break;
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}
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFontStorage::persist(BasePersistenceManager *persistMgr) {
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if (!persistMgr->getIsSaving()) {
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cleanup(false);
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}
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persistMgr->transferPtr(TMEMBER_PTR(_gameRef));
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_fonts.persist(persistMgr);
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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