raze/source/games/duke/src/2d_d.cpp
2021-04-30 20:08:33 +02:00

135 lines
5.3 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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
aint with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
// this file collects all 2D content of the game that was scattered across multiple sources originally.
// All this should transition to a more modern, preferably localization friendly, approach later.
#include "ns.h"
#include "duke3d.h"
#include "names_d.h"
#include "animtexture.h"
#include "animlib.h"
#include "raze_music.h"
#include "mapinfo.h"
#include "screenjob.h"
#include "texturemanager.h"
#include "buildtiles.h"
#include "mapinfo.h"
#include "c_dispatch.h"
#include "gamestate.h"
BEGIN_DUKE_NS
//==========================================================================
//
// Sets up the game fonts.
//
//==========================================================================
void InitFonts_d()
{
GlyphSet fontdata;
// Small font
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(STARTALPHANUM + i);
if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
{
if (i >= 'a' && i <= 'z' && tileEqualTo(i, i - 32)) continue;
fontdata.Insert('!' + i, tile);
tile->SetOffsetsNotForFont();
}
}
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 5, false, false, false, &fontdata);
fontdata.Clear();
// Big font
// This font is VERY messy...
fontdata.Insert('_', tileGetTexture(BIGALPHANUM - 11));
fontdata.Insert('-', tileGetTexture(BIGALPHANUM - 11));
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(BIGALPHANUM - 10 + i));
for (int i = 0; i < 26; i++) fontdata.Insert('A' + i, tileGetTexture(BIGALPHANUM + i));
fontdata.Insert('.', tileGetTexture(BIGPERIOD));
fontdata.Insert(',', tileGetTexture(BIGCOMMA));
fontdata.Insert('!', tileGetTexture(BIGX));
fontdata.Insert('?', tileGetTexture(BIGQ));
fontdata.Insert(';', tileGetTexture(BIGSEMI));
fontdata.Insert(':', tileGetTexture(BIGCOLIN));
fontdata.Insert('\\', tileGetTexture(BIGALPHANUM + 68));
fontdata.Insert('/', tileGetTexture(BIGALPHANUM + 68));
fontdata.Insert('%', tileGetTexture(BIGALPHANUM + 69));
fontdata.Insert('`', tileGetTexture(BIGAPPOS));
fontdata.Insert('"', tileGetTexture(BIGAPPOS));
fontdata.Insert('\'', tileGetTexture(BIGAPPOS));
// The texture offsets in this font are useless for font printing. This should only apply to these glyphs, not for international extensions, though.
GlyphSet::Iterator it(fontdata);
GlyphSet::Pair* pair;
while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
BigFont = new ::FFont("BigFont", nullptr, "defbigfont", 0, 0, 0, -1, 5, false, false, false, &fontdata);
fontdata.Clear();
// Tiny font
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(MINIFONT + i);
if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
{
if (i >= 'a' && i <= 'z' && tileEqualTo(i, i - 32)) continue;
fontdata.Insert('!' + i, tile);
tile->SetOffsetsNotForFont();
}
}
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 3, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
fontdata.Clear();
// SBAR index font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(THREEBYFIVE + i));
fontdata.Insert(':', tileGetTexture(THREEBYFIVE + 10));
fontdata.Insert('/', tileGetTexture(THREEBYFIVE + 11));
fontdata.Insert('%', tileGetTexture(MINIFONT + '%' - '!'));
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator iti(fontdata);
while (iti.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
IndexFont = new ::FFont("IndexFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata);
fontdata.Clear();
// digital font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(DIGITALNUM + i));
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator itd(fontdata);
while (itd.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
DigiFont = new ::FFont("DigiFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata);
}
END_DUKE_NS