mirror of
https://github.com/DrBeef/Raze.git
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840 lines
22 KiB
C++
840 lines
22 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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// HEADER FILES ------------------------------------------------------------
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#include <cwctype>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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#include "templates.h"
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#include "m_swap.h"
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#include "v_font.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "v_text.h"
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#include "image.h"
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#include "utf8.h"
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#include "myiswalpha.h"
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#include "fontchars.h"
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#include "imagehelpers.h"
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#include "glbackend/glbackend.h"
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#include "fontinternals.h"
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//==========================================================================
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//
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// FFont :: ~FFont
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//
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//==========================================================================
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FFont::~FFont ()
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{
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FFont **prev = &FirstFont;
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FFont *font = *prev;
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while (font != nullptr && font != this)
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{
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prev = &font->Next;
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font = *prev;
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}
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if (font != nullptr)
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{
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*prev = font->Next;
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}
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}
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//==========================================================================
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//
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// FFont :: CheckCase
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//
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//==========================================================================
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void FFont::CheckCase()
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{
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int lowercount = 0, uppercount = 0;
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for (unsigned i = 0; i < Chars.Size(); i++)
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{
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unsigned chr = i + FirstChar;
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if (lowerforupper[chr] == chr && upperforlower[chr] == chr)
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{
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continue; // not a letter;
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}
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if (myislower(chr))
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{
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if (Chars[i].TranslatedPic != nullptr) lowercount++;
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}
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else
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{
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if (Chars[i].TranslatedPic != nullptr) uppercount++;
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}
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}
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if (lowercount == 0) return; // This is an uppercase-only font and we are done.
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// The ß needs special treatment because it is far more likely to be supplied lowercase only, even in an uppercase font.
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if (Chars[0xdf - FirstChar].TranslatedPic != nullptr)
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{
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if (LastChar < 0x1e9e)
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{
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Chars.Resize(0x1e9f - FirstChar);
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LastChar = 0x1e9e;
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}
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if (Chars[0x1e9e - FirstChar].TranslatedPic == nullptr)
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{
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std::swap(Chars[0xdf - FirstChar], Chars[0x1e9e - FirstChar]);
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lowercount--;
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uppercount++;
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if (lowercount == 0) return;
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}
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}
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}
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//==========================================================================
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//
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// FFont :: FindFont
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//
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// Searches for the named font in the list of loaded fonts, returning the
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// font if it was found. The disk is not checked if it cannot be found.
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//
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//==========================================================================
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FFont *FFont::FindFont (FName name)
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{
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if (name == NAME_None)
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{
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return nullptr;
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}
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FFont *font = FirstFont;
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while (font != nullptr)
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{
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if (font->FontName == name) return font;
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font = font->Next;
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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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// RecordTextureColors
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//
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// Given a 256 entry buffer, sets every entry that corresponds to a color
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// used by the texture to 1.
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//
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//==========================================================================
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void RecordTextureColors (FTexture *pic, uint32_t *usedcolors)
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{
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auto size = pic->GetWidth() * pic->GetHeight();
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TArray<uint8_t> pixels(size, 1);
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int x;
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pic->Create8BitPixels(pixels.Data());
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for(x = 0;x < size; x++)
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{
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usedcolors[pixels[x]]++;
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}
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}
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//==========================================================================
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//
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// RecordAllTextureColors
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//
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// Given a 256 entry buffer, sets every entry that corresponds to a color
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// used by the font.
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//
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//==========================================================================
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void FFont::RecordAllTextureColors(uint32_t *usedcolors)
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{
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for (unsigned int i = 0; i < Chars.Size(); i++)
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{
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if (Chars[i].TranslatedPic)
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{
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FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic);
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if (pic)
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{
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// The remap must be temporarily reset here because this can be called on an initialized font.
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auto sr = pic->ResetSourceRemap();
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RecordTextureColors(pic, usedcolors);
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pic->SetSourceRemap(sr);
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}
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}
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}
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}
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//==========================================================================
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//
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// SetDefaultTranslation
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//
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// Builds a translation to map the stock font to a mod provided replacement.
