// tr_font.c // // #include "tr_local.h" //#include "../qcommon/qcommon.h" #include "../qcommon/sstring.h" // stl string class won't compile in here (MS shite), so use Gil's. #include "tr_local.h" #include "tr_font.h" #pragma warning (push, 3) //go back down to 3 for the stl include #include #include //#include //#include #pragma warning (pop) using namespace std; inline int Round(float value) { return((int)floorf(value + 0.5f)); } int fontIndex; // entry 0 is reserved index for missing/invalid, else ++ with each new font registered vector fontArray; typedef map fontIndexMap_t; fontIndexMap_t fontIndexMap; //paletteRGBA_c lastcolour; // =============================== some korean stuff ======================================= #define KSC5601_HANGUL_HIBYTE_START 0xB0 // range is... #define KSC5601_HANGUL_HIBYTE_STOP 0xC8 // ... inclusive #define KSC5601_HANGUL_LOBYTE_LOBOUND 0xA0 // range is... #define KSC5601_HANGUL_LOBYTE_HIBOUND 0xFF // ...bounding (ie only valid in between these points, but NULLs in charsets for these codes) #define KSC5601_HANGUL_CODES_PER_ROW 96 // 2 more than the number of glyphs //extern qboolean Language_IsKorean( void ); qboolean Language_IsKorean( void ) { return qfalse; // multiplayer does not support asian languages } static inline bool Korean_ValidKSC5601Hangul( byte _iHi, byte _iLo ) { return (_iHi >=KSC5601_HANGUL_HIBYTE_START && _iHi <=KSC5601_HANGUL_HIBYTE_STOP && _iLo > KSC5601_HANGUL_LOBYTE_LOBOUND && _iLo < KSC5601_HANGUL_LOBYTE_HIBOUND ); } static inline bool Korean_ValidKSC5601Hangul( unsigned int uiCode ) { return Korean_ValidKSC5601Hangul( uiCode >> 8, uiCode & 0xFF ); } // takes a KSC5601 double-byte hangul code and collapses down to a 0..n glyph index... // Assumes rows are 96 wide (glyph slots), not 94 wide (actual glyphs), so I can ignore boundary markers // // (invalid hangul codes will return 0) // static int Korean_CollapseKSC5601HangulCode(unsigned int uiCode) { if (Korean_ValidKSC5601Hangul( uiCode )) { uiCode -= (KSC5601_HANGUL_HIBYTE_START * 256) + KSC5601_HANGUL_LOBYTE_LOBOUND; // sneaky maths on both bytes, reduce to 0x0000 onwards uiCode = ((uiCode >> 8) * KSC5601_HANGUL_CODES_PER_ROW) + (uiCode & 0xFF); return uiCode; } return 0; } // ======================== some taiwanese stuff ============================== // (all ranges inclusive for Big5)... // #define BIG5_HIBYTE_START0 0xA1 // (misc chars + level 1 hanzi) #define BIG5_HIBYTE_STOP0 0xC6 // #define BIG5_HIBYTE_START1 0xC9 // (level 2 hanzi) #define BIG5_HIBYTE_STOP1 0xF9 // #define BIG5_LOBYTE_LOBOUND0 0x40 // #define BIG5_LOBYTE_HIBOUND0 0x7E // #define BIG5_LOBYTE_LOBOUND1 0xA1 // #define BIG5_LOBYTE_HIBOUND1 0xFE // #define BIG5_CODES_PER_ROW 160 // 3 more than the number of glyphs //extern qboolean Language_IsTaiwanese( void ); qboolean Language_IsTaiwanese( void ) { return qfalse; // multiplayer does not support asian languages } static bool Taiwanese_ValidBig5Code( unsigned int uiCode ) { if ( (uiCode >= ((BIG5_HIBYTE_START0<<8)|BIG5_LOBYTE_LOBOUND0) && uiCode <= ((BIG5_HIBYTE_STOP0<<8)|BIG5_LOBYTE_HIBOUND0)) || (uiCode >= ((BIG5_HIBYTE_START1<<8)|BIG5_LOBYTE_LOBOUND0) && uiCode <= ((BIG5_HIBYTE_STOP1<<8)|0xD5)) // no meaningful equate for this, it's just end-of-glyphs for highest row ) { const byte _iLo = uiCode & 0xFF; if ( (_iLo >= BIG5_LOBYTE_LOBOUND0 && _iLo <= BIG5_LOBYTE_HIBOUND0) || (_iLo >= BIG5_LOBYTE_LOBOUND1 && _iLo <= BIG5_LOBYTE_HIBOUND1) ) { return true; } } return false; } // takes a BIG5 double-byte code (including level 2 hanzi) and