/*
* Copyright (C) 2002-2025 by the Widelands Development Team
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see .
*
*/
// TODO(unknown): rename
#ifndef WL_GRAPHIC_FONT_HANDLER_H
#define WL_GRAPHIC_FONT_HANDLER_H
#include
#include "base/macros.h"
#include "graphic/image_cache.h"
#include "graphic/text/font_set.h"
#include "graphic/text/rendered_text.h"
namespace UI {
/**
* Main class for string rendering. Manages the cache of pre-rendered strings.
*/
class IFontHandler {
public:
IFontHandler() = default;
virtual ~IFontHandler() = default;
/// Renders the given text into a set of images. The images are cached in a transient cache,
/// so we share the ownership. Will throw on error.
virtual std::shared_ptr render(const std::string& text,
uint16_t w = 0) = 0;
/// Returns the font handler's current FontSet
[[nodiscard]] virtual UI::FontSet const* fontset() const = 0;
/// Loads the FontSet for the currently active locale into the
/// font handler. This needs to be called after the language of the
/// game has changed.
virtual void reinitialize_fontset(const std::string& locale) = 0;
DISALLOW_COPY_AND_ASSIGN(IFontHandler);
};
/// Create a new FontHandler.
IFontHandler* create_fonthandler(ImageCache* image_cache, const std::string& locale);
extern IFontHandler* g_fh;
} // namespace UI
#endif // end of include guard: WL_GRAPHIC_FONT_HANDLER_H