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//
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//==========================================================================
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void FFont::SetDefaultTranslation(uint32_t *othercolors)
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{
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uint32_t mycolors[256] = {};
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RecordAllTextureColors(mycolors);
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uint8_t mytranslation[256], othertranslation[256], myreverse[256], otherreverse[256];
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TArray<double> myluminosity, otherluminosity;
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SimpleTranslation(mycolors, mytranslation, myreverse, myluminosity);
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SimpleTranslation(othercolors, othertranslation, otherreverse, otherluminosity);
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FRemapTable remap;
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remap.Palette[0] = 0;
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for (unsigned l = 1; l < myluminosity.Size(); l++)
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{
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for (unsigned o = 1; o < otherluminosity.Size()-1; o++) // luminosity[0] is for the transparent color
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{
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if (myluminosity[l] >= otherluminosity[o] && myluminosity[l] <= otherluminosity[o+1])
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{
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PalEntry color1 = ImageHelpers::BasePalette[otherreverse[o]];
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PalEntry color2 = ImageHelpers::BasePalette[otherreverse[o+1]];
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double weight = 0;
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if (otherluminosity[o] != otherluminosity[o + 1])
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{
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weight = (myluminosity[l] - otherluminosity[o]) / (otherluminosity[o + 1] - otherluminosity[o]);
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}
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int r = int(color1.r + weight * (color2.r - color1.r));
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int g = int(color1.g + weight * (color2.g - color1.g));
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int b = int(color1.b + weight * (color2.b - color1.b));
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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remap.Palette[l] = PalEntry(255, r, g, b);
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break;
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}
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}
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}
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Ranges[CR_UNTRANSLATED] = GLInterface.GetPaletteIndex(remap.Palette);
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forceremap = true;
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}
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//==========================================================================
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//
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// compare
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//
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// Used for sorting colors by brightness.
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//
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//==========================================================================
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static int compare (const void *arg1, const void *arg2)
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{
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if (RPART(ImageHelpers::BasePalette[*((uint8_t *)arg1)]) * 299 +
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GPART(ImageHelpers::BasePalette[*((uint8_t *)arg1)]) * 587 +
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BPART(ImageHelpers::BasePalette[*((uint8_t *)arg1)]) * 114 <
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RPART(ImageHelpers::BasePalette[*((uint8_t *)arg2)]) * 299 +
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GPART(ImageHelpers::BasePalette[*((uint8_t *)arg2)]) * 587 +
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BPART(ImageHelpers::BasePalette[*((uint8_t *)arg2)]) * 114)
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return -1;
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else
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return 1;
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}
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//==========================================================================
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//
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// FFont :: SimpleTranslation
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//
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// Colorsused, translation, and reverse must all be 256 entry buffers.
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// Colorsused must already be filled out.
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// Translation be set to remap the source colors to a new range of
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// consecutive colors based at 1 (0 is transparent).
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// Reverse will be just the opposite of translation: It maps the new color
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// range to the original colors.
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// *Luminosity will be an array just large enough to hold the brightness
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// levels of all the used colors, in consecutive order. It is sorted from
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// darkest to lightest and scaled such that the darkest color is 0.0 and
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// the brightest color is 1.0.
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// The return value is the number of used colors and thus the number of
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// entries in *luminosity.
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//
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//==========================================================================
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int FFont::SimpleTranslation (uint32_t *colorsused, uint8_t *translation, uint8_t *reverse, TArray<double> &Luminosity)
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{
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double min, max, diver;
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int i, j;
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memset (translation, 0, 256);
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reverse[0] = 0;
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for (i = 1, j = 1; i < 256; i++)
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{
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if (colorsused[i])
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{
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reverse[j++] = i;
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}
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}
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qsort (reverse+1, j-1, 1, compare);
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Luminosity.Resize(j);
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Luminosity[0] = 0.0; // [BL] Prevent uninitalized memory
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max = 0.0;
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min = 100000000.0;
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for (i = 1; i < j; i++)
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{
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translation[reverse[i]] = i;
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Luminosity[i] = RPART(ImageHelpers::BasePalette[reverse[i]]) * 0.299 +
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GPART(ImageHelpers::BasePalette[reverse[i]]) * 0.587 +
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BPART(ImageHelpers::BasePalette[reverse[i]]) * 0.114;
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if (Luminosity[i] > max)
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max = Luminosity[i];
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if (Luminosity[i] < min)
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min = Luminosity[i];
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}
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diver = 1.0 / (max - min);
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for (i = 1; i < j; i++)
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{
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Luminosity[i] = (Luminosity[i] - min) * diver;
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}
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return j;
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}
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//==========================================================================
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//
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// FFont :: BuildTranslations
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//
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// Build color translations for this font. Luminosity is an array of
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// brightness levels. The ActiveColors member must be set to indicate how
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// large this array is. Identity is an array that remaps the colors to
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// their original values; it is only used for CR_UNTRANSLATED. Ranges
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// is an array of TranslationParm structs defining the ranges for every
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// possible color, in order. Palette is the colors to use for the
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// untranslated version of the font.
