/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
******************************************************************************/
package com.badlogic.gdx.assets.loaders;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetLoaderParameters;
import com.badlogic.gdx.assets.AssetManager;
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.BitmapFont.BitmapFontData;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.Array;
/**
* {@link AssetLoader} for {@link BitmapFont} instances. Loads the font description file (.fnt) asynchronously, loads
* the {@link Texture} containing the glyphs as a dependency. The {@link BitmapFontParameter} allows you to set things
* like texture filters or whether to flip the glyphs on the y-axis..
*
* @author mzechner
*/
public class BitmapFontLoader extends AsynchronousAssetLoader<BitmapFont, BitmapFontLoader.BitmapFontParameter> {
public BitmapFontLoader(FileHandleResolver resolver) {
super(resolver);
}
BitmapFontData data;
@Override
public Array<AssetDescriptor> getDependencies(String fileName, BitmapFontParameter parameter) {
Array<AssetDescriptor> deps = new Array<AssetDescriptor>();
if (parameter != null && parameter.bitmapFontData != null) {
data = parameter.bitmapFontData;
return deps;
}
FileHandle handle = resolve(fileName);
data = new BitmapFontData(handle, parameter != null ? parameter.flip : false);
deps.add(new AssetDescriptor(data.getImagePath(), Texture.class));
return deps;
}
@Override
public void loadAsync(AssetManager manager, String fileName, BitmapFontParameter parameter) {
}
@Override
public BitmapFont loadSync(AssetManager manager, String fileName, BitmapFontParameter parameter) {
FileHandle handle = resolve(fileName);
TextureRegion region = new TextureRegion(manager.get(data.getImagePath(), Texture.class));
if (parameter != null)
region.getTexture().setFilter(parameter.minFitler, parameter.maxFilter);
return new BitmapFont(data, region, true);
}
/**
* Parameter to be passed to {@link AssetManager#load(String, Class, AssetLoaderParameters)} if additional
* configuration is necessary for the {@link BitmapFont}.
*
* @author mzechner
*/
static public class BitmapFontParameter extends AssetLoaderParameters<BitmapFont> {
/** whether to flipY the font or not **/
public boolean flip = false;
/** the minimum filter to be used for the backing texture */
public TextureFilter minFitler = TextureFilter.Nearest;
/** the maximum filter to be used for the backing texture */
public TextureFilter maxFilter = TextureFilter.Nearest;
/**
* optional BitmapFontData to be used instead of loading the texture directly. Use this if your font is embedded
* in a skin.
**/
public BitmapFontData bitmapFontData = null;
}
}