/* ** v_font.cpp ** Font management ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ /* Special file formats handled here: FON1 "console" fonts have the following header: char Magic[4]; -- The characters "FON1" uword CharWidth; -- Character cell width uword CharHeight; -- Character cell height The FON1 header is followed by RLE character data for all 256 8-bit ASCII characters. FON2 "standard" fonts have the following header: char Magic[4]; -- The characters "FON2" uword FontHeight; -- Every character in a font has the same height ubyte FirstChar; -- First character defined by this font. ubyte LastChar; -- Last character definde by this font. ubyte bConstantWidth; ubyte ShadingType; ubyte PaletteSize; -- size of palette in entries (not bytes!) ubyte Flags; There is presently only one flag for FON2: FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file The FON2 header is followed by variable length data: word Kerning; -- only present if FOF_WHOLEFONTKERNING is set ubyte Palette[PaletteSize+1][3]; -- The last entry is the delimiter color. The delimiter is not used -- by the font but is used by imagetool when converting the font -- back to an image. Color 0 is the transparent color and is also -- used only for converting the font back to an image. The other -- entries are all presorted in increasing order of brightness. ubyte CharacterData[...]; -- RLE character data, in order */ // HEADER FILES ------------------------------------------------------------ #include #include #include #include #include #include "templates.h" #include "doomtype.h" #include "m_swap.h" #include "v_font.h" #include "v_video.h" #include "w_wad.h" #include "i_system.h" #include "gi.h" #include "cmdlib.h" #include "sc_man.h" #include "hu_stuff.h" #include "r_draw.h" #include "r_translate.h" #include "colormatcher.h" #include "v_palette.h" // MACROS ------------------------------------------------------------------ #define DEFAULT_LOG_COLOR PalEntry(223,223,223) // TYPES ------------------------------------------------------------------- void RecordTextureColors (FTexture *pic, BYTE *colorsused); // This structure is used by BuildTranslations() to hold color information. struct TranslationParm { short RangeStart; // First level for this range short RangeEnd; // Last level for this range BYTE Start[3]; // Start color for this range BYTE End[3]; // End color for this range }; struct TranslationMap { FName Name; int Number; }; class FSingleLumpFont : public FFont { public: FSingleLumpFont (const char *fontname, int lump); protected: void CheckFON1Chars (int lump, const BYTE *data, double *luminosity); void BuildTranslations2 (); void FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette, bool rescale, PalEntry *out_palette); void LoadFON1 (int lump, const BYTE *data); void LoadFON2 (int lump, const BYTE *data); void LoadBMF (int lump, const BYTE *data); void CreateFontFromPic (FTextureID picnum); static int STACK_ARGS BMFCompare(const void *a, const void *b); }; class FSinglePicFont : public FFont { public: FSinglePicFont(const char *picname); // FFont interface FTexture *GetChar (int code, int *const width) const; int GetCharWidth (int code) const; protected: FTextureID PicNum; }; // Essentially a normal multilump font but with an explicit list of character patches class FSpecialFont : public FFont { public: FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate); }; // This is a font character that loads a texture and recolors it. class FFontChar1 : public FTexture { public: FFontChar1 (FTexture *sourcelump, const BYTE *sourceremap); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); ~FFontChar1 (); protected: void MakeTexture (); FTexture *BaseTexture; BYTE *Pixels; const BYTE *SourceRemap; }; // This is a font character that reads RLE compressed data. class FFontChar2 : public FTexture { public: FFontChar2 (int sourcelump, const BYTE *sourceremap, int sourcepos, int width, int height, int leftofs=0, int topofs=0); ~FFontChar2 (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); protected: int SourceLump; int SourcePos; BYTE *Pixels; Span **Spans; const BYTE *SourceRemap; void MakeTexture (); }; struct TempParmInfo { unsigned int StartParm[2]; unsigned int ParmLen[2]; int Index; }; struct TempColorInfo { FName Name; unsigned int ParmInfo; PalEntry LogColor; }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static