raze/source/common/fonts/font.cpp
Christoph Oelckers fd04cda324 - added a font option to have lower case for Latin only.
This is meant for SW's SmallFont to avoid creating lowercase Greek or Cyrillic letters. The font is too small to render them adequately.
2023-02-11 10:43:59 +01:00

1131 lines
29 KiB
C++

/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include <cwctype>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "m_swap.h"
#include "v_font.h"
#include "printf.h"
#include "textures.h"
#include "filesystem.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "gstrings.h"
#include "image.h"
#include "utf8.h"
#include "myiswalpha.h"
#include "fontchars.h"
#include "multipatchtexture.h"
#include "texturemanager.h"
#include "i_interface.h"
#include "fontinternals.h"
TArray<FBitmap> sheetBitmaps;
//==========================================================================
//
// FFont :: FFont
//
// Loads a multi-texture font.
//
//==========================================================================
FFont::FFont (const char *name, const char *nametemplate, const char *filetemplate, int lfirst, int lcount, int start, int fdlump, int spacewidth, bool notranslate, bool iwadonly, bool doomtemplate, GlyphSet *baseGlyphs)
: FFont(fdlump, name)
{
int i;
FTextureID lump;
char buffer[12];
DVector2 Scale = { 1, 1 };
noTranslate = notranslate;
GlobalKerning = false;
SpaceWidth = 0;
FontHeight = 0;
int FixedWidth = 0;
TMap<int, FGameTexture*> charMap;
int minchar = INT_MAX;
int maxchar = INT_MIN;
// Read the font's configuration.
// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
TArray<FolderEntry> folderdata;
if (filetemplate != nullptr)
{
FStringf path("fonts/%s/", filetemplate);
// If a name template is given, collect data from all resource files.
// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
fileSystem.GetFilesInFolder(path, folderdata, nametemplate == nullptr);
//if (nametemplate == nullptr)
{
FStringf infpath("fonts/%s/font.inf", filetemplate);
unsigned index = folderdata.FindEx([=](const FolderEntry &entry)
{
return infpath.CompareNoCase(entry.name) == 0;
});
if (index < folderdata.Size())
{
FScanner sc;
sc.OpenLumpNum(folderdata[index].lumpnum);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
if (sc.Compare("Kerning"))
{
sc.MustGetValue(false);
GlobalKerning = sc.Number;
}
else if (sc.Compare("Altfont"))
{
sc.MustGetString();
AltFontName = sc.String;
}
else if (sc.Compare("Scale"))
{
sc.MustGetValue(true);
Scale.Y = Scale.X = sc.Float;
if (sc.CheckToken(','))
{
sc.MustGetValue(true);
Scale.Y = sc.Float;
}
}
else if (sc.Compare("SpaceWidth"))
{
sc.MustGetValue(false);
SpaceWidth = sc.Number;
}
else if (sc.Compare("FontHeight"))
{
sc.MustGetValue(false);
FontHeight = sc.Number;
}
else if (sc.Compare("CellSize"))
{
sc.MustGetValue(false);
FixedWidth = sc.Number;
sc.MustGetToken(',');
sc.MustGetValue(false);
FontHeight = sc.Number;
}
else if (sc.Compare("minluminosity"))
{
sc.MustGetValue(false);
MinLum = (int16_t)clamp(sc.Number, 0, 255);
}
else if (sc.Compare("maxluminosity"))
{
sc.MustGetValue(false);
MaxLum = (int16_t)clamp(sc.Number, 0, 255);
}
else if (sc.Compare("Translationtype"))
{
sc.MustGetToken(TK_Identifier);
if (sc.Compare("console"))
{
TranslationType = 1;
}
else if (sc.Compare("standard"))
{
TranslationType = 0;
}
else
{
sc.ScriptError("Unknown translation type %s", sc.String);
}
}
else if (sc.Compare("lowercaselatinonly"))
{
lowercaselatinonly = true;
}
}
}
}
}
if (FixedWidth > 0)
{
ReadSheetFont(folderdata, FixedWidth, FontHeight, Scale);
Type = Folder;
}
else
{
if (baseGlyphs)
{
// First insert everything from the given glyph set.
