raze/source/common/fonts/singlelumpfont.cpp

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/*
** singlelumpfont.cpp
** Management for compiled font lumps
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "engineerrors.h"
#include "textures.h"
#include "image.h"
#include "v_font.h"
#include "filesystem.h"
#include "utf8.h"
#include "fontchars.h"
#include "texturemanager.h"
#include "fontinternals.h"
/* Special file formats handled here:
FON1 "console" fonts have the following header:
char Magic[4]; -- The characters "FON1"
uword CharWidth; -- Character cell width
uword CharHeight; -- Character cell height
The FON1 header is followed by RLE character data for all 256
8-bit ASCII characters.
FON2 "standard" fonts have the following header:
char Magic[4]; -- The characters "FON2"
uword FontHeight; -- Every character in a font has the same height
ubyte FirstChar; -- First character defined by this font.
ubyte LastChar; -- Last character definde by this font.
ubyte bConstantWidth;
ubyte ShadingType;
ubyte PaletteSize; -- size of palette in entries (not bytes!)
ubyte Flags;
There is presently only one flag for FON2:
FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
The FON2 header is followed by variable length data:
word Kerning;
-- only present if FOF_WHOLEFONTKERNING is set
ubyte Palette[PaletteSize+1][3];
-- The last entry is the delimiter color. The delimiter is not used
-- by the font but is used by imagetool when converting the font
-- back to an image. Color 0 is the transparent color and is also
-- used only for converting the font back to an image. The other
-- entries are all presorted in increasing order of brightness.
ubyte CharacterData[...];
-- RLE character data, in order
*/
class FSingleLumpFont : public FFont
{
public:
FSingleLumpFont (const char *fontname, int lump);
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void RecordAllTextureColors(uint32_t* usedcolors) override;
protected:
void CheckFON1Chars ();
void FixupPalette (uint8_t *identity, const PalEntry *palette, int* minlum ,int* maxlum);
void LoadTranslations ();
void LoadFON1 (int lump, const uint8_t *data);
void LoadFON2 (int lump, const uint8_t *data);
void LoadBMF (int lump, const uint8_t *data);
enum
{
FONT1,
FONT2,
BMFFONT
} FontType;
PalEntry Palette[256];
bool RescalePalette;
};
//==========================================================================
//
// FSingleLumpFont :: FSingleLumpFont
//
// Loads a FON1 or FON2 font resource.
//
//==========================================================================
FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump)
{
assert(lump >= 0);
FontName = name;
FileData data1 = fileSystem.ReadFile (lump);
const uint8_t *data = (const uint8_t *)data1.GetMem();
if (data[0] == 0xE1 && data[1] == 0xE6 && data[2] == 0xD5 && data[3] == 0x1A)
{
LoadBMF(lump, data);
Type = BMF;
}
else if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' ||
(data[3] != '1' && data[3] != '2'))
{
I_Error ("%s is not a recognizable font", name);
}
else
{
switch (data[3])
{
case '1':
LoadFON1 (lump, data);
Type = Fon1;
break;
case '2':
LoadFON2 (lump, data);
Type = Fon2;
break;
}
}
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSingleLumpFont :: LoadTranslations
//
//==========================================================================
void FSingleLumpFont::LoadTranslations()
{
uint8_t identity[256];
unsigned int count = LastChar - FirstChar + 1;
int minlum, maxlum;
switch(FontType)
{
case FONT1:
CheckFON1Chars();
minlum = 1;
maxlum = 255;
break;
case BMFFONT:
case FONT2:
FixupPalette (identity, Palette, &minlum, &maxlum);
break;
default:
// Should be unreachable.
I_Error("Unknown font type in FSingleLumpFont::LoadTranslation.");
return;
}
for(unsigned int i = 0;i < count;++i)
{
if(Chars[i].TranslatedPic)
static_cast<FFontChar2*>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(Palette);
}
Translations.Resize(NumTextColors);
for (int i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED) Translations[i] = 0;
else Translations[i] = LuminosityTranslation(i * 2 + (FontType == FONT1 ? 1 : 0), minlum, maxlum);
}
}
//==========================================================================
//
// FSingleLumpFont :: LoadFON1
//
// FON1 is used for the console font.
//
//==========================================================================
void FSingleLumpFont::LoadFON1 (int lump, const uint8_t *data)
{
int w, h;
// The default console font is for Windows-1252 and fills the 0x80-0x9f range with valid glyphs.
// Since now all internal text is processed as Unicode, these have to be remapped to their proper places.
// The highest valid character in this range is 0x2122, so we need 0x2123 entries in our character table.
