raze/source/common/fonts/specialfont.cpp

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/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** 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 "v_font.h"
#include "textures.h"
#include "image.h"
#include "fontchars.h"
#include "texturemanager.h"
#include "i_interface.h"
#include "fontinternals.h"
// Essentially a normal multilump font but with an explicit list of character patches
class FSpecialFont : public FFont
{
public:
FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
void LoadTranslations();
protected:
bool notranslate[256];
};
//==========================================================================
//
// FSpecialFont :: FSpecialFont
//
//==========================================================================
FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
: FFont(lump)
{
int i;
TArray<FGameTexture *> charlumps(count, true);
int maxyoffs;
FGameTexture *pic;
memcpy(this->notranslate, notranslate, 256*sizeof(bool));
noTranslate = donttranslate;
FontName = name;
Chars.Resize(count);
FirstChar = first;
LastChar = first + count - 1;
FontHeight = 0;
GlobalKerning = false;
Next = FirstFont;
FirstFont = this;
maxyoffs = 0;
for (i = 0; i < count; i++)
{
pic = charlumps[i] = lumplist[i];
if (pic != nullptr)
{
int height = (int)pic->GetDisplayHeight();
int yoffs = (int)pic->GetDisplayTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs (yoffs);
if (height > FontHeight)
{
FontHeight = height;
}
}
if (charlumps[i] != nullptr)
{
auto pic = charlumps[i];
Chars[i].OriginalPic = MakeGameTexture(pic->GetTexture(), nullptr, ETextureType::FontChar);
Chars[i].OriginalPic->CopySize(pic, true);
TexMan.AddGameTexture(Chars[i].OriginalPic);
Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].OriginalPic);
}
else
{
Chars[i].OriginalPic = nullptr;
Chars[i].XMove = INT_MIN;
}
}
// Special fonts normally don't have all characters so be careful here!
if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].OriginalPic != nullptr)
{
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
FixXMoves();
}
//==========================================================================
//
// FSpecialFont :: LoadTranslations
//
//==========================================================================
void FSpecialFont::LoadTranslations()
{
FFont::LoadTranslations();
bool needsnotrans = false;
// exclude the non-translated colors from the translation calculation
for (int i = 0; i < 256; i++)
if (notranslate[i])
{
needsnotrans = true;
break;
}
// If we have no non-translateable colors, we can use the base data as-is.
if (!needsnotrans)
{
return;
}
// we only need to add special handling if there's colors that should not be translated.
// Obviously 'notranslate' should only be used on data that uses the base palette, otherwise results are undefined!
for (auto &trans : Translations)
{
if (!IsLuminosityTranslation(trans)) continue; // this should only happen for CR_UNTRANSLATED.
FRemapTable remap(256);
remap.ForFont = true;
uint8_t workpal[1024];
for (int i = 0; i < 256; i++)
{
workpal[i * 4 + 0] = GPalette.BaseColors[i].b;
workpal[i * 4 + 1] = GPalette.BaseColors[i].g;
workpal[i * 4 + 2] = GPalette.BaseColors[i].r;
workpal[i * 4 + 3] = GPalette.BaseColors[i].a;
}
V_ApplyLuminosityTranslation(trans, workpal, 256);
for (int i = 0; i < 256; i++)
{
if (!notranslate[i])
{
remap.Palette[i] = PalEntry(workpal[i * 4 + 3], workpal[i * 4 + 2], workpal[i * 4 + 1], workpal[i * 4 + 0]);
remap.Remap[i] = ColorMatcher.Pick(remap.Palette[i]);
}
else
{
remap.Palette[i] = GPalette.BaseColors[i];
remap.Remap[i] = i;
}
}
trans = GPalette.StoreTranslation(TRANSLATION_Internal, &remap);
}
}
FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
{
return new FSpecialFont(name, first, count, lumplist, notranslate, lump, donttranslate);
}