GlyphSet::Iterator it(*baseGlyphs);
GlyphSet::Pair* pair;
while (it.NextPair(pair))
{
if (pair->Value && pair->Value->GetTexelWidth() > 0 && pair->Value->GetTexelHeight() > 0)
{
auto position = pair->Key;
if (position < minchar) minchar = position;
if (position > maxchar) maxchar = position;
charMap.Insert(position, pair->Value);
}
}
}
if (nametemplate != nullptr)
{
if (!iwadonly)
{
for (i = 0; i < lcount; i++)
{
int position = lfirst + i;
mysnprintf(buffer, countof(buffer), nametemplate, i + start);
lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch);
if (doomtemplate && lump.isValid() && i + start == 121)
{ // HACKHACK: Don't load STCFN121 in doom(2), because
// it's not really a lower-case 'y' but a '|'.
// Because a lot of wads with their own font seem to foolishly
// copy STCFN121 and make it a '|' themselves, wads must
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
FStringf c120(nametemplate, 120);
FStringf c122(nametemplate, 122);
if (!TexMan.CheckForTexture(c120, ETextureType::MiscPatch).isValid() ||
!TexMan.CheckForTexture(c122, ETextureType::MiscPatch).isValid())
{
// insert the incorrectly named '|' graphic in its correct position.
position = 124;
}
}
if (lump.isValid())
{
Type = Multilump;
if (position < minchar) minchar = position;
if (position > maxchar) maxchar = position;
charMap.Insert(position, TexMan.GetGameTexture(lump));
}
}
}
else
{
FGameTexture *texs[256] = {};
if (lcount > 256 - start) lcount = 256 - start;
for (i = 0; i < lcount; i++)
{
TArray<FTextureID> array;
mysnprintf(buffer, countof(buffer), nametemplate, i + start);
TexMan.ListTextures(buffer, array, true);
for (auto entry : array)
{
auto tex = TexMan.GetGameTexture(entry, false);
if (tex && !tex->isUserContent() && tex->GetUseType() == ETextureType::MiscPatch)
{
texs[i] = tex;
}
}
}
if (doomtemplate)
{
// Handle the misplaced '|'.
if (texs[121 - '!'] && !texs[120 - '!'] && !texs[122 - '!'] && !texs[124 - '!'])
{
texs[124 - '!'] = texs[121 - '!'];
texs[121 - '!'] = nullptr;
}
}
for (i = 0; i < lcount; i++)
{
if (texs[i])
{
int position = lfirst + i;
Type = Multilump;
if (position < minchar) minchar = position;
if (position > maxchar) maxchar = position;
charMap.Insert(position, texs[i]);
}
}
}
}
if (folderdata.Size() > 0)
{
// all valid lumps must be named with a hex number that represents its Unicode character index.
for (auto &entry : folderdata)
{
char *endp;
auto base = ExtractFileBase(entry.name);
auto position = strtoll(base.GetChars(), &endp, 16);
if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff)))
{
auto texlump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
if (texlump.isValid())
{
if ((int)position < minchar) minchar = (int)position;
if ((int)position > maxchar) maxchar = (int)position;
auto tex = TexMan.GetGameTexture(texlump);
tex->SetScale((float)Scale.X, (float)Scale.Y);
charMap.Insert((int)position, tex);
Type = Folder;
}
}
}
}
FirstChar = minchar;
LastChar = maxchar;
auto count = maxchar - minchar + 1;
Chars.Resize(count);
int fontheight = 0;
for (i = 0; i < count; i++)
{
auto charlump = charMap.CheckKey(FirstChar + i);
if (charlump != nullptr)
{
auto pic = *charlump;
if (pic != nullptr)
{
double fheight = pic->GetDisplayHeight();
double yoffs = pic->GetDisplayTopOffset();
int height = int(fheight + abs(yoffs) + 0.5);
if (height > fontheight)
{
fontheight = height;
}
}
auto orig = pic->GetTexture();
auto tex = MakeGameTexture(orig, nullptr, ETextureType::FontChar);
tex->CopySize(pic, true);
TexMan.AddGameTexture(tex);
Chars[i].OriginalPic = tex;
if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic);
Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
}
else
{
Chars[i].OriginalPic = nullptr;
Chars[i].XMove = INT_MIN;
}
}
if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence
{
if (spacewidth != -1)
{
SpaceWidth = spacewidth;
}
else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].OriginalPic != nullptr)
{
SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
}
if (FontHeight == 0) FontHeight = fontheight;
FixXMoves();
}
}
class FSheetTexture : public FImageSource
{
unsigned baseSheet;
int X, Y;
public:
FSheetTexture(unsigned source, int x, int y, int width, int height)
{
baseSheet = source;
Width = width;
Height = height;
X = x;
Y = y;
}
int CopyPixels(FBitmap* dest, int conversion)
{
auto& pic = sheetBitmaps[baseSheet];
dest->CopyPixelDataRGB(0, 0, pic.GetPixels() + 4 * (X + pic.GetWidth() * Y), Width, Height, 4, pic.GetWidth() * 4, 0, CF_BGRA);
return 0;
}
};
void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
{
TMap<int, FGameTexture*> charMap;
int minchar = INT_MAX;
int maxchar = INT_MIN;
for (auto &entry : folderdata)
{
char *endp;
auto base = ExtractFileBase(entry.name);
auto position = strtoll(base.GetChars(), &endp, 16);
if ((*endp == 0 || (*endp == '.' && position >= 0 && position < 0xffff))) // Sheet fonts may fill in the low control chars.