Chars.Resize(0x2123);
w = data[4] + data[5]*256;
h = data[6] + data[7]*256;
FontType = FONT1;
FontHeight = h;
SpaceWidth = w;
FirstChar = 0;
LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed.
GlobalKerning = 0;
translateUntranslated = true;
LastChar = 0x2122;
// Move the Windows-1252 characters to their proper place.
for (int i = 0x80; i < 0xa0; i++)
{
if (win1252map[i-0x80] != i && Chars[i].OriginalPic != nullptr && Chars[win1252map[i - 0x80]].OriginalPic == nullptr)
{
std::swap(Chars[i], Chars[win1252map[i - 0x80]]);
}
}
Palette[0] = 0;
for (int i = 1; i < 256; i++) Palette[i] = PalEntry(255, i, i, i);
}
//==========================================================================
//
// FSingleLumpFont :: LoadFON2
//
// FON2 is used for everything but the console font.
//
//==========================================================================
void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
{
int count, i, totalwidth;
uint16_t *widths;
const uint8_t *palette;
const uint8_t *data_p;
FontType = FONT2;
FontHeight = data[4] + data[5]*256;
FirstChar = data[6];
LastChar = data[7];
ActiveColors = data[10]+1;
RescalePalette = data[9] == 0;
count = LastChar - FirstChar + 1;
Chars.Resize(count);
TArray<int> widths2(count, true);
if (data[11] & 1)
{ // Font specifies a kerning value.
GlobalKerning = LittleShort(*(int16_t *)&data[12]);
widths = (uint16_t *)(data + 14);
}
else
{ // Font does not specify a kerning value.
GlobalKerning = 0;
widths = (uint16_t *)(data + 12);
}
totalwidth = 0;
if (data[8])
{ // Font is mono-spaced.
totalwidth = LittleShort(widths[0]);
for (i = 0; i < count; ++i)
{
widths2[i] = totalwidth;
}
totalwidth *= count;
palette = (uint8_t *)&widths[1];
}
else
{ // Font has varying character widths.
for (i = 0; i < count; ++i)
{
widths2[i] = LittleShort(widths[i]);
totalwidth += widths2[i];
}
palette = (uint8_t *)(widths + i);
}
if (FirstChar <= ' ' && LastChar >= ' ')
{
SpaceWidth = widths2[' '-FirstChar];
}
else if (FirstChar <= 'N' && LastChar >= 'N')
{
SpaceWidth = (widths2['N' - FirstChar] + 1) / 2;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
Palette[0] = 0;
for (int i = 1; i < ActiveColors; i++)
{
Palette[i] = PalEntry(255, palette[i * 3], palette[i * 3 + 1], palette[i * 3 + 2]);
}
data_p = palette + ActiveColors*3;
for (i = 0; i < count; ++i)
{
int destSize = widths2[i] * FontHeight;
Chars[i].XMove = widths2[i];
if (destSize <= 0)
{
Chars[i].TranslatedPic = nullptr;
Chars[i].OriginalPic = nullptr;
}
else
{
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar);
Chars[i].OriginalPic = Chars[i].TranslatedPic;
TexMan.AddGameTexture(Chars[i].TranslatedPic);
do
{
int8_t code = *data_p++;
if (code >= 0)
{
data_p += code+1;
destSize -= code+1;
}
else if (code != -128)
{
data_p++;
destSize -= (-code)+1;
}
} while (destSize > 0);
}
if (destSize < 0)
{
i += FirstChar;
I_Error ("Overflow decompressing char %d (%c) of %s", i, i, FontName.GetChars());
}
}
}
//==========================================================================
//
// FSingleLumpFont :: LoadBMF
//
// Loads a BMF font. The file format is described at
// <http://bmf.wz.cz/bmf-format.htm>
//
//==========================================================================
void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
{
const uint8_t *chardata;
int numchars, count, totalwidth, nwidth;
int infolen;
int i, chari;
FontType = BMFFONT;
FontHeight = data[5];
GlobalKerning = (int8_t)data[8];
ActiveColors = data[16];
SpaceWidth = -1;
nwidth = -1;
RescalePalette = true;
infolen = data[17 + ActiveColors*3];
chardata = data + 18 + ActiveColors*3 + infolen;
numchars = chardata[0] + 256*chardata[1];
chardata += 2;
// Scan for lowest and highest characters defined and total font width.
