/* ** 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); 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; int ActiveColors = -1; }; //========================================================================== // // 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; } } } //========================================================================== // // 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].OriginalPic) static_cast(Chars[i].OriginalPic->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; 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 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 pp = 1; pp < ActiveColors; pp++) { Palette[pp] = PalEntry(255, palette[pp * 3], palette[pp * 3 + 1], palette[pp * 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].OriginalPic = nullptr; } else { Chars[i].OriginalPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar); TexMan.AddGameTexture(Chars[i].OriginalPic); 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 // // //========================================================================== 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. Palette[0] = 0; 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].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. 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].OriginalPic) { Chars[i].OriginalPic = MakeGameTexture(new FImageTexture(new FFontChar2(Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar); Chars[i].XMove = SpaceWidth; TexMan.AddGameTexture(Chars[i].OriginalPic); } // 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++; // 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); } //========================================================================== // // 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); 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); }