{
auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
if (lump.isValid())
{
auto tex = TexMan.GetGameTexture(lump);
int numtex_x = tex->GetTexelWidth() / width;
int numtex_y = tex->GetTexelHeight() / height;
int maxinsheet = int(position) + numtex_x * numtex_y - 1;
if (minchar > position) minchar = int(position);
if (maxchar < maxinsheet) maxchar = maxinsheet;
FBitmap* sheetimg = &sheetBitmaps[sheetBitmaps.Reserve(1)];
sheetimg->Create(tex->GetTexelWidth(), tex->GetTexelHeight());
tex->GetTexture()->GetImage()->CopyPixels(sheetimg, FImageSource::normal);
for (int y = 0; y < numtex_y; y++)
{
for (int x = 0; x < numtex_x; x++)
{
auto image = new FSheetTexture(sheetBitmaps.Size() - 1, x * width, y * height, width, height);
FImageTexture *imgtex = new FImageTexture(image);
auto gtex = MakeGameTexture(imgtex, nullptr, ETextureType::FontChar);
gtex->SetWorldPanning(true);
gtex->SetOffsets(0, 0, 0);
gtex->SetOffsets(1, 0, 0);
gtex->SetScale((float)Scale.X, (float)Scale.Y);
TexMan.AddGameTexture(gtex);
charMap.Insert(int(position) + x + y * numtex_x, gtex);
}
}
}
}
}
FirstChar = minchar;
bool map1252 = false;
if (minchar < 0x80 && maxchar >= 0xa0) // should be a settable option, but that'd probably cause more problems than it'd solve.
{
if (maxchar < 0x2122) maxchar = 0x2122;
map1252 = true;
}
LastChar = maxchar;
auto count = maxchar - minchar + 1;
Chars.Resize(count);
for (int i = 0; i < count; i++)
{
auto lump = charMap.CheckKey(FirstChar + i);
if (lump != nullptr)
{
auto pic = (*lump)->GetTexture();
Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar);
Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
Chars[i].OriginalPic->CopySize(*lump, true);
if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic);
}
Chars[i].XMove = int(width / Scale.X);
}
if (map1252)
{
// Move the Windows-1252 characters to their proper place.
for (int i = 0x80; i < 0xa0; i++)
{
if (win1252map[i - 0x80] != i && Chars[i - minchar].OriginalPic != nullptr && Chars[win1252map[i - 0x80] - minchar].OriginalPic == nullptr)
{
std::swap(Chars[i - minchar], Chars[win1252map[i - 0x80] - minchar]);
}
}
}
SpaceWidth = width;
}
//==========================================================================
//
// FFont :: ~FFont
//
//==========================================================================
FFont::~FFont ()
{
FFont **prev = &FirstFont;
FFont *font = *prev;
while (font != nullptr && font != this)
{
prev = &font->Next;
font = *prev;
}
if (font != nullptr)
{
*prev = font->Next;
}
}
//==========================================================================
//
// FFont :: CheckCase
//
//==========================================================================
void FFont::CheckCase()
{
int lowercount = 0, uppercount = 0;
for (unsigned i = 0; i < Chars.Size(); i++)
{
unsigned chr = i + FirstChar;
if (lowerforupper[chr] == chr && upperforlower[chr] == chr)
{
continue; // not a letter;
}
if (myislower(chr))
{
if (Chars[i].OriginalPic != nullptr) lowercount++;
}
else
{
if (Chars[i].OriginalPic != nullptr) uppercount++;
}
}
if (lowercount == 0) return; // This is an uppercase-only font and we are done.
