/** * eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the * <e-UCM> research group. * * Copyright 2005-2010 <e-UCM> research group. * * You can access a list of all the contributors to eAdventure at: * http://e-adventure.e-ucm.es/contributors * * <e-UCM> is a research group of the Department of Software Engineering * and Artificial Intelligence at the Complutense University of Madrid * (School of Computer Science). * * C Profesor Jose Garcia Santesmases sn, * 28040 Madrid (Madrid), Spain. * * For more info please visit: <http://e-adventure.e-ucm.es> or * <http://www.e-ucm.es> * * **************************************************************************** * * This file is part of eAdventure, version 2.0 * * eAdventure is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * eAdventure is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with eAdventure. If not, see <http://www.gnu.org/licenses/>. */ package es.eucm.ead.engine.assets.fonts; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.Texture.TextureFilter; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.google.inject.Inject; import es.eucm.ead.engine.assets.AbstractRuntimeAsset; import es.eucm.ead.engine.assets.AssetHandler; import es.eucm.ead.engine.assets.AssetHandlerImpl; import es.eucm.ead.model.assets.text.EAdFont; /** Represents a runtime font. Unlike {@link EAdFont}, which only contains static information about the font, this class contains * information that would be required during the game execution, such as font measurements. * * {@link RuntimeFont} is born from an {@link EAdFont} */ public class RuntimeFont extends AbstractRuntimeAsset<EAdFont> { private BitmapFont bitmapFont; private static final String defaultFont = "@binary/font/coolvetica-16.fnt"; private static final String defaultFontPng = "@binary/font/coolvetica-16.png"; @Inject public RuntimeFont(AssetHandler assetHandler) { super(assetHandler); } public boolean loadAsset() { super.loadAsset(); String fileName = null; if (descriptor.getUri() != null) { fileName = descriptor.getUri(); } String fontData = defaultFont; String fontPng = defaultFontPng; AssetHandlerImpl ah = (AssetHandlerImpl) assetHandler; FileHandle fntHandle = ah.getFileHandle(fileName + ".fnt"); FileHandle pngHandle = ah.getFileHandle(fileName + ".png"); if (fntHandle.exists() && pngHandle.exists()) { fontData = fileName + ".fnt"; fontPng = fileName + ".png"; } Texture texture = new Texture(ah.getFileHandle(fontPng), true); texture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear); bitmapFont = new BitmapFont(ah.getFileHandle(fontData), new TextureRegion(texture), true); return true; } /** Returns the string width with the given font in the current context * * @param string String to be measured * @return the string width with the given font in the current context */ public int stringWidth(String string) { return Math.round(bitmapFont.getBounds(string).width); } /** Returns one line's height with the given font * * @return one line's height with the given font */ public int lineHeight() { return Math.round(bitmapFont.getLineHeight()); } public BitmapFont getBitmapFont() { return bitmapFont; } @Override public void freeMemory() { super.freeMemory(); bitmapFont.dispose(); } @Override public void refresh() { // Do nothing } }