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128 lines
4.1 KiB
C++
128 lines
4.1 KiB
C++
/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "engineerrors.h"
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#include "textures.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "texturemanager.h"
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class FSinglePicFont : public FFont
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{
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public:
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FSinglePicFont(const char *picname);
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// FFont interface
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FGameTexture *GetChar(int code, int translation, int *const width, bool *redirected = nullptr) const override;
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int GetCharWidth (int code) const;
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protected:
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FTextureID PicNum;
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};
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//==========================================================================
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//
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// FSinglePicFont :: FSinglePicFont
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//
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// Creates a font to wrap a texture so that you can use hudmessage as if it
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// were a hudpic command. It does not support translation, but animation
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// is supported, unlike all the real fonts.
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//
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//==========================================================================
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FSinglePicFont::FSinglePicFont(const char *picname) :
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FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here.
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{
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FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Any);
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if (!picnum.isValid())
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{
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I_FatalError ("%s is not a font or texture", picname);
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}
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auto pic = TexMan.GetGameTexture(picnum);
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FontName = picname;
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FontHeight = (int)pic->GetDisplayHeight();
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SpaceWidth = (int)pic->GetDisplayWidth();
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GlobalKerning = 0;
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FirstChar = LastChar = 'A';
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ActiveColors = 0;
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PicNum = picnum;
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Next = FirstFont;
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FirstFont = this;
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}
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//==========================================================================
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//
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// FSinglePicFont :: GetChar
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//
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// Returns the texture if code is 'a' or 'A', otherwise nullptr.
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//
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//==========================================================================
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FGameTexture *FSinglePicFont::GetChar (int code, int translation, int *const width, bool *redirected) const
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{
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*width = SpaceWidth;
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if (redirected) *redirected = false;
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if (code == 'a' || code == 'A')
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{
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return TexMan.GetGameTexture(PicNum, true);
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}
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else
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{
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return nullptr;
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}
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}
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//==========================================================================
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//
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// FSinglePicFont :: GetCharWidth
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//
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// Don't expect the text functions to work properly if I actually allowed
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// the character width to vary depending on the animation frame.
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//
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//==========================================================================
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int FSinglePicFont::GetCharWidth (int code) const
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{
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return SpaceWidth;
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}
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FFont *CreateSinglePicFont(const char *picname)
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{
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return new FSinglePicFont(picname);
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}
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