//------------------------------------------------------------------------- /* Copyright (C) 2016 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "compat.h" #include "blood.h" #include "common_game.h" #include "screentext.h" BEGIN_BLD_NS // get the string length until the next '\n' int32_t G_GetStringLineLength(const char *text, const char *end, const int32_t iter) { int32_t length = 0; while (text != end && *text != '\n') { ++length; text += iter; } return length; } int32_t G_GetStringNumLines(const char *text, const char *end, const int32_t iter) { int32_t count = 1; while (text != end) { if (*text == '\n') ++count; text += iter; } return count; } // Note: Neither of these care about TEXT_LINEWRAP. This is intended. // This function requires you to Xfree() the returned char*. char* G_GetSubString(const char *text, const char *end, const int32_t iter, const int32_t length) { char *line = (char*) Xmalloc((length+1) * sizeof(char)); int32_t counter = 0; while (counter < length && text != end) { line[counter] = *text; text += iter; ++counter; } line[counter] = '\0'; return line; } // assign the character's tilenum int32_t G_GetStringTile(int32_t font, char *t, int32_t f) { if (f & TEXT_DIGITALNUMBER) return *t - '0' + font; // copied from digitalnumber else return *t - ' ' + font; // uses ASCII order } #define NUMHACKACTIVE ((f & TEXT_GAMETEXTNUMHACK) && t >= '0' && t <= '9') // qstrdim vec2_t G_ScreenTextSize(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const char *str, const int32_t o, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, int32_t x1, int32_t y1, int32_t x2, int32_t y2) { vec2_t size = { 0, 0, }; // eventually the return value vec2_t pos = { 0, 0, }; // holds the coordinate position as we draw each character tile of the string vec2_t extent = { 0, 0, }; // holds the x-width of each character and the greatest y-height of each line vec2_t offset = { 0, 0, }; // temporary; holds the last movement made in both directions int32_t tile; char t; // set the start and end points depending on direction int32_t iter = (f & TEXT_BACKWARDS) ? -1 : 1; // iteration direction const char *end; const char *text; if (str == NULL) return size; end = (f & TEXT_BACKWARDS) ? str-1 : Bstrchr(str, '\0'); text = (f & TEXT_BACKWARDS) ? Bstrchr(str, '\0')-1 : str; // optimization: justification in both directions if ((f & TEXT_XJUSTIFY) && (f & TEXT_YJUSTIFY)) { size.x = xbetween; size.y = ybetween; return size; } // for best results, we promote 320x200 coordinates to full precision before any math if (!(o & ROTATESPRITE_FULL16)) { x <<= 16; y <<= 16; xspace <<= 16; yline <<= 16; xbetween <<= 16; ybetween <<= 16; } // coordinate values should be shifted left by 16 // handle zooming where applicable xspace = mulscale16(xspace, z); yline = mulscale16(yline, z); xbetween = mulscale16(xbetween, z); ybetween = mulscale16(ybetween, z); // size/width/height/spacing/offset values should be multiplied or scaled by $z, zoom (since 100% is 65536, the same as 1<<16) // loop through the string while (text != end && (t = *text)) { // handle escape sequences if (t == '^' && Bisdigit(*(text+iter)) && !(f & TEXT_LITERALESCAPE)) { text += iter + iter; if (Bisdigit(*text)) text += iter; continue; } // handle case bits if (f & TEXT_UPPERCASE) { if (f & TEXT_INVERTCASE) // optimization...? { // v^ important that these two ifs remain separate due to the else below if (Bisupper(t)) t = Btolower(t); } else if (Bislower(t)) t = Btoupper(t); } else if (f & TEXT_INVERTCASE) { if (Bisupper(t)) t = Btolower(t); else if (Bislower(t)) t = Btoupper(t); } // translate the character to a tilenum tile = G_GetStringTile(font, &t, f); // reset this here because we haven't printed anything yet this loop extent.x = 0; // reset this here