collapses down to a 0..n glyph index... // Assumes rows are 160 wide (glyph slots), not 157 wide (actual glyphs), so I can ignore boundary markers // // (invalid big5 codes will return 0) // static int Taiwanese_CollapseBig5Code( unsigned int uiCode ) { if (Taiwanese_ValidBig5Code( uiCode )) { uiCode -= (BIG5_HIBYTE_START0 * 256) + BIG5_LOBYTE_LOBOUND0; // sneaky maths on both bytes, reduce to 0x0000 onwards if ( (uiCode & 0xFF) >= (BIG5_LOBYTE_LOBOUND1-1)-BIG5_LOBYTE_LOBOUND0) { uiCode -= ((BIG5_LOBYTE_LOBOUND1-1) - (BIG5_LOBYTE_HIBOUND0+1)) -1; } uiCode = ((uiCode >> 8) * BIG5_CODES_PER_ROW) + (uiCode & 0xFF); return uiCode; } return 0; } // ============================================================================ // takes char *, returns integer char at that point, and advances char * on by enough bytes to move // past the letter (either western 1 byte or Asian multi-byte)... // unsigned int AnyLanguage_ReadCharFromString( const char **ppsText ) { const byte *psString = (const byte *) *ppsText; // avoid sign-promote bug unsigned int uiLetter; // at some stage I can put other MBCS languages here I guess, but for now... // if ( (Language_IsKorean() && Korean_ValidKSC5601Hangul( psString[0], psString[1] )) || (Language_IsTaiwanese()&& Taiwanese_ValidBig5Code ((psString[0] * 256) + psString[1])) ) { uiLetter = (psString[0] * 256) + psString[1]; *ppsText += 2; } else { uiLetter = psString[0]; *ppsText += 1; // NOT ++ } return uiLetter; } // ====================================================================== CFontInfo::CFontInfo(const char *fontName) { int len, i; void *buff; dfontdat_t *fontdat; len = ri.FS_ReadFile(fontName, NULL); if (len == sizeof(dfontdat_t)) { ri.FS_ReadFile(fontName, &buff); fontdat = (dfontdat_t *)buff; for(i = 0; i < GLYPH_COUNT; i++) { mGlyphs[i] = fontdat->mGlyphs[i]; } mPointSize = fontdat->mPointSize; mHeight = fontdat->mHeight; mAscender = fontdat->mAscender; mDescender = fontdat->mDescender; mAsianHack = fontdat->mKoreanHack; mbRoundCalcs = !!strstr(fontName,"ergo"); ri.FS_FreeFile(buff); } else { mHeight = 0; mShader = 0; } Q_strncpyz(m_sFontName, fontName, sizeof(m_sFontName)); COM_StripExtension( m_sFontName, m_sFontName ); // so we get better error printing if failed to load shader (ie lose ".fontdat") mShader = RE_RegisterShaderNoMip(m_sFontName); FlagNoAsianGlyphs(); UpdateAsianIfNeeded(true); // finished... fontArray.resize(fontIndex + 1); fontArray[fontIndex++] = this; } //extern int Language_GetIntegerValue(void); static int Language_GetIntegerValue(void) { return 0; // irrlevant in this codebase since multiplayer doesn't support asian chars } void CFontInfo::UpdateAsianIfNeeded( bool bForceReEval /* = false */ ) { // if asian language, then provide an alternative glyph set and fill in relevant fields... // if (mHeight) // western charset exists in first place? { qboolean bKorean = Language_IsKorean(); qboolean bTaiwanese = Language_IsTaiwanese(); if (bKorean || bTaiwanese) { const int iThisLanguage = Language_GetIntegerValue(); int iCappedHeight = mHeight < 16 ? 