FirstChar = 256;
LastChar = 0;
totalwidth = 0;
for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
{
if ((chardata[chari+1] == 0 || chardata[chari+2] == 0) && chardata[chari+5] == 0)
{ // Don't count empty characters.
continue;
}
if (chardata[chari] < FirstChar)
{
FirstChar = chardata[chari];
}
if (chardata[chari] > LastChar)
{
LastChar = chardata[chari];
}
totalwidth += chardata[chari+1];
}
if (LastChar < FirstChar)
{
I_Error("BMF font defines no characters");
}
count = LastChar - FirstChar + 1;
Chars.Resize(count);
// BMF palettes are only six bits per component. Fix that.
for (i = 0; i < ActiveColors; ++i)
{
int r = (data[17 + i * 3] << 2) | (data[17 + i * 3] >> 4);
int g = (data[18 + i * 3] << 2) | (data[18 + i * 3] >> 4);
int b = (data[19 + i * 3] << 2) | (data[19 + i * 3] >> 4);
Palette[i + 1] = PalEntry(255, r, g, b); // entry 0 (transparent) is not stored in the font file.
}
ActiveColors++;
// Now scan through the characters again, creating glyphs for each one.
for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
{
assert(chardata[chari] - FirstChar >= 0);
assert(chardata[chari] - FirstChar < count);
if (chardata[chari] == ' ')
{
SpaceWidth = chardata[chari+5];
}
else if (chardata[chari] == 'N')
{
nwidth = chardata[chari+5];
}
Chars[chardata[chari] - FirstChar].XMove = chardata[chari+5];
if (chardata[chari+1] == 0 || chardata[chari+2] == 0)
{ // Empty character: skip it.
continue;
}
auto tex = MakeGameTexture(new FImageTexture(new FFontChar2(lump, int(chardata + chari + 6 - data),
chardata[chari+1], // width
chardata[chari+2], // height
-(int8_t)chardata[chari+3], // x offset
-(int8_t)chardata[chari+4] // y offset
)), nullptr, ETextureType::FontChar);
Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
Chars[chardata[chari] - FirstChar].OriginalPic = tex;
TexMan.AddGameTexture(tex);
}
// If the font did not define a space character, determine a suitable space width now.
if (SpaceWidth < 0)
{
if (nwidth >= 0)
{
SpaceWidth = nwidth;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
}
FixXMoves();
}
//==========================================================================
//
// FSingleLumpFont :: CheckFON1Chars
//
// Scans a FON1 resource for all the color values it uses and sets up
// some tables like SimpleTranslation. Data points to the RLE data for
// the characters. Also sets up the character textures.
//
//==========================================================================
void FSingleLumpFont::CheckFON1Chars()
{
FileData memLump = fileSystem.ReadFile(Lump);
const uint8_t* data = (const uint8_t*)memLump.GetMem();
const uint8_t* data_p;
data_p = data + 8;
for (int i = 0; i < 256; ++i)
{
int destSize = SpaceWidth * FontHeight;
if (!Chars[i].TranslatedPic)
{
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2(Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar);
Chars[i].OriginalPic = Chars[i].TranslatedPic;
Chars[i].XMove = SpaceWidth;
TexMan.AddGameTexture(Chars[i].TranslatedPic);
}
// Advance to next char's data and count the used colors.
do
{
int8_t code = *data_p++;
if (code >= 0)
{
destSize -= code + 1;
while (code-- >= 0)
{
data_p++;
}
}
else if (code != -128)
{
data_p++;
destSize -= 1 - code;
}
} while (destSize > 0);
}
ActiveColors = 256;
}
//==========================================================================
//
// FSingleLumpFont :: FixupPalette
//
// Finds the best matches for the colors used by a FON2 font and finds thr
// used luminosity range
//
//==========================================================================
void FSingleLumpFont::FixupPalette (uint8_t *identity, const PalEntry *palette, int *pminlum, int *pmaxlum)
{
double maxlum = 0.0;
double minlum = 100000000.0;
identity[0] = 0;
palette += 3; // Skip the transparent color
for (int i = 1; i < ActiveColors; ++i, palette ++)
{
int r = palette->r;
int g = palette->g;
int b = palette->b;
double lum = r*0.299 + g*0.587 + b*0.114;
identity[i] = ColorMatcher.Pick(r, g, b);
if (lum > maxlum) maxlum = lum;
if (lum < minlum) minlum = lum;
}
if (pminlum) *pminlum = int(minlum);
if (pmaxlum) *pmaxlum = int(maxlum);
}
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//==========================================================================
//
// RecordAllTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the font.
//
//==========================================================================
void FSingleLumpFont::RecordAllTextureColors(uint32_t* usedcolors)
{
uint8_t identity[256];
if (FontType == BMFFONT || FontType == FONT2)
{
FixupPalette(identity, Palette, nullptr, nullptr);
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for (int i = 0; i < 256; i++)
{
if (identity[i] != 0) usedcolors[identity[i]]++;
}
}
}
FFont *CreateSingleLumpFont (const char *fontname, int lump)
{
return new FSingleLumpFont(fontname, lump);
}