because the act of printing something on this line means that we include the margin above in the total size offset.y = 0; // handle each character itself in the context of screen drawing switch (t) { case '\t': case ' ': // width extent.x = xspace; if (f & (TEXT_INTERNALSPACE|TEXT_TILESPACE)) { char space = ' '; // this is subject to change as an implementation detail if (f & TEXT_TILESPACE) space = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &space, f); extent.x += (tilesiz[tile].x * z); } // prepare the height // near-CODEDUP the other two near-CODEDUPs for this section { int32_t tempyextent = yline; if (f & (TEXT_INTERNALLINE|TEXT_TILELINE)) { char line = 'A'; // this is subject to change as an implementation detail if (f & TEXT_TILELINE) line = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &line, f); tempyextent += tilesiz[tile].y * z; } SetIfGreater(&extent.y, tempyextent); } if (t == '\t') extent.x <<= 2; // *= 4 break; case '\n': // near-CODEDUP "if (wrap)" extent.x = 0; // save the position if (!(f & TEXT_XOFFSETZERO)) // we want the entire offset to count as the character width pos.x -= offset.x; SetIfGreater(&size.x, pos.x); // reset the position pos.x = 0; // prepare the height { int32_t tempyextent = yline; if (f & (TEXT_INTERNALLINE|TEXT_TILELINE)) { char line = 'A'; // this is subject to change as an implementation detail if (f & TEXT_TILELINE) line = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &line, f); tempyextent += tilesiz[tile].y * z; } SetIfGreater(&extent.y, tempyextent); } // move down the line height if (!(f & TEXT_YOFFSETZERO)) pos.y += extent.y; // reset the current height extent.y = 0; // line spacing offset.y = (f & TEXT_YJUSTIFY) ? 0 : ybetween; // ternary to prevent overflow pos.y += offset.y; break; default: // width extent.x = tilesiz[tile].x * z; // obnoxious hardcoded functionality from gametext if (NUMHACKACTIVE) { char numeral = '0'; // this is subject to change as an implementation detail extent.x = (tilesiz[G_GetStringTile(font, &numeral, f)].x-1) * z; } // height SetIfGreater(&extent.y, (tilesiz[tile].y * z)); break; } // incrementing the coordinate counters offset.x = 0; // advance the x coordinate if (!(f & TEXT_XOFFSETZERO) || NUMHACKACTIVE) offset.x += extent.x; // account for text spacing if (!NUMHACKACTIVE // this "if" line ONLY == replicating hardcoded stuff && t != '\n' && !(f & TEXT_XJUSTIFY)) // to prevent overflow offset.x += xbetween; // line wrapping if ((f & TEXT_LINEWRAP) && !(f & TEXT_XRIGHT) && !(f & TEXT_XCENTER) && blockangle % 512 == 0) { int32_t wrap = 0; const int32_t ang = blockangle % 2048; // this is the only place in qstrdim where angle actually affects direction, but only in the wrapping measurement switch (ang) { case 0: wrap = (x + (pos.x + offset.x) > ((o & 2) ? (320<<16) : ((x2 - USERQUOTE_RIGHTOFFSET)<<16))); break; case 512: wrap = (y + (pos.x + offset.x) > ((o & 2) ? (200<<16) : ((y2 - USERQUOTE_RIGHTOFFSET)<<16))); break; case 1024: wrap = (x - (pos.x + offset.x) < ((o & 2) ? 0 : ((x1 + USERQUOTE_RIGHTOFFSET)<<16))); break; case 1536: wrap = (y - (pos.x + offset.x) < ((o & 2) ? 0 : ((y1 + USERQUOTE_RIGHTOFFSET)<<16))); break; } if (wrap) // near-CODEDUP "case '\n':" { // save the position SetIfGreater(&size.x, pos.x); // reset the position pos.x = 0; // prepare the height { int32_t tempyextent = yline; if (f & (TEXT_INTERNALLINE|TEXT_TILELINE)) { char line = 'A'; // this is subject to change as an implementation detail if (f & TEXT_TILELINE) line = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &line, f); tempyextent += tilesiz[tile].y * z; } SetIfGreater(&extent.y, tempyextent); } // move down the line height if (!(f & TEXT_YOFFSETZERO)) pos.y += extent.y; // reset the current height extent.y = 0; // line spacing offset.y = (f & TEXT_YJUSTIFY) ? 