#pragma once /* ** v_font.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2008 Randy Heit ** 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 "filesystem.h" #include "vectors.h" #include "palentry.h" #include "name.h" class FGameTexture; struct FRemapTable; enum EColorRange : int { CR_UNDEFINED = -1, CR_BRICK, CR_TAN, CR_GRAY, CR_GREY = CR_GRAY, CR_GREEN, CR_BROWN, CR_GOLD, CR_RED, CR_BLUE, CR_ORANGE, CR_WHITE, CR_YELLOW, CR_UNTRANSLATED, CR_BLACK, CR_LIGHTBLUE, CR_CREAM, CR_OLIVE, CR_DARKGREEN, CR_DARKRED, CR_DARKBROWN, CR_PURPLE, CR_DARKGRAY, CR_CYAN, CR_ICE, CR_FIRE, CR_SAPPHIRE, CR_TEAL, NUM_TEXT_COLORS, }; extern int NumTextColors; using GlyphSet = TMap; class FFont { friend void V_LoadTranslations(); public: enum EFontType { Unknown, Folder, Multilump, Fon1, Fon2, BMF, Custom }; FFont (const char *fontname, const char *nametemplate, const char *filetemplate, int first, int count, int base, int fdlump, int spacewidth=-1, bool notranslate = false, bool iwadonly = false, bool doomtemplate = false, GlyphSet *baseGlpyphs = nullptr); virtual ~FFont (); virtual FGameTexture *GetChar (int code, int translation, int *const width, bool *redirected = nullptr) const; virtual int GetCharWidth (int code) const; int GetColorTranslation (EColorRange range, PalEntry *color = nullptr) const; int GetLump() const { return Lump; } int GetSpaceWidth () const { return SpaceWidth; } int GetHeight () const { return FontHeight; } int GetDefaultKerning () const { return GlobalKerning; } int GetMaxAscender(const uint8_t* text) const; int GetMaxAscender(const char* text) const { return GetMaxAscender((uint8_t*)text); } int GetMaxAscender(const FString &text) const { return GetMaxAscender((uint8_t*)text.GetChars()); } virtual void LoadTranslations(); FName GetName() const { return FontName; } static FFont *FindFont(FName fontname); // Return width of string in pixels (unscaled) int StringWidth (const uint8_t *str, int spacing = 0) const; inline int StringWidth (const char *str, int spacing = 0) const { return StringWidth ((const uint8_t *)str, spacing); } inline int StringWidth (const FString &str, int spacing = 0) const { return StringWidth ((const uint8_t *)str.GetChars(), spacing); } // Checks if the font contains all characters to print this text. bool CanPrint(const uint8_t *str) const; inline bool CanPrint(const char *str) const { return CanPrint((const uint8_t *)str); } inline bool CanPrint(const FString &str) const { return CanPrint((const uint8_t *)str.GetChars()); } int GetCharCode(int code, bool needpic) const; char GetCursor() const { return Cursor; } void SetCursor(char c) { Cursor = c; } void SetKerning(int c) { GlobalKerning = c; } bool NoTranslate() const { return noTranslate; } virtual void RecordAllTextureColors(uint32_t *usedcolors); virtual void SetDefaultTranslation(uint32_t *colors); void CheckCase(); int GetDisplacement() const { return Displacement; } protected: FFont (int lump); void BuildTranslations (const double *luminosity, const uint8_t *identity, const void *ranges, int total_colors, const PalEntry *palette, std::function post = nullptr); void FixXMoves(); static int SimpleTranslation (uint32_t *colorsused, uint8_t *translation, uint8_t *identity, TArray &Luminosity, int* minlum = nullptr, int* maxlum = nullptr); void ReadSheetFont(TArray &folderdata, int width, int height, const DVector2 &Scale); EFontType Type = EFontType::Unknown; int FirstChar, LastChar; int SpaceWidth; int FontHeight; int AsciiHeight = 0; int GlobalKerning; int TranslationType = 0; int Displacement = 0; char Cursor; bool noTranslate = false; bool translateUntranslated; bool MixedCase = false; bool forceremap = false; struct CharData { FGameTexture *TranslatedPic = nullptr; // Texture for use with font translations. FGameTexture *OriginalPic = nullptr; // Texture for use with CR_UNTRANSLATED or font colorization. int XMove = INT_MIN; }; TArray Chars; int ActiveColors = -1; TArray Translations; uint8_t PatchRemap[256]; int Lump; FName FontName = NAME_None; FFont *Next; static FFont *FirstFont; friend struct FontsDeleter; friend void V_ClearFonts(); friend void V_InitFonts(); }; extern FFont *SmallFont, *SmallFont2, *BigFont, *BigUpper, *ConFont, *IntermissionFont, *NewConsoleFont, *NewSmallFont, *CurrentConsoleFont, *OriginalSmallFont, *AlternativeSmallFont, *OriginalBigFont, *AlternativeBigFont; void V_InitFonts(); void V_ClearFonts(); EColorRange V_FindFontColor (FName name); PalEntry V_LogColorFromColorRange (EColorRange range); EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int boldcolor); FFont *V_GetFont(const char *fontname, const char *fontlumpname = nullptr); void V_InitFontColors(); char* CleanseString(char* str); void V_LoadTranslations(); class FBitmap;