Commit graph

65 commits

Author SHA1 Message Date
Christoph Oelckers
6e0fbb2043 - removed templates.h includes. 2021-10-30 10:51:03 +02:00
Mitch Richters
9894729fc2 - Replace MAX() from templates.h with version provided in STL.
# Conflicts:
#	source/common/textures/hw_ihwtexture.cpp
#	source/common/utility/templates.h
2021-10-30 10:36:02 +02:00
Christoph Oelckers
39319a9582 - fixed warnings in common code. 2021-10-08 19:07:56 +02:00
Christoph Oelckers
2348dd8848 - backend update from GZDoom
* GLES backend fixes.
* font colorization fixes.
* option menu spacing fix
2021-10-07 22:46:45 +02:00
Christoph Oelckers
bad2c2e55f - backend update from GZDoom
* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
8106d788f6 - backend update from GZDoom.
Fixes:
* do not strip 'filter' as a directory prefix.
* proper spacing for scaled sheet fonts.
* fix of transparent color in BMF fonts.
* fix restart button on error pane in Windows.
* do not skip over empty 'if's with a condition that would error out.
2021-08-11 10:28:21 +02:00
Christoph Oelckers
888f8888bb - backported some fixes in the common backend from GZDoom 2021-08-03 13:00:09 +02:00
Christoph Oelckers
8a8379f5fc - Backend update from GZDoom. 2021-07-11 09:50:36 +02:00
Christoph Oelckers
f0d2aef9d9 - fixed hires replacements for colorized font characters. 2021-06-01 11:29:39 +02:00
Christoph Oelckers
454816299e - reorganized loading of textures.
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
25e57763af - implemented substitution for incomplete fonts. 2021-05-31 21:20:32 +02:00
Christoph Oelckers
d174b61c3c - allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13. 2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422 - moved all font setup out of the C++ code.
All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93 - added internationalized fonts.
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
d7e1707b37 - removed the Doom specific font init code.
This has no use in Raze and only got in the way by enforcing unwanted defaults.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
8fae793341 - defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
22be26bd2d - font system fixes. 2021-05-28 12:16:07 +02:00
Christoph Oelckers
4ff4fa643b - rewrote the default translation handling to be compatible with luminosity translations. 2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2 - got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
9769f346ec - refactored the special fonts away from BuildTranslation so that this function and the entire large heap of ugly baggage it drags in can finally be deleted.
Function is gone, baggage will come next.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01 - use luminosity translations for single lump fonts and let them use their original palette. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2 - let hex fonts use the luminosity translations. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36 - redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
5a5f9b8e02 - backend update from GZDoom. 2020-11-23 15:54:06 +01:00
Christoph Oelckers
96fbfdcf86 - made hires replacements work for untranslated fonts. 2020-11-10 21:34:49 +01:00
Christoph Oelckers
4e6e564e14 - silenced message about missing function prototypes for exports.
This is necessary to later separate the games' script content from each other because there'd be lots of unprototyped functions otherwise.
2020-11-05 18:59:21 +01:00
Christoph Oelckers
aeda977bc2 - fixed incomplete font initialization. 2020-10-24 21:02:00 +02:00
Christoph Oelckers
c82d9d2908 - backend update from GZDoom. 2020-10-24 17:30:47 +02:00
Christoph Oelckers
9606b09ddd - update of language code from GZDoom. 2020-10-05 00:46:24 +02:00
Christoph Oelckers
fe61ff09a4 - added remapping for Cyrillic characters to matching Latin counterparts. 2020-09-29 20:16:31 +02:00
Christoph Oelckers
af5e3dd1b8 - render backend update from GZDoom, mostly minor stuff. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
f0678f4f4e - Font setup fix from GZDoom. 2020-09-27 07:33:43 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
ea59efd091 - Duke's multiplayer statistics screen. 2020-06-29 20:50:18 +02:00
Christoph Oelckers
e7da8e4bcf - fixed red font for use with DrawText. 2020-06-29 13:19:36 +02:00
Christoph Oelckers
d52600663d - backend sync with GZDoom to pull in a few bugfixes and formatting corrections. 2020-05-26 23:12:04 +02:00
Christoph Oelckers
7109ce4e30 - made some changes to the font and texture system to allow late loading of the palette.
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up.
This means that font translations and PNG palette remap tables cannot be built when the owning objects are created.
For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here.

Thid fixes the slider graphics in the option menus.

# Conflicts:
#	source/core/gamecontrol.cpp

# Conflicts:
#	source/core/gamecontrol.cpp
2020-05-26 21:43:32 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
2f672da7ba - the basics for creating font objects for the in-game bitmap fonts.
Definitions were added to RedNukem frontend for testing, not used yet.
2020-05-25 17:01:56 +02:00
Christoph Oelckers
531c68edfe - use GZDoom's font code to fix the crash issues and moved around some files in the PK3.
This pulls in a lot of Doom specific font setup, this can be sorted out later as it won't get into the way.

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/hw_draw2d.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/glbackend/gl_texture.cpp

# Conflicts:
#	source/CMakeLists.txt

# Conflicts:
#	source/build/src/palette.cpp
#	source/core/gamecontrol.cpp
2020-05-24 23:28:44 +02:00
Christoph Oelckers
e500db97b1 - v_text updated and moved to 'common'.
# Conflicts:
#	source/CMakeLists.txt
2020-05-24 22:32:05 +02:00
Christoph Oelckers
e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
8412602621 - added more EDuke credits. 2020-02-02 20:29:43 +01:00
Christoph Oelckers
fb985d2503 - more macOS compilation fixes
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
62ecedf1f8 - got it to the point where it can render to the GL surface from the native backend. 2019-12-23 19:37:40 +01:00
Christoph Oelckers
6e9631f2d8 - fixed all undefined symbols except OpenGLFrameBuffer. 2019-12-23 10:53:58 +01:00
Christoph Oelckers
a7075bc1b0 - SW sound WIP
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now.
* cleanup of player sound code. All game side tracking of the sound resources has been removed.

does not compile yet.
2019-12-17 23:25:07 +01:00
Christoph Oelckers
0342b96335 - cleaned out the remaining wrappers from cache1d.h and use the file system directly instead. 2019-12-07 10:49:23 +01:00