0 : ybetween; // ternary to prevent overflow pos.y += offset.y; } else pos.x += offset.x; } else pos.x += offset.x; // save some trouble with calculation in case the line breaks if (!(f & TEXT_XOFFSETZERO) || NUMHACKACTIVE) offset.x -= extent.x; // iterate to the next character in the string text += iter; } // calculate final size if (!(f & TEXT_XOFFSETZERO)) pos.x -= offset.x; if (!(f & TEXT_YOFFSETZERO)) { pos.y -= offset.y; pos.y += extent.y; } else pos.y += ybetween; SetIfGreater(&size.x, pos.x); SetIfGreater(&size.y, pos.y); // justification where only one of the two directions is set, so we have to iterate if (f & TEXT_XJUSTIFY) size.x = xbetween; if (f & TEXT_YJUSTIFY) size.y = ybetween; // return values in the same manner we receive them if (!(o & ROTATESPRITE_FULL16)) { size.x >>= 16; size.y >>= 16; } return size; } void G_AddCoordsFromRotation(vec2_t *coords, const vec2_t *unitDirection, const int32_t magnitude) { coords->x += mulscale14(magnitude, unitDirection->x); coords->y += mulscale14(magnitude, unitDirection->y); } // screentext vec2_t G_ScreenText(const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2) { vec2_t size = { 0, 0, }; // eventually the return value vec2_t origin = { 0, 0, }; // where to start, depending on the alignment vec2_t pos = { 0, 0, }; // holds the coordinate position as we draw each character tile of the string vec2_t extent = { 0, 0, }; // holds the x-width of each character and the greatest y-height of each line const vec2_t Xdirection = { sintable[(blockangle+512)&2047], sintable[blockangle&2047], }; const vec2_t Ydirection = { sintable[(blockangle+1024)&2047], sintable[(blockangle+512)&2047], }; int32_t blendidx=0, tile; char t; // set the start and end points depending on direction int32_t iter = (f & TEXT_BACKWARDS) ? -1 : 1; // iteration direction const char *end; const char *text; if (str == NULL) return size; NEG_ALPHA_TO_BLEND(alpha, blendidx, o); end = (f & TEXT_BACKWARDS) ? str-1 : Bstrchr(str, '\0'); text = (f & TEXT_BACKWARDS) ? Bstrchr(str, '\0')-1 : str; // for best results, we promote 320x200 coordinates to full precision before any math if (!(o & ROTATESPRITE_FULL16)) { x <<= 16; y <<= 16; xspace <<= 16; yline <<= 16; xbetween <<= 16; ybetween <<= 16; } // coordinate values should be shifted left by 16 // eliminate conflicts, necessary here to get the correct size value // especially given justification's special handling in G_ScreenTextSize() if ((f & TEXT_XRIGHT) || (f & TEXT_XCENTER) || (f & TEXT_XJUSTIFY) || (f & TEXT_YJUSTIFY) || blockangle % 512 != 0) o &= ~TEXT_LINEWRAP; // size is the return value, and we need it for alignment size = G_ScreenTextSize(font, x, y, z, blockangle, str, o | ROTATESPRITE_FULL16, xspace, yline, (f & TEXT_XJUSTIFY) ? 0 : xbetween, (f & TEXT_YJUSTIFY) ? 0 : ybetween, f & ~(TEXT_XJUSTIFY|TEXT_YJUSTIFY), x1, y1, x2, y2); int32_t const xspace_orig = xspace; int32_t const yline_orig = yline; int32_t const xbetween_orig = xbetween; int32_t const ybetween_orig = ybetween; // handle zooming where applicable xspace = mulscale16(xspace, z); yline = mulscale16(yline, z); xbetween = mulscale16(xbetween, z); ybetween = mulscale16(ybetween, z); // size/width/height/spacing/offset values should be multiplied or scaled by $z, zoom (since 100% is 65536, the same as 1<<16) // alignment // near-CODEDUP "case '\n':" { int32_t lines = G_GetStringNumLines(text, end, iter); if ((f & TEXT_XJUSTIFY) || (f & TEXT_XRIGHT) || (f & TEXT_XCENTER)) { const int32_t length = G_GetStringLineLength(text, end, iter); int32_t linewidth = size.x; if (lines != 1) { char *line = G_GetSubString(text, end, iter, length); linewidth = G_ScreenTextSize(font, x, y, z, blockangle, line, o | ROTATESPRITE_FULL16, xspace_orig, yline_orig, (f & TEXT_XJUSTIFY) ? 