/*******************************************************************************
* 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, FileHandle file, BitmapFontParameter parameter) {
Array<AssetDescriptor> deps = new Array<AssetDescriptor>();
if (parameter != null && parameter.bitmapFontData != null) {
data = parameter.bitmapFontData;
return deps;
}
data = new BitmapFontData(file, parameter != null ? parameter.flip : false);
for (int i=0; i<data.getImagePaths().length; i++) {
deps.add(new AssetDescriptor(data.getImagePath(i), Texture.class));
}
return deps;
}
@Override
public void loadAsync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
}
@Override
public BitmapFont loadSync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
TextureRegion[] regs = new TextureRegion[data.getImagePaths().length];
for (int i=0; i<regs.length; i++) {
TextureRegion region = new TextureRegion(manager.get(data.getImagePath(i), Texture.class));
if (parameter != null) {
region.getTexture().setFilter(parameter.minFilter, parameter.maxFilter);
}
regs[i] = region;
}
return new BitmapFont(data, regs, 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 minFilter = 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;
}
}