// The ß needs special treatment because it is far more likely to be supplied lowercase only, even in an uppercase font.
if (Chars[0xdf - FirstChar].OriginalPic != nullptr)
{
if (LastChar < 0x1e9e)
{
Chars.Resize(0x1e9f - FirstChar);
LastChar = 0x1e9e;
}
if (Chars[0x1e9e - FirstChar].OriginalPic == nullptr)
{
std::swap(Chars[0xdf - FirstChar], Chars[0x1e9e - FirstChar]);
lowercount--;
uppercount++;
if (lowercount == 0) return;
}
}
}
//==========================================================================
//
// FFont :: FindFont
//
// Searches for the named font in the list of loaded fonts, returning the
// font if it was found. The disk is not checked if it cannot be found.
//
//==========================================================================
FFont *FFont::FindFont (FName name)
{
if (name == NAME_None)
{
return nullptr;
}
FFont *font = FirstFont;
while (font != nullptr)
{
if (font->FontName == name) return font;
font = font->Next;
}
return nullptr;
}
//==========================================================================
//
// RecordTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the texture to 1.
//
//==========================================================================
void RecordTextureColors (FImageSource *pic, uint32_t *usedcolors)
{
int x;
auto pixels = pic->GetPalettedPixels(false);
auto size = pic->GetWidth() * pic->GetHeight();
for(x = 0;x < size; x++)
{
usedcolors[pixels[x]]++;
}
}
//==========================================================================
//
// RecordLuminosity
//
// Records minimum and maximum luminosity of a texture.
//
//==========================================================================
static void RecordLuminosity(FImageSource* pic, int* minlum, int* maxlum)
{
auto bitmap = pic->GetCachedBitmap(nullptr, FImageSource::normal);
auto pixels = bitmap.GetPixels();
auto size = pic->GetWidth() * pic->GetHeight();
for (int x = 0; x < size; x++)
{
int xx = x * 4;
if (pixels[xx + 3] > 0)
{
int lum = Luminance(pixels[xx + 2], pixels[xx + 1], pixels[xx]);
if (lum < *minlum) *minlum = lum;
if (lum > *maxlum) *maxlum = lum;
}
}
}
//==========================================================================
//
// RecordAllTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the font.
//
//==========================================================================
void FFont::RecordAllTextureColors(uint32_t *usedcolors)
{
for (unsigned int i = 0; i < Chars.Size(); i++)
{
if (Chars[i].OriginalPic)
{
auto pic = Chars[i].OriginalPic->GetTexture()->GetImage();
if (pic) RecordTextureColors(pic, usedcolors);
}
}
}
//==========================================================================
//
// compare
//
// Used for sorting colors by brightness.
//
//==========================================================================
static int compare (const void *arg1, const void *arg2)
{
if (RPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 299 +
GPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 587 +
BPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 114 <
RPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 299 +
GPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 587 +
BPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 114)
return -1;
else
return 1;
}
//==========================================================================
//
// FFont :: GetLuminosity
//
//==========================================================================
int FFont::GetLuminosity (uint32_t *colorsused, TArray<double> &Luminosity, int* minlum, int* maxlum)
{
double min, max, diver;
Luminosity.Resize(256);
Luminosity[0] = 0.0; // [BL] Prevent uninitalized memory
max = 0.0;
min = 100000000.0;
for (int i = 1; i < 256; i++)
{
if (colorsused[i])
{
Luminosity[i] = GPalette.BaseColors[i].r * 0.299 + GPalette.BaseColors[i].g * 0.587 + GPalette.BaseColors[i].b * 0.114;
if (Luminosity[i] > max) max = Luminosity[i];
if (Luminosity[i] < min) min = Luminosity[i];
}
else Luminosity[i] = -1; // this color is not of interest.
}
diver = 1.0 / (max - min);
for (int i = 1; i < 256; i++)
{
if (colorsused[i])
{
Luminosity[i] = (Luminosity[i] - min) * diver;
}
}
if (minlum) *minlum = int(min);
if (maxlum) *maxlum = int(max);
return 256;
}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
int FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
{
// Single pic fonts do not set up their translation table and must always return 0.
if (Translations.Size() == 0) return 0;
assert(Translations.Size() == (unsigned)NumTextColors);
if (noTranslate)
{
PalEntry retcolor = PalEntry(255, 255, 255, 255);
if (range >= 0 && range < NumTextColors && range != CR_UNTRANSLATED)
{
retcolor = TranslationColors[range];
retcolor.a = 255;
}
if (color != nullptr) *color = retcolor;
}
if (range == CR_UNDEFINED)
return -1;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
return Translations[range];
}
//==========================================================================
//
// FFont :: GetCharCode
//
// If the character code is in the font, returns it. If it is not, but it
// is lowercase and has an uppercase variant present, return that. Otherwise
// return -1.
