#include "FontMap.hpp" #include #include /** * Use output operations to create GameStrings (only allows write operations) */ using OGameStringStream = std::basic_ostringstream; FontMap::FontMap(std::initializer_list> maps) { for (const auto &map : maps) { m_to_unicode.insert(map.get().cbegin(), map.get().cend()); for (const auto &m : map.get()) { m_from_unicode[m.second] = m.first; } } const auto &q = m_from_unicode.find(UnicodeValue::UNICODE_QUESTION_MARK); if (q == m_from_unicode.end()) { RW_ERROR("Font does not have a question mark"); m_unknown_gschar = ' '; } else { m_unknown_gschar = q->second; } } GameStringChar FontMap::to_GameStringChar(unicode_t u) const { if (u < 0x20) { /* Passthrough control characters */ return u; } const auto &p = m_from_unicode.find(u); if (p == m_from_unicode.end()) { return m_unknown_gschar; } return p->second; } unicode_t FontMap::to_unicode(GameStringChar c) const { if (c < 0x20) { /* Passthrough control characters */ return c; } const auto &p = m_to_unicode.find(c); if (p == m_to_unicode.end()) { return UnicodeValue::UNICODE_REPLACEMENT_CHARACTER; } return p->second; } std::string FontMap::to_string(const GameString &s) const { std::ostringstream oss; for (GameStringChar c: s) { char buffer[4]; unicode_t u = to_unicode(c); auto nb = unicode_to_utf8(u, buffer); oss.write(buffer, nb); } return oss.str(); } GameString FontMap::to_GameString(const std::string &utf8) const { OGameStringStream oss; std::istringstream iss(utf8); for (Utf8UnicodeIterator it(iss); it.good(); ++it) { GameStringChar c = to_GameStringChar(it.unicode()); oss.write(&c, 1); } return oss.str(); } FontMap::gschar_unicode_iterator FontMap::to_unicode_begin() const { return m_to_unicode.cbegin(); } FontMap::gschar_unicode_iterator FontMap::to_unicode_end() const { return m_to_unicode.cend(); }