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//
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//==========================================================================
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void FFont::BuildTranslations (const double *luminosity, const uint8_t *identity,
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const void *ranges, int total_colors, const PalEntry *palette)
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{
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int i, j;
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const TranslationParm *parmstart = (const TranslationParm *)ranges;
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FRemapTable remap;
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// Create different translations for different color ranges
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Ranges.Clear();
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for (i = 0; i < NumTextColors; i++)
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{
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if (i == CR_UNTRANSLATED)
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{
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if (identity != nullptr)
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{
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if (palette != nullptr)
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{
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memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
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}
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else
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{
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remap.Palette[0] = ImageHelpers::BasePalette[identity[0]] & MAKEARGB(0,255,255,255);
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for (j = 1; j < ActiveColors; ++j)
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{
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remap.Palette[j] = ImageHelpers::BasePalette[identity[j]] | MAKEARGB(255,0,0,0);
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}
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}
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}
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else
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{
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}
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Ranges.Push(GLInterface.GetPaletteIndex(remap.Palette));
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continue;
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}
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assert(parmstart->RangeStart >= 0);
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remap.Palette[0] = 0;
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for (j = 1; j < ActiveColors; j++)
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{
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int v = int(luminosity[j] * 256.0);
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// Find the color range that this luminosity value lies within.
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const TranslationParm *parms = parmstart - 1;
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do
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{
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parms++;
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if (parms->RangeStart <= v && parms->RangeEnd >= v)
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break;
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}
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while (parms[1].RangeStart > parms[0].RangeEnd);
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// Linearly interpolate to find out which color this luminosity level gets.
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int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
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int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
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int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
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int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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remap.Palette[j] = PalEntry(255,r,g,b);
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}
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Ranges.Push(GLInterface.GetPaletteIndex(remap.Palette));
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// Advance to the next color range.
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while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
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{
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parmstart++;
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}
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parmstart++;
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}
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}
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//==========================================================================
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//
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// FFont :: GetColorTranslation
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//
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//==========================================================================
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int FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
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{
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if (noTranslate)
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{
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PalEntry retcolor = PalEntry(255, 255, 255, 255);
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if (range >= 0 && range < NumTextColors && range != CR_UNTRANSLATED)
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{
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retcolor = TranslationColors[range];
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retcolor.a = 255;
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}
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if (color != nullptr) *color = retcolor;
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}
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if (ActiveColors == 0)
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return -1;
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else if (range >= NumTextColors)
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range = CR_UNTRANSLATED;
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//if (range == CR_UNTRANSLATED && !translateUntranslated) return nullptr;
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return Ranges[range];
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}
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//==========================================================================
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//
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// FFont :: GetCharCode
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//
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// If the character code is in the font, returns it. If it is not, but it
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// is lowercase and has an uppercase variant present, return that. Otherwise
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// return -1.
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//
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//==========================================================================
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int FFont::GetCharCode(int code, bool needpic) const
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{
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if (code < 0 && code >= -128)
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{
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// regular chars turn negative when the 8th bit is set.
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code &= 255;
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}
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if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
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{
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return code;
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}
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// Use different substitution logic based on the fonts content:
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// In a font which has both upper and lower case, prefer unaccented small characters over capital ones.
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// In a pure upper-case font, do not check for lower case replacements.
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if (!MixedCase)
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{
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// Try converting lowercase characters to uppercase.
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if (myislower(code))
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{
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code = upperforlower[code];
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if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
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{
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return code;
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}
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}
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// Try stripping accents from accented characters.
