Performance improvements for NativeFont - separated chinese and other charsForFonts,

since the chinese have hundreds of chars and it makes the font loading time really long
This commit is contained in:
Yair Morgenstern
2019-09-01 17:12:47 +03:00
parent a032269cd9
commit efaa0c9a6c
2 changed files with 29 additions and 19 deletions

View File

@ -11,10 +11,10 @@ import com.unciv.models.gamebasics.tr
import com.unciv.ui.worldscreen.optionstable.PopupTable
import core.java.nativefont.NativeFont
import core.java.nativefont.NativeFontPaint
import java.io.FileOutputStream
import java.io.FileInputStream
import java.io.FileOutputStream
import java.net.URL
import java.security.*
import java.security.MessageDigest
class Fonts {
companion object {
@ -52,7 +52,8 @@ class Fonts {
return true
return false
}
fun getCharsForFont(): String {
fun getCharsForFont(withChinese:Boolean): String {
val defaultText = "ABCČĆDĐEFGHIJKLMNOPQRSŠTUVWXYZŽaäàâăbcčćçdđeéfghiîjklmnoöpqrsșštțuüvwxyzž" +
"АБВГҐДЂЕЁЄЖЗЅИІЇЙЈКЛЉМНЊОПРСТЋУЎФХЦЧЏШЩЪЫЬЭЮЯабвгґдђеёєжзѕиіїйјклљмнњопрстћуўфхцчџшщъыьэюя" +
"ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩαβγδεζηθικλμνξοπρστυφχψωάßΆέΈέΉίϊΐΊόΌύΰϋΎΫΏ" +
@ -61,19 +62,21 @@ class Fonts {
val charSet = HashSet<Char>()
charSet.addAll(defaultText.asIterable())
if(Gdx.files.internal("jsons/BasicHelp/BasicHelp_Simplified_Chinese.json").exists())
charSet.addAll(Gdx.files.internal("jsons/BasicHelp/BasicHelp_Simplified_Chinese.json").readString().asIterable())
if (Gdx.files.internal("jsons/Nations_Simplified_Chinese.json").exists())
charSet.addAll(Gdx.files.internal("jsons/Nations_Simplified_Chinese.json").readString().asIterable())
if (Gdx.files.internal("jsons/Tutorials/Tutorials_Simplified_Chinese.json").exists())
charSet.addAll(Gdx.files.internal("jsons/Tutorials/Tutorials_Simplified_Chinese.json").readString().asIterable())
if(withChinese) {
if (Gdx.files.internal("jsons/BasicHelp/BasicHelp_Simplified_Chinese.json").exists())
charSet.addAll(Gdx.files.internal("jsons/BasicHelp/BasicHelp_Simplified_Chinese.json").readString().asIterable())
if (Gdx.files.internal("jsons/Nations_Simplified_Chinese.json").exists())
charSet.addAll(Gdx.files.internal("jsons/Nations_Simplified_Chinese.json").readString().asIterable())
if (Gdx.files.internal("jsons/Tutorials/Tutorials_Simplified_Chinese.json").exists())
charSet.addAll(Gdx.files.internal("jsons/Tutorials/Tutorials_Simplified_Chinese.json").readString().asIterable())
for (entry in GameBasics.Translations.entries) {
for (lang in entry.value) {
if (lang.key.contains("Chinese")) charSet.addAll(lang.value.asIterable())
for (entry in GameBasics.Translations.entries) {
for (lang in entry.value) {
if (lang.key.contains("Chinese")) charSet.addAll(lang.value.asIterable())
}
}
}
return charSet.joinToString()
return charSet.joinToString("")
}
fun getFont(size: Int): BitmapFont {
if(UnCivGame.Current.settings.fontSet=="WenQuanYiMicroHei"){
@ -97,17 +100,19 @@ class Fonts {
parameter.size = size
parameter.minFilter = Texture.TextureFilter.Linear
parameter.magFilter = Texture.TextureFilter.Linear
parameter.characters = getCharsForFont()
parameter.characters = getCharsForFont(true)
val font = generator.generateFont(parameter)
fontCache[keyForFont] = font
return font
}
}
val fontForLanguage ="Nativefont"
val keyForFont = "$fontForLanguage $size"
if (fontCache.containsKey(keyForFont))return fontCache[keyForFont]!!
val withChinese = UnCivGame.Current.settings.language.contains("Chinese")
val keyForFont = if(!withChinese) "$fontForLanguage $size" else "$fontForLanguage $size withChinese" // different cache for chinese
if (fontCache.containsKey(keyForFont)) return fontCache[keyForFont]!!
val font=NativeFont(NativeFontPaint(size))
font.appendText(getCharsForFont())
val charsForFont = getCharsForFont(withChinese)
font.appendText(charsForFont)
fontCache[keyForFont] = font
return font
}

View File

@ -3,7 +3,10 @@ package com.unciv.ui.worldscreen.optionstable
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.scenes.scene2d.Actor
import com.badlogic.gdx.scenes.scene2d.ui.*
import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
import com.badlogic.gdx.scenes.scene2d.ui.SelectBox
import com.badlogic.gdx.scenes.scene2d.ui.Slider
import com.badlogic.gdx.scenes.scene2d.ui.TextField
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener
import com.badlogic.gdx.utils.Array
import com.unciv.UnCivGame
@ -280,13 +283,15 @@ class WorldScreenOptionsTable(val worldScreen:WorldScreen) : PopupTable(worldScr
GameBasics.Translations.filter { !it.value.containsKey(currentLanguage) }.forEach { missingTextArray.add(it.key) }
missingTextSelectBox.items = missingTextArray
missingTextSelectBox.selected = "Untranslated texts"
innerTable.add(missingTextSelectBox).pad(10f).width(UnCivGame.Current.worldScreen.stage.width / 2).colspan(2).row()
innerTable.add(missingTextSelectBox).pad(10f)
.width(screen.stage.width / 2).colspan(2).row()
}
}
fun selectLanguage(){
UnCivGame.Current.settings.language = selectedLanguage
UnCivGame.Current.settings.save()
CameraStageBaseScreen.resetFonts() // to load chinese characters if necessary
UnCivGame.Current.worldScreen = WorldScreen(worldScreen.viewingCiv)
UnCivGame.Current.setWorldScreen()
WorldScreenOptionsTable(UnCivGame.Current.worldScreen)