int STACK_ARGS TranslationMapCompare (const void *a, const void *b); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern int PrintColors[]; // PUBLIC DATA DEFINITIONS ------------------------------------------------- FFont *FFont::FirstFont = NULL; int NumTextColors; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const BYTE myislower[256] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0 }; static TArray TranslationParms[2]; static TArray TranslationLookup; static TArray TranslationColors; // CODE -------------------------------------------------------------------- FFont *V_GetFont(const char *name) { FFont *font = FFont::FindFont (name); if (font == NULL) { int lump = -1; lump = Wads.CheckNumForFullName(name, true); if (lump != -1) { uint32 head; { FWadLump lumpy = Wads.OpenLumpNum (lump); lumpy.Read (&head, 4); } if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) || head == MAKE_ID(0xE1,0xE6,0xD5,0x1A)) { font = new FSingleLumpFont (name, lump); } } if (font == NULL) { FTextureID picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any); if (picnum.isValid()) { font = new FSinglePicFont (name); } } } return font; } //========================================================================== // // SerializeFFontPtr // //========================================================================== FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font) { if (arc.IsStoring ()) { arc << font->Name; } else { char *name = NULL; arc << name; font = V_GetFont(name); if (font == NULL) { Printf ("Could not load font %s\n", name); font = SmallFont; } delete[] name; } return arc; } //========================================================================== // // FFont :: FFont // // Loads a multi-texture font. // //========================================================================== FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start) { int i; FTextureID lump; char buffer[12]; FTexture **charlumps; BYTE usedcolors[256], identity[256]; double *luminosity; int maxyoffs; bool doomtemplate = gameinfo.gametype & GAME_DoomChex ? strncmp (nametemplate, "STCFN", 5) == 0 : false; bool stcfn121 = false; Chars = new CharData[count]; charlumps = new FTexture *[count]; PatchRemap = new BYTE[256]; FirstChar = first; LastChar = first + count - 1; FontHeight = 0; GlobalKerning = false; memset (usedcolors, 0, 256); Name = copystring (name); Next = FirstFont; FirstFont = this; Cursor = '_'; maxyoffs = 0; for (i = 0; i < count; i++) { charlumps[i] = NULL; mysnprintf (buffer, countof(buffer), nametemplate, i + start); lump = TexMan.CheckForTexture(buffer, FTexture::TEX_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'. if (!TexMan.CheckForTexture("STCFN120", FTexture::TEX_MiscPatch).isValid() || !TexMan.CheckForTexture("STCFN122", FTexture::TEX_MiscPatch).isValid()) { // insert the incorrectly named '|' graphic in its correct position. if (count > 124-start) charlumps[124-start] = TexMan[lump]; lump.SetInvalid(); stcfn121 = true; } } if (lump.isValid()) { FTexture *pic = TexMan[lump]; if (pic != NULL) { // set the lump here only if it represents a valid texture if (i != 124-start || !stcfn121) charlumps[i] = pic; int height = pic->GetScaledHeight(); int yoffs = pic->GetScaledTopOffset(); if (yoffs > maxyoffs) { maxyoffs = yoffs; } height += abs (yoffs); if (height > FontHeight) { FontHeight = height; } RecordTextureColors (pic, usedcolors); } } } ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity); for (i = 0; i < count; i++) { if (charlumps[i] != NULL) { Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap); Chars[i].XMove = Chars[i].Pic->GetScaledWidth(); } else { Chars[i].Pic = NULL; Chars[i].XMove = INT_MIN; } } if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL) { SpaceWidth = (Chars['N' - first].XMove + 1) / 2; } else { SpaceWidth = 4; } FixXMoves(); BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, NULL); delete[] luminosity; delete[] charlumps; } //========================================================================== // // FFont :: ~FFont // //========================================================================== FFont::~FFont () { if (Chars) { int count = LastChar - FirstChar + 1; for (int i = 0; i < count; ++i) { if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0) { delete Chars[i].Pic; } } delete[] Chars; Chars = NULL; } if (PatchRemap) { delete[] PatchRemap; PatchRemap = NULL; } if (Name) { delete[] Name; Name = NULL; } FFont **prev = &FirstFont; FFont *font = *prev; while (font != NULL && font != this) { prev = &font->Next; font = *prev; } if (font != NULL) { *prev = font->Next; } } //========================================================================== // // 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 (const char *name) { if (name == NULL) { return NULL; } FFont *font = FirstFont; while (font != NULL) { if (stricmp (font->Name, name) == 0) break; font = font->Next; } return font; } //========================================================================== // // RecordTextureColors // // Given a 256 entry buffer, sets every entry that corresponds to a color // used by the texture to 1. // //========================================================================== void RecordTextureColors (FTexture *pic, BYTE *usedcolors) { int x; for (x = pic->GetWidth() - 1; x >= 0; x--) { const FTexture::Span *spans; const BYTE *column = pic->GetColumn (x, &spans); while (spans->Length != 0) { const BYTE *source = column + spans->TopOffset; int count = spans->Length; do { usedcolors[*source++] = 1; } while (--count); spans++; } } } //========================================================================== // // compare // // Used for sorting colors by brightness. // //========================================================================== static int STACK_ARGS compare (const void *arg1, const void *arg2) { if (RPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 299 + GPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 587 + BPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 114 < RPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 299 + GPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 587 + BPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 114) return -1; else return 1; } //========================================================================== // // FFont :: SimpleTranslation // // Colorsused, translation, and reverse must all be 256 entry buffers. // Colorsused must already be filled out. // Translation be set to remap the source colors to a new range of // consecutive colors based at 1 (0 is transparent). // Reverse will be just the opposite of translation: It maps the new color // range to the original colors. // *Luminosity will be an array just large enough to hold the brightness // levels of all the used colors, in consecutive order. It is sorted from // darkest to lightest and scaled such that the darkest color is 0.0 and // the brightest color is 1.0. // The return value is the number of used colors and thus the number of // entries in *luminosity. // //========================================================================== int FFont::SimpleTranslation (BYTE *colorsused, BYTE *translation, BYTE *reverse, double **luminosity) { double min, max, diver; int i, j; memset (translation, 0, 256); reverse[0] = 0; for (i = 1, j = 1; i < 256; i++) { if (colorsused[i]) { reverse[j++] = i; } } qsort (reverse+1, j-1, 1, compare); *luminosity = new double[j]; max = 0.0; min = 100000000.0; for (i = 1; i < j; i++) { translation[reverse[i]] = i; (*luminosity)[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 + GPART(GPalette.BaseColors[reverse[i]]) * 0.587 + BPART(GPalette.BaseColors[reverse[i]]) * 0.114; if ((*luminosity)[i] > max) max = (*luminosity)[i]; if ((*luminosity)[i] < min) min = (*luminosity)[i]; } diver = 1.0 / (max - min); for (i = 1; i < j; i++) { (*luminosity)[i] = ((*luminosity)[i] - min) * diver; } return j; } //========================================================================== // // FFont :: BuildTranslations // // Build color translations for this font. Luminosity is an array of // brightness levels. The ActiveColors member must be set to indicate how // large this array is. Identity is an array that remaps the colors to // their original values; it is only used for CR_UNTRANSLATED. Ranges // is an array of TranslationParm structs defining the ranges for every // possible color, in order. Palette is the colors to use for the // untranslated version of the font. // //========================================================================== void FFont::BuildTranslations (const double *luminosity, const BYTE *identity, const void *ranges, int