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int newcode = stripaccent(code);
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if (newcode != code)
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{
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code = newcode;
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if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
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{
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return code;
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}
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}
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}
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else
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{
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int originalcode = code;
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int newcode;
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// Try stripping accents from accented characters. This may repeat to allow multi-step fallbacks.
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while ((newcode = stripaccent(code)) != code)
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{
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code = newcode;
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if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
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{
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return code;
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}
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}
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code = originalcode;
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if (myislower(code))
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{
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int upper = upperforlower[code];
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// Stripping accents did not help - now try uppercase for lowercase
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if (upper != code) return GetCharCode(upper, needpic);
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}
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// Same for the uppercase character. Since we restart at the accented version this must go through the entire thing again.
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while ((newcode = stripaccent(code)) != code)
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{
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code = newcode;
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if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
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{
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return code;
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}
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}
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|
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: GetChar
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *FFont::GetChar (int code, int translation, int *const width, bool *redirected) const
|
|
{
|
|
code = GetCharCode(code, true);
|
|
int xmove = SpaceWidth;
|
|
|
|
if (code >= 0)
|
|
{
|
|
code -= FirstChar;
|
|
xmove = Chars[code].XMove;
|
|
}
|
|
|
|
if (width != nullptr)
|
|
{
|
|
*width = xmove;
|
|
}
|
|
if (code < 0) return nullptr;
|
|
|
|
|
|
if (translation == CR_UNTRANSLATED && !forceremap)
|
|
{
|
|
bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic;
|
|
if (redirected) *redirected = redirect;
|
|
if (redirect)
|
|
{
|
|
return Chars[code].OriginalPic;
|
|
}
|
|
}
|
|
if (redirected) *redirected = false;
|
|
return Chars[code].TranslatedPic;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: GetCharWidth
|
|
//
|
|
//==========================================================================
|
|
|
|
int FFont::GetCharWidth (int code) const
|
|
{
|
|
code = GetCharCode(code, true);
|
|
if (code >= 0) return Chars[code - FirstChar].XMove;
|
|
return SpaceWidth;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
double GetBottomAlignOffset(FFont *font, int c)
|
|
{
|
|
int w;
|
|
FTexture *tex_zero = font->GetChar('0', CR_UNDEFINED, &w);
|
|
FTexture *texc = font->GetChar(c, CR_UNDEFINED, &w);
|
|
double offset = 0;
|
|
if (texc) offset += texc->GetTopOffset();
|
|
if (tex_zero) offset += -tex_zero->GetTopOffset() + tex_zero->GetHeight();
|
|
return offset;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks if the font contains proper glyphs for all characters in the string
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FFont::CanPrint(const uint8_t *string) const
|
|
{
|
|
if (!string) return true;
|
|
while (*string)
|
|
{
|
|
auto chr = GetCharFromString(string);
|
|
if (!MixedCase) chr = upperforlower[chr]; // For uppercase-only fonts we shouldn't check lowercase characters.
|
|
if (chr == TEXTCOLOR_ESCAPE)
|
|
{
|
|
// We do not need to check for UTF-8 in here.
|
|
if (*string == '[')
|
|
{
|
|
while (*string != '\0' && *string != ']')
|
|
{
|
|
++string;
|
|
}
|
|
}
|
|
if (*string != '\0')
|
|
{
|
|
++string;
|
|
}
|
|
continue;
|
|
}
|
|
else if (chr != '\n')
|
|
{
|
|
int cc = GetCharCode(chr, true);
|
|
if (chr != cc && myiswalpha(chr))// && cc != getAlternative(chr))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Find string width using this font
|
|
//
|
|
//==========================================================================
|
|
|
|
int FFont::StringWidth(const uint8_t *string) const
|
|
{
|
|
int w = 0;
|
|
int maxw = 0;
|
|
|
|
while (*string)
|
|
{
|
|
auto chr = GetCharFromString(string);
|
|
if (chr == TEXTCOLOR_ESCAPE)
|
|
{
|
|
// We do not need to check for UTF-8 in here.
|
|
if (*string == '[')
|
|
{
|
|
while (*string != '\0' && *string != ']')
|
|
{
|
|
++string;
|
|
}
|
|
}
|
|
if (*string != '\0')
|
|
{
|
|
++string;
|
|
}
|
|
continue;
|
|
}
|
|
else if (chr == '\n')
|
|
{
|
|
if (w > maxw)
|
|
maxw = w;
|
|
w = 0;
|
|
}
|
|
else
|
|
{
|
|
w += GetCharWidth(chr) + GlobalKerning;
|
|
}
|
|
}
|
|
|
|
return std::max(maxw, w);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Get the largest ascender in the first line of this text.