//
//==========================================================================
int FFont::GetCharCode(int code, bool needpic) const
{
int newcode;
if (code < 0 && code >= -128)
{
// regular chars turn negative when the 8th bit is set.
code &= 255;
}
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].OriginalPic != nullptr))
{
return code;
}
// Use different substitution logic based on the fonts content:
// In a font which has both upper and lower case, prefer unaccented small characters over capital ones.
// In a pure upper-case font, do not check for lower case replacements.
if (!MixedCase || (lowercaselatinonly && code >= 0x380 && code < 0x500))
{
// Try converting lowercase characters to uppercase.
if (myislower(code))
{
code = upperforlower[code];
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].OriginalPic != nullptr))
{
return code;
}
}
// Try stripping accents from accented characters.
while ((newcode = stripaccent(code)) != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].OriginalPic != nullptr))
{
return code;
}
}
}
else
{
int originalcode = code;
// Try stripping accents from accented characters. This may repeat to allow multi-step fallbacks.
while ((newcode = stripaccent(code)) != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].OriginalPic != nullptr))
{
return code;
}
}
code = originalcode;
if (myislower(code))
{
int upper = upperforlower[code];
// Stripping accents did not help - now try uppercase for lowercase
if (upper != code) return GetCharCode(upper, needpic);
}
// Same for the uppercase character. Since we restart at the accented version this must go through the entire thing again.
while ((newcode = stripaccent(code)) != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].OriginalPic != nullptr))
{
return code;
}
}
}
return -1;
}
//==========================================================================
//
// FFont :: GetChar
//
//==========================================================================
FGameTexture *FFont::GetChar (int code, int translation, int *const width) 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;
assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar);
return Chars[code].OriginalPic;
}
//==========================================================================
//
// 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;
auto tex_zero = font->GetChar('0', CR_UNDEFINED, &w);
auto texc = font->GetChar(c, CR_UNDEFINED, &w);
double offset = 0;
if (texc) offset += texc->GetDisplayTopOffset();
if (tex_zero) offset += -tex_zero->GetDisplayTopOffset() + tex_zero->GetDisplayHeight();
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, int spacing) 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 if (spacing >= 0)
{
w += GetCharWidth(chr) + GlobalKerning + spacing;
}
else
{
w -= spacing;
}
}
return 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->GetDisplayTopOffset());
if (offs > retval) retval = offs;
}
}
}
return retval;
}
//==========================================================================
//
// FFont :: LoadTranslations
//
//==========================================================================
void FFont::LoadTranslations()
{
unsigned int count = min<unsigned>(Chars.Size(), LastChar - FirstChar + 1);
if (count == 0) return;
int minlum = 255, maxlum = 0;
for (unsigned int i = 0; i < count; i++)
{
if (Chars[i].OriginalPic)
{
auto pic = Chars[i].OriginalPic->GetTexture()->GetImage();
RecordLuminosity(pic, &minlum, &maxlum);
}
}
if (MinLum >= 0 && MinLum < minlum) minlum = MinLum;
if (MaxLum > maxlum) maxlum = MaxLum;
// Here we can set everything to a luminosity translation.
Translations.Resize(NumTextColors);
for (int i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED) Translations[i] = 0;
else Translations[i] = LuminosityTranslation(i*2 + TranslationType, minlum, maxlum);
}
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
FFont::FFont (int lump, FName nm)
{
FirstChar = LastChar = 0;
Next = FirstFont;
FirstFont = this;
Lump = lump;
FontName = nm;
Cursor = '_';
noTranslate = false;
}
//==========================================================================
//
// 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()
{
if (FirstChar < 'a' && LastChar >= 'z')
{
MixedCase = true;
// First check if this is a mixed case font.
// For this the basic Latin small characters all need to be present.
for (int i = 'a'; i <= 'z'; i++)
if (Chars[i - FirstChar].OriginalPic == nullptr)
{
MixedCase = false;
break;
}
}
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 = (int)Chars[i].OriginalPic->GetDisplayTopOffset();
if (ofs > Displacement) Displacement = ofs;
}
}
}
void FFont::ClearOffsets()
{
for (auto& c : Chars) if (c.OriginalPic) c.OriginalPic->SetOffsets(0, 0);
}