raze/source/common/fonts/v_font.h
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

195 lines
6 KiB
C++

#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_NATIVEPAL = -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<int, FGameTexture*>;
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) 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; }
void SetHeight(int c) { FontHeight = c; }
bool NoTranslate() const { return noTranslate; }
virtual void RecordAllTextureColors(uint32_t *usedcolors);
void CheckCase();
int GetDisplacement() const { return Displacement; }
static int GetLuminosity(uint32_t* colorsused, TArray<double>& Luminosity, int* minlum = nullptr, int* maxlum = nullptr);
EFontType GetType() const { return Type; }
protected:
FFont (int lump);
void FixXMoves();
void ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale);
EFontType Type = EFontType::Unknown;
FName AltFontName = NAME_None;
int FirstChar, LastChar;
int SpaceWidth;
int FontHeight;
int GlobalKerning;
int TranslationType = 0;
int Displacement = 0;
int16_t MinLum = -1, MaxLum = -1;
char Cursor;
bool noTranslate = false;
bool MixedCase = false;
bool forceremap = false;
struct CharData
{
FGameTexture *OriginalPic = nullptr;
int XMove = INT_MIN;
};
TArray<CharData> Chars;
TArray<int> Translations;
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_ApplyLuminosityTranslation(int translation, uint8_t* pixel, int size);
void V_LoadTranslations();
class FBitmap;