| 528 | /// @cond |
| 529 | |
| 530 | sf::Vector2f Renderer::LoadFont( const sf::Font& font, unsigned int size ) { |
| 531 | // Get the font face that Laurent tries to hide from us. |
| 532 | struct FontStruct { |
| 533 | void* library; |
| 534 | void* font_face; // Authentic SFML comment: implementation details |
| 535 | void* unused1; |
| 536 | void* unused2; |
| 537 | int* unused3; |
| 538 | std::string family; |
| 539 | |
| 540 | // Since maps allocate everything non-contiguously on the heap we can use void* instead of Page here. |
| 541 | mutable std::map<unsigned int, void*> unused4; |
| 542 | mutable std::vector<std::uint8_t> unused5; |
| 543 | }; |
| 544 | |
| 545 | // All your font face are belong to us too. |
| 546 | void* face = reinterpret_cast<const FontStruct&>( font ).font_face; |
| 547 | |
| 548 | FontID id( face, size ); |
| 549 | |
| 550 | std::map<FontID, PrimitiveTexture::Ptr >::iterator iter( m_fonts.find( id ) ); |
| 551 | |
| 552 | if( iter != m_fonts.end() ) { |
| 553 | return iter->second->offset; |
| 554 | } |
| 555 | |
| 556 | // If the user does not specify their own character sets, make sure all the glyphs we need are loaded. |
| 557 | if( m_character_sets.empty() ) { |
| 558 | for( std::uint32_t codepoint = 0; codepoint < 0x0370; ++codepoint ) { |
| 559 | (void)font.getGlyph( codepoint, size, false ); |
| 560 | } |
| 561 | } |
| 562 | |
| 563 | // Make a local copy to avoid unnecessary dereferencing. |
| 564 | for( const auto character_set : m_character_sets ) { |
| 565 | for( auto codepoint = character_set.first; codepoint < character_set.second; ++codepoint ) { |
| 566 | (void)font.getGlyph( codepoint, size, false ); |
| 567 | } |
| 568 | } |
| 569 | |
| 570 | const auto image = font.getTexture( size ).copyToImage(); |
| 571 | |
| 572 | const auto handle = LoadTexture( image ); |
| 573 | |
| 574 | m_fonts[id] = handle; |
| 575 | |
| 576 | return handle->offset; |
| 577 | } |
| 578 | |
| 579 | PrimitiveTexture::Ptr Renderer::LoadTexture( const sf::Texture& texture ) { |
| 580 | return LoadTexture( texture.copyToImage() ); |