|
|
//
|
|
//==========================================================================
|
|
|
|
int FFont::GetMaxAscender(const uint8_t* string) const
|
|
{
|
|
int retval = 0;
|
|
|
|
while (*string)
|
|
{
|
|
auto chr = GetCharFromString(string);
|
|
if (chr == TEXTCOLOR_ESCAPE)
|
|
{
|
|
// We do not need to check for UTF-8 in here.
|
|
if (*string == '[')
|
|
{
|
|
while (*string != '\0' && *string != ']')
|
|
{
|
|
++string;
|
|
}
|
|
}
|
|
if (*string != '\0')
|
|
{
|
|
++string;
|
|
}
|
|
continue;
|
|
}
|
|
else if (chr == '\n')
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
auto ctex = GetChar(chr, CR_UNTRANSLATED, nullptr);
|
|
if (ctex)
|
|
{
|
|
auto offs = int(ctex->GetTopOffset());
|
|
if (offs > retval) retval = offs;
|
|
}
|
|
}
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: LoadTranslations
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFont::LoadTranslations()
|
|
{
|
|
unsigned int count = LastChar - FirstChar + 1;
|
|
uint32_t usedcolors[256] = {};
|
|
uint8_t identity[256];
|
|
TArray<double> Luminosity;
|
|
|
|
for (unsigned int i = 0; i < count; i++)
|
|
{
|
|
if (Chars[i].TranslatedPic)
|
|
{
|
|
FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic);
|
|
if (pic)
|
|
{
|
|
pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture
|
|
RecordTextureColors(pic, usedcolors);
|
|
}
|
|
}
|
|
}
|
|
|
|
ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity);
|
|
|
|
for (unsigned int i = 0; i < count; i++)
|
|
{
|
|
if(Chars[i].TranslatedPic)
|
|
static_cast<FFontChar1 *>(Chars[i].TranslatedPic)->SetSourceRemap(PatchRemap);
|
|
}
|
|
|
|
BuildTranslations (Luminosity.Data(), identity, &TranslationParms[TranslationType][0], ActiveColors, nullptr);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: FFont - default constructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FFont::FFont ()
|
|
{
|
|
FontName = NAME_None;
|
|
Cursor = '_';
|
|
noTranslate = false;
|
|
uint8_t pp = 0;
|
|
for (auto &p : PatchRemap) p = pp++;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: FixXMoves
|
|
//
|
|
// If a font has gaps in its characters, set the missing characters'
|
|
// XMoves to either SpaceWidth or the unaccented or uppercase variant's
|
|
// XMove. Missing XMoves must be initialized with INT_MIN beforehand.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFont::FixXMoves()
|
|
{
|
|
for (int i = 0; i <= LastChar - FirstChar; ++i)
|
|
{
|
|
if (Chars[i].XMove == INT_MIN)
|
|
{
|
|
// Try an uppercase character.
|
|
if (myislower(i + FirstChar))
|
|
{
|
|
int upper = upperforlower[FirstChar + i];
|
|
if (upper >= FirstChar && upper <= LastChar )
|
|
{
|
|
Chars[i].XMove = Chars[upper - FirstChar].XMove;
|
|
continue;
|
|
}
|
|
}
|
|
// Try an unnaccented character.
|
|
int noaccent = stripaccent(i + FirstChar);
|
|
if (noaccent != i + FirstChar)
|
|
{
|
|
noaccent -= FirstChar;
|
|
if (noaccent >= 0)
|
|
{
|
|
Chars[i].XMove = Chars[noaccent].XMove;
|
|
continue;
|
|
}
|
|
}
|
|
Chars[i].XMove = SpaceWidth;
|
|
}
|
|
if (Chars[i].OriginalPic)
|
|
{
|
|
int ofs = Chars[i].OriginalPic->GetTopOffset();
|
|
if (ofs > Displacement) Displacement = ofs;
|
|
}
|
|
}
|
|
}
|
|
|
|
|