16: mHeight; // arbitrary limit on small char sizes because Asian chars don't squash well if (m_iAsianLanguageLoaded != iThisLanguage || !AsianGlyphsAvailable() || bForceReEval) { m_iAsianLanguageLoaded = iThisLanguage; int iGlyphTPs = 0; const char *psLang = NULL; if (bKorean) { iGlyphTPs = GLYPH_MAX_KOREAN_SHADERS; psLang = "kor"; m_iAsianGlyphsAcross = 32; // hardwired for now (only one glyph set), may change later } else if (bTaiwanese) { iGlyphTPs = GLYPH_MAX_TAIWANESE_SHADERS; psLang = "tai"; m_iAsianGlyphsAcross = 64; // hardwired for now (only one glyph set), may change later } // textures need loading... // if (m_sFontName[0]) { // Use this sometime if we need to do logic to load alternate-height glyphs to better fit other fonts. // (but for now, we just use the one glyph set) // } for (int i = 0; i < iGlyphTPs; i++) { // (Note!! assumption for S,T calculations: all Asian glyph textures pages are square except for last one) // char sTemp[MAX_QPATH]; Com_sprintf(sTemp,sizeof(sTemp), "fonts/%s_%d_1024_%d", psLang, 1024/m_iAsianGlyphsAcross, i); // // returning 0 here will automatically inhibit Asian glyph calculations at runtime... // m_hAsianShaders[i] = RE_RegisterShaderNoMip( sTemp ); } // for now I'm hardwiring these, but if we ever have more than one glyph set per language then they'll be changed... // m_iAsianPagesLoaded = iGlyphTPs; // not necessarily true, but will be safe, and show up obvious if something missing m_bAsianLastPageHalfHeight = true; bForceReEval = true; } if (bForceReEval) { // now init the Asian member glyph fields to make them come out the same size as the western ones // that they serve as an alternative for... // m_AsianGlyph.width = iCappedHeight; // square Asian chars same size as height of western set m_AsianGlyph.height = iCappedHeight; // "" m_AsianGlyph.horizAdvance = iCappedHeight + (bTaiwanese?3:-1); // Asian chars contain a small amount of space in the glyph m_AsianGlyph.horizOffset = 0; // "" // .. or you can use the mKoreanHack value (which is the same number as the calc below) m_AsianGlyph.baseline = mAscender + ((iCappedHeight - mHeight) >> 1); } } else { // not using Asian... // FlagNoAsianGlyphs(); } } else { // no western glyphs available, so don't attempt to match asian... // FlagNoAsianGlyphs(); } } // needed to add *piShader param because of multiple TPs, // if not passed in, then I also skip S,T calculations for re-usable static korean glyphinfo struct... // const glyphInfo_t *CFontInfo::GetLetter(const unsigned int uiLetter, int *piShader /* = NULL */) { if ( AsianGlyphsAvailable() ) { int iCollapsedAsianCode = 0; qboolean bTaiHack = qfalse; if ( Language_IsKorean() ) { iCollapsedAsianCode = Korean_CollapseKSC5601HangulCode( uiLetter ); } else if ( Language_IsTaiwanese() ) { iCollapsedAsianCode = Taiwanese_CollapseBig5Code( uiLetter ); bTaiHack = qtrue; } if (iCollapsedAsianCode) { if (piShader) { // (Note!! assumption for S,T calculations: all asian glyph textures pages are square except for last one // which may or may not be half height) // int iTexturePageIndex = iCollapsedAsianCode / (m_iAsianGlyphsAcross * m_iAsianGlyphsAcross); if (iTexturePageIndex > m_iAsianPagesLoaded) { assert(0); // should never happen iTexturePageIndex = 0; } iCollapsedAsianCode -= iTexturePageIndex * (m_iAsianGlyphsAcross * m_iAsianGlyphsAcross); const int iColumn = iCollapsedAsianCode % m_iAsianGlyphsAcross; const int iRow = iCollapsedAsianCode / m_iAsianGlyphsAcross; const bool bHalfT = (iTexturePageIndex == (m_iAsianPagesLoaded - 1) && m_bAsianLastPageHalfHeight); const int iAsianGlyphsDown = (bHalfT) ? m_iAsianGlyphsAcross / 2 : m_iAsianGlyphsAcross; if (!bTaiHack) { // standard... // m_AsianGlyph.s = (float)( iColumn ) / (float)m_iAsianGlyphsAcross; m_AsianGlyph.t = (float)( iRow ) / (float) iAsianGlyphsDown; } else { // special hack for Taiwanese stuff to avoid GL-bleed... // m_AsianGlyph.s = (float)(((1024 / m_iAsianGlyphsAcross) * ( iColumn ))+1) / 1024.0f; m_AsianGlyph.t = (float)(((1024 / iAsianGlyphsDown ) * ( iRow ))+1) / 1024.0f; } m_AsianGlyph.s2 = (float)( iColumn + 1) / (float)m_iAsianGlyphsAcross; m_AsianGlyph.t2 = (float)( iRow + 1 ) / (float) iAsianGlyphsDown; *piShader = m_hAsianShaders[ iTexturePageIndex ]; } return &m_AsianGlyph; } } if (piShader) { *piShader = GetShader(); } return(mGlyphs + (uiLetter & 0xff)); } const int CFontInfo::GetAsianCode(ulong uiLetter) const { int iCollapsedAsianCode = 0; if (AsianGlyphsAvailable()) { if ( Language_IsKorean() ) { iCollapsedAsianCode = Korean_CollapseKSC5601HangulCode( uiLetter ); } else if ( Language_IsTaiwanese() ) { iCollapsedAsianCode = Taiwanese_CollapseBig5Code( uiLetter ); } } return iCollapsedAsianCode; } const int CFontInfo::GetLetterWidth(unsigned int uiLetter) const { if ( GetAsianCode(uiLetter) ) { return m_AsianGlyph.width; } uiLetter &= 0xff; if(mGlyphs[uiLetter].width) { return(mGlyphs[uiLetter].width); } return(mGlyphs['.'].width); } const int CFontInfo::GetLetterHorizAdvance(unsigned int uiLetter) const { if ( GetAsianCode(uiLetter) ) { return m_AsianGlyph.horizAdvance; } uiLetter &= 0xff; if(mGlyphs[uiLetter].horizAdvance) { return(mGlyphs[uiLetter].horizAdvance); } return(mGlyphs['.'].horizAdvance); } CFontInfo *GetFont(int index) { index &= SET_MASK; if((index >= 1) && (index < fontIndex)) { CFontInfo *pFont = fontArray[index]; if (pFont) { pFont->UpdateAsianIfNeeded(); } return pFont; } return(NULL); } int RE_Font_StrLenPixels(const char *psText, const int iFontHandle, const float fScale) { int x = 0, i = 0, r = 0; CFontInfo *curfont; char parseText[2048]; //It gets confused about ^blah here too and reports an inaccurate length as a result while (psText[i] && r < 2048) { if (psText[i] == '^') { if ( (i < 1 || psText[i-1] != '^') && (!psText[i+1] || psText[i+1] != '^') ) { //If char before or after ^ is ^ then it prints ^ instead of accepting a colorcode i += 2; } } parseText[r] = psText[i]; r++; i++; } parseText[r] = 0; const char *constParseText = parseText; curfont = GetFont(iFontHandle); if(!curfont) { return(0); } while(*constParseText) { x += curfont->GetLetterHorizAdvance( AnyLanguage_ReadCharFromString( &constParseText )); } x = Round(x * fScale); return(x); } // not really a font function, but keeps naming consistant... // int RE_Font_StrLenChars(const char *psText) { // logic for this function's letter counting must be kept same in this function and RE_Font_DrawString() // int iCharCount = 0; while ( *psText ) { // in other words, colour codes and CR/LF don't count as chars, all else does... // switch (AnyLanguage_ReadCharFromString( &psText )) { case '^': psText++; break; // colour code (note next-char skip) case 10: break; // linefeed case 13: break; // return default: iCharCount++; break; } } return iCharCount; } int RE_Font_HeightPixels(const int iFontHandle, const float fScale) { CFontInfo *curfont; curfont = GetFont(iFontHandle); if(curfont) { return(Round(curfont->GetPointSize() * fScale)); } return(0); } // iCharLimit is -1 for "all of string", else MBCS char count... // void RE_Font_DrawString(int ox, int oy, const char *psText, const float *rgba, const int iFontHandle, int iCharLimit, const float fScale) { int x, y, colour, offset; const glyphInfo_t *pLetter; qhandle_t hShader; qboolean qbThisCharCountsAsLetter; // logic for this bool must be kept same in this function and RE_Font_StrLenChars() if(iFontHandle & STYLE_BLINK) { if((ri.Milliseconds() >> 7) & 1) { return; } } /* if (Language_IsTaiwanese()) { psText = "Wp:開幹吧 穆廉斯,希望你像他們說的一樣行。"