0 : xbetween_orig, (f & TEXT_YJUSTIFY) ? 0 : ybetween_orig, f & ~(TEXT_XJUSTIFY|TEXT_YJUSTIFY|TEXT_BACKWARDS), x1, y1, x2, y2).x; Xfree(line); } if (f & TEXT_XJUSTIFY) { size.x = xbetween; xbetween = (length == 1) ? 0 : tabledivide32_noinline((xbetween - linewidth), (length - 1)); linewidth = size.x; } if (f & TEXT_XRIGHT) origin.x = -(linewidth/z*z); else if (f & TEXT_XCENTER) origin.x = -(linewidth/2/z*z); } if (f & TEXT_YJUSTIFY) { const int32_t tempswap = ybetween; ybetween = (lines == 1) ? 0 : tabledivide32_noinline(ybetween - size.y, lines - 1); size.y = tempswap; } if (f & TEXT_YBOTTOM) origin.y = -(size.y/z*z); else if (f & TEXT_YCENTER) origin.y = -(size.y/2/z*z); } // loop through the string while (text != end && (t = *text)) { int32_t orientation = o; int32_t angle = blockangle + charangle; // handle escape sequences if (t == '^' && Bisdigit(*(text+iter)) && !(f & TEXT_LITERALESCAPE)) { char smallbuf[4]; text += iter; smallbuf[0] = *text; text += iter; if (Bisdigit(*text)) { smallbuf[1] = *text; smallbuf[2] = '\0'; text += iter; } else smallbuf[1] = '\0'; if (!(f & TEXT_IGNOREESCAPE)) pal = Batoi(smallbuf); continue; } // handle case bits if (f & TEXT_UPPERCASE) { if (f & TEXT_INVERTCASE) // optimization...? { // v^ important that these two ifs remain separate due to the else below if (Bisupper(t)) t = Btolower(t); } else if (Bislower(t)) t = Btoupper(t); } else if (f & TEXT_INVERTCASE) { if (Bisupper(t)) t = Btolower(t); else if (Bislower(t)) t = Btoupper(t); } // translate the character to a tilenum tile = G_GetStringTile(font, &t, f); switch (t) { case '\t': case ' ': case '\n': case '\x7F': break; default: { vec2_t location = { x, y, }; G_AddCoordsFromRotation(&location, &Xdirection, origin.x); G_AddCoordsFromRotation(&location, &Ydirection, origin.y); G_AddCoordsFromRotation(&location, &Xdirection, pos.x); G_AddCoordsFromRotation(&location, &Ydirection, pos.y); rotatesprite_(location.x, location.y, z, angle, tile, shade, pal, orientation, alpha, blendidx, x1, y1, x2, y2); break; } } // reset this here because we haven't printed anything yet this loop extent.x = 0; // handle each character itself in the context of screen drawing switch (t) { case '\t': case ' ': // width extent.x = xspace; if (f & (TEXT_INTERNALSPACE|TEXT_TILESPACE)) { char space = ' '; // this is subject to change as an implementation detail if (f & TEXT_TILESPACE) space = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &space, f); extent.x += (tilesiz[tile].x * z); } // prepare the height // near-CODEDUP the other two near-CODEDUPs for this section { int32_t tempyextent = yline; if (f & (TEXT_INTERNALLINE|TEXT_TILELINE)) { char line = 'A'; // this is subject to change as an implementation detail if (f & TEXT_TILELINE) line = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &line, f); tempyextent += tilesiz[tile].y * z; } SetIfGreater(&extent.y, tempyextent); } if (t == '\t') extent.x <<= 2; // *= 4 break; case '\n': // near-CODEDUP "if (wrap)" extent.x = 0; // reset the position pos.x = 0; // prepare the height { int32_t tempyextent = yline; if (f & (TEXT_INTERNALLINE|TEXT_TILELINE)) { char line = 'A'; // this is subject to change as an implementation detail if (f & TEXT_TILELINE) line = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &line, f); tempyextent += tilesiz[tile].y * z; } SetIfGreater(&extent.y, tempyextent); } // move down the line height if (!(f & TEXT_YOFFSETZERO)) pos.y += extent.y; // reset the current height extent.y = 0; // line spacing pos.y += ybetween; // near-CODEDUP "alignments" if ((f & TEXT_XJUSTIFY) || (f & TEXT_XRIGHT) || (f & TEXT_XCENTER)) { const int32_t length = G_GetStringLineLength(text+1, end, iter); char *line = G_GetSubString(text+1, end, iter, length); int32_t linewidth = G_ScreenTextSize(font, x, y, z, blockangle, line, o | ROTATESPRITE_FULL16, xspace_orig, yline_orig, (f & TEXT_XJUSTIFY) ? 