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openrw/rwcore/fonts/FontMap.cpp
2018-10-31 17:51:18 +01:00

80 lines
2.2 KiB
C++

#include "FontMap.hpp"
#include <rw/debug.hpp>
#include <sstream>
/**
* Use output operations to create GameStrings (only allows write operations)
*/
using OGameStringStream = std::basic_ostringstream<GameStringChar>;
FontMap::FontMap(std::initializer_list<std::reference_wrapper<const gschar_unicode_map_t>> maps) {
for (const auto &map : maps) {
m_to_unicode.insert(map.get().cbegin(), map.get().cend());
for (const auto &[gameStringChar, unicode] : map.get()) {
m_from_unicode[unicode] = gameStringChar;
}
}
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 static_cast<GameStringChar>(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();
}