; } else if (Language_IsKorean()) { psText = "Wp:澗顫歜檜棻 詩萼. 斜菟檜 蜓и渠煎 啻陛 澀й雖 晦渠ж啊棻."; } */ CFontInfo *curfont = GetFont(iFontHandle); if(!curfont) { return; } // Draw a dropshadow if required if(iFontHandle & STYLE_DROPSHADOW) { int i = 0, r = 0; char dropShadowText[1024]; static const vec4_t v4DKGREY2 = {0.15f, 0.15f, 0.15f, 1}; offset = Round(curfont->GetPointSize() * fScale * 0.075f); //^blah stuff confuses shadows, so parse it out first while (psText[i] && r < 1024) { if (psText[i] == '^') { if ( (i < 1 || psText[i-1] != '^') && (!psText[i+1] || psText[i+1] != '^') ) { //If char before or after ^ is ^ then it prints ^ instead of accepting a colorcode i += 2; } } dropShadowText[r] = psText[i]; r++; i++; } dropShadowText[r] = 0; RE_Font_DrawString(ox + offset, oy + offset, dropShadowText, v4DKGREY2, iFontHandle & SET_MASK, iCharLimit, fScale); } RE_SetColor( rgba ); x = ox; oy += Round((curfont->GetHeight() - (curfont->GetDescender() >> 1)) * fScale); while(*psText) { qbThisCharCountsAsLetter = qfalse; unsigned int uiLetter = AnyLanguage_ReadCharFromString(&psText); // 'psText' ptr has been advanced now switch( uiLetter ) { case '^': { colour = ColorIndex(*psText++); RE_SetColor( g_color_table[colour] ); } break; case 10: //linefeed x = ox; oy += Round(curfont->GetPointSize() * fScale); break; case 13: // Return break; case 32: // Space qbThisCharCountsAsLetter = qtrue; pLetter = curfont->GetLetter(' '); x += Round(pLetter->horizAdvance * fScale); break; default: qbThisCharCountsAsLetter = qtrue; pLetter = curfont->GetLetter( uiLetter, &hShader ); // Description of pLetter if(!pLetter->width) { pLetter = curfont->GetLetter('.'); } // for some reason in JK2MP we DO need these Round() calls, but in SP they cause it to go wrong... ??? // // this 'mbRoundCalcs' stuff is crap, but the only way to make the font code work. Sigh... // y = oy - (curfont->mbRoundCalcs ? Round(pLetter->baseline * fScale) : pLetter->baseline * fScale); RE_StretchPic ( x + Round(pLetter->horizOffset * fScale), // float x y, // float y curfont->mbRoundCalcs ? Round(pLetter->width * fScale) : pLetter->width * fScale, // float w curfont->mbRoundCalcs ? Round(pLetter->height * fScale) : pLetter->height * fScale, // float h pLetter->s, // float s1 pLetter->t, // float t1 pLetter->s2, // float s2 pLetter->t2, // float t2 //lastcolour.c, hShader // qhandle_t hShader ); x += Round(pLetter->horizAdvance * fScale); break; } if (qbThisCharCountsAsLetter && iCharLimit != -1) { if (!--iCharLimit) break; } } //let it remember the old color //RE_SetColor(NULL);; } int RE_RegisterFont(const char *psName) { fontIndexMap_t::iterator it = fontIndexMap.find(psName); if (it != fontIndexMap.end() ) { int iIndex = (*it).second; CFontInfo *pFont = GetFont(iIndex); if (pFont) { pFont->UpdateAsianIfNeeded(); } else { return 0; // iIndex will be 0 anyway, but this makes it clear } return iIndex; } // not registered, so... // { char temp[MAX_QPATH]; Com_sprintf(temp, MAX_QPATH, "fonts/%s.fontdat", psName); CFontInfo *pFont = new CFontInfo(temp); if (pFont->GetPointSize() > 0) { fontIndexMap[psName] = fontIndex - 1; return fontIndex - 1; } else { fontIndexMap[psName] = 0; // missing/invalid } } return(0); } void R_InitFonts(void) { fontIndex = 1; // entry 0 is reserved for "missing/invalid" } void R_ShutdownFonts(void) { for(int i = 1; i < fontIndex; i++) // entry 0 is reserved for "missing/invalid" { delete fontArray[i]; } fontIndexMap.clear(); fontArray.clear(); fontIndex = 1; // entry 0 is reserved for "missing/invalid" }