0 : xbetween_orig, (f & TEXT_YJUSTIFY) ? 0 : ybetween_orig, f & ~(TEXT_XJUSTIFY|TEXT_YJUSTIFY|TEXT_BACKWARDS), x1, y1, x2, y2).x; Xfree(line); if (f & TEXT_XJUSTIFY) { xbetween = (length == 1) ? 0 : tabledivide32_noinline(xbetween - linewidth, length - 1); linewidth = size.x; } if (f & TEXT_XRIGHT) origin.x = -linewidth; else if (f & TEXT_XCENTER) origin.x = -(linewidth / 2); } break; default: // width extent.x = tilesiz[tile].x * z; // obnoxious hardcoded functionality from gametext if (NUMHACKACTIVE) { char numeral = '0'; // this is subject to change as an implementation detail extent.x = (tilesiz[G_GetStringTile(font, &numeral, f)].x-1) * z; } // height SetIfGreater(&extent.y, (tilesiz[tile].y * z)); break; } // incrementing the coordinate counters { int32_t xoffset = 0; // advance the x coordinate if (!(f & TEXT_XOFFSETZERO) || NUMHACKACTIVE) xoffset += extent.x; // account for text spacing if (!NUMHACKACTIVE // this "if" line ONLY == replicating hardcoded stuff && t != '\n') xoffset += xbetween; // line wrapping if (f & TEXT_LINEWRAP) { int32_t wrap = 0; const int32_t ang = blockangle % 2048; // it's safe to make some assumptions and not go through G_AddCoordsFromRotation() since we limit to four directions switch (ang) { case 0: wrap = (x + (pos.x + xoffset) > ((orientation & 2) ? (320<<16) : ((x2 - USERQUOTE_RIGHTOFFSET)<<16))); break; case 512: wrap = (y + (pos.x + xoffset) > ((orientation & 2) ? (200<<16) : ((y2 - USERQUOTE_RIGHTOFFSET)<<16))); break; case 1024: wrap = (x - (pos.x + xoffset) < ((orientation & 2) ? 0 : ((x1 + USERQUOTE_RIGHTOFFSET)<<16))); break; case 1536: wrap = (y - (pos.x + xoffset) < ((orientation & 2) ? 0 : ((y1 + USERQUOTE_RIGHTOFFSET)<<16))); break; } if (wrap) // near-CODEDUP "case '\n':" { // reset the position pos.x = 0; // prepare the height { int32_t tempyextent = yline; if (f & (TEXT_INTERNALLINE|TEXT_TILELINE)) { char line = 'A'; // this is subject to change as an implementation detail if (f & TEXT_TILELINE) line = '\x7F'; // tile after '~' tile = G_GetStringTile(font, &line, f); tempyextent += tilesiz[tile].y * z; } SetIfGreater(&extent.y, tempyextent); } // move down the line height if (!(f & TEXT_YOFFSETZERO)) pos.y += extent.y; // reset the current height extent.y = 0; // line spacing pos.y += ybetween; } else pos.x += xoffset; } else pos.x += xoffset; } // iterate to the next character in the string text += iter; } // return values in the same manner we receive them if (!(o & ROTATESPRITE_FULL16)) { size.x >>= 16; size.y >>= 16; } return size; } vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, const int32_t font, int32_t x, int32_t y, const int32_t z, const int32_t blockangle, const int32_t charangle, const char *str, const int32_t shade, int32_t pal, int32_t o, const int32_t alpha, int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f, const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2) { vec2_t size = { 0, 0, }; // eventually the return value if (!(o & ROTATESPRITE_FULL16)) { sx <<= 16; sy <<= 16; x <<= 16; y <<= 16; xspace <<= 16; yline <<= 16; xbetween <<= 16; ybetween <<= 16; } G_ScreenText(font, x + mulscale16(sx, z), y + mulscale16(sy, z), z, blockangle, charangle, str, 127, 4, o|ROTATESPRITE_FULL16, alpha, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2); size = G_ScreenText(font, x, y, z, blockangle, charangle, str, shade, pal, o|ROTATESPRITE_FULL16, alpha, xspace, yline, xbetween, ybetween, f, x1, y1, x2, y2); // return values in the same manner we receive them if (!(o & ROTATESPRITE_FULL16)) { size.x >>= 16; size.y >>= 16; } return size; } END_BLD_NS