total_colors, const PalEntry *palette) { int i, j; const TranslationParm *parmstart = (const TranslationParm *)ranges; FRemapTable remap(total_colors); // Create different translations for different color ranges Ranges.Clear(); for (i = 0; i < NumTextColors; i++) { if (i == CR_UNTRANSLATED) { if (identity != NULL) { memcpy (remap.Remap, identity, ActiveColors); if (palette != NULL) { memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry)); } else { remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255); for (j = 1; j < ActiveColors; ++j) { remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0); } } } else { remap = Ranges[0]; } Ranges.Push(remap); continue; } assert(parmstart->RangeStart >= 0); remap.Remap[0] = 0; remap.Palette[0] = 0; for (j = 1; j < ActiveColors; j++) { int v = int(luminosity[j] * 256.0); // Find the color range that this luminosity value lies within. const TranslationParm *parms = parmstart - 1; do { parms++; if (parms->RangeStart <= v && parms->RangeEnd >= v) break; } while (parms[1].RangeStart > parms[0].RangeEnd); // Linearly interpolate to find out which color this luminosity level gets. int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart); int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue r = clamp(r, 0, 255); g = clamp(g, 0, 255); b = clamp(b, 0, 255); remap.Remap[j] = ColorMatcher.Pick(r, g, b); remap.Palette[j] = PalEntry(255,r,g,b); } Ranges.Push(remap); // Advance to the next color range. while (parmstart[1].RangeStart > parmstart[0].RangeEnd) { parmstart++; } parmstart++; } } //========================================================================== // // FFont :: GetColorTranslation // //========================================================================== FRemapTable *FFont::GetColorTranslation (EColorRange range) const { if (ActiveColors == 0) return NULL; else if (range >= NumTextColors) range = CR_UNTRANSLATED; return &Ranges[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 { if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL)) { return code; } if (myislower[code]) { code -= 32; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL)) { return code; } } return -1; } //========================================================================== // // FFont :: GetChar // //========================================================================== FTexture *FFont::GetChar (int code, int *const width) const { code = GetCharCode(code, false); int xmove = SpaceWidth; if (code >= 0) { code -= FirstChar; xmove = Chars[code].XMove; if (Chars[code].Pic == NULL) { code = GetCharCode(code + FirstChar, true); if (code >= 0) { code -= FirstChar; xmove = Chars[code].XMove; } } } if (width != NULL) { *width = xmove; } return (code < 0) ? NULL : Chars[code].Pic; } //========================================================================== // // FFont :: GetCharWidth // //========================================================================== int FFont::GetCharWidth (int code) const { code = GetCharCode(code, false); return (code < 0) ? SpaceWidth : Chars[code - FirstChar].XMove; } //========================================================================== // // FFont :: Preload // // Loads most of the 7-bit ASCII characters. In the case of D3DFB, this // means all the characters of a font have a better chance of being packed // into the same hardware texture. // //========================================================================== void FFont::Preload() const { // First and last char are the same? Wait until it's actually needed // since nothing is gained by preloading now. if (FirstChar == LastChar) { return; } for (int i = MAX(FirstChar, 0x21); i < MIN(LastChar, 0x7e); ++i) { int foo; FTexture *pic = GetChar(i, &foo); if (pic != NULL) { pic->GetNative(false); } } } //========================================================================== // // FFont :: StaticPreloadFonts // // Preloads all the defined fonts. // //========================================================================== void FFont::StaticPreloadFonts() { for (FFont *font = FirstFont; font != NULL; font = font->Next) { font->Preload(); } } //========================================================================== // // FFont :: FFont - default constructor // //========================================================================== FFont::FFont () { Chars = NULL; PatchRemap = NULL; Name = NULL; } //========================================================================== // // FSingleLumpFont :: FSingleLumpFont // // Loads a FON1 or FON2 font resource. // //========================================================================== FSingleLumpFont::FSingleLumpFont (const char *name, int lump) { assert(lump >= 0); Name = copystring (name); FMemLump data1 = Wads.ReadLump (lump); const BYTE *data = (const BYTE *)data1.GetMem(); if (data[0] == 0xE1 && data[1] == 0xE6 && data[2] == 0xD5 && data[3] == 0x1A) { LoadBMF(lump, data); } else if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' || (data[3] != '1' && data[3] != '2')) { I_FatalError ("%s is not a recognizable font", name); } else { switch (data[3]) { case '1': LoadFON1 (lump, data); break; case '2': LoadFON2 (lump, data); break; } } Next = FirstFont; FirstFont = this; } //========================================================================== // // FSingleLumpFont :: CreateFontFromPic // //========================================================================== void FSingleLumpFont::CreateFontFromPic (FTextureID picnum) { FTexture *pic = TexMan[picnum]; FontHeight = pic->GetHeight (); SpaceWidth = pic->GetWidth (); GlobalKerning = 0; FirstChar = LastChar = 'A'; Chars = new CharData[1]; Chars->Pic = pic; // Only one color range. Don't bother with the others. ActiveColors = 0; } //========================================================================== // // FSingleLumpFont :: LoadFON1 // // FON1 is used for the console font. // //========================================================================== void FSingleLumpFont::LoadFON1 (int lump, const BYTE *data) { double luminosity[256]; int w, h; Chars = new CharData[256]; w = data[4] + data[5]*256; h = data[6] + data[7]*256; FontHeight = h; SpaceWidth = w; FirstChar = 0; LastChar = 255; GlobalKerning = 0; PatchRemap = new BYTE[256]; CheckFON1Chars (lump, data, luminosity); BuildTranslations (luminosity, NULL, &TranslationParms[1][0], ActiveColors, NULL); } //========================================================================== // // FSingleLumpFont :: LoadFON2 // // FON2 is used for everything but the console font. The console font should // probably use FON2 as well, but oh well. // //========================================================================== void FSingleLumpFont::LoadFON2 (int lump, const BYTE *data) { int count, i, totalwidth; int *widths2; BYTE identity[256]; double luminosity[256]; PalEntry local_palette[256]; WORD *widths; const BYTE *palette; const BYTE *data_p; FontHeight = data[4] + data[5]*256; FirstChar = data[6]; LastChar = data[7]; ActiveColors = data[10]; count = LastChar - FirstChar + 1; Chars = new CharData[count]; widths2 = new int[count]; if (data[11] & 1) { // Font specifies a kerning value. GlobalKerning = LittleShort(*(SWORD *)&data[12]); widths = (WORD *)(data + 14); } else { // Font does not specify a kerning value. GlobalKerning = 0; widths = (WORD *)(data + 12); } totalwidth = 0; if (data[8]) { // Font is mono-spaced. totalwidth = LittleShort(widths[0]); for (i = 0; i < count; ++i) { widths2[i] = totalwidth; } totalwidth *= count; palette = (BYTE *)&widths[1]; } else { // Font has varying character widths. for (i = 0; i < count; ++i) { widths2[i] = LittleShort(widths[i]); totalwidth += widths2[i]; } palette = (BYTE *)(widths + i); } if (FirstChar <= ' ' && LastChar >= ' ') { SpaceWidth = widths2[' '-FirstChar]; } else if (FirstChar <= 'N' && LastChar >= 'N') { SpaceWidth = (widths2['N' - FirstChar] + 1) / 2; } else { SpaceWidth = totalwidth * 2 / (3 * count); } FixupPalette (identity, luminosity, palette, data[9] == 0, local_palette); data_p = palette + (ActiveColors+1)*3; for (i = 0; i < count; ++i) { int destSize = widths2[i] * FontHeight; Chars[i].XMove = widths2[i]; if (destSize <= 0) { Chars[i].Pic = NULL; } else { Chars[i].Pic = new FFontChar2 (lump, NULL, int(data_p - data), widths2[i], FontHeight); do { SBYTE code = *data_p++; if (code >= 0) { data_p += code+1; destSize -= code+1; } else if (code != -128) { data_p++; destSize -= (-code)+1; } } while (destSize > 0); } if (destSize < 0) { i += FirstChar; I_FatalError ("Overflow decompressing char %d (%c) of %s", i, i, Name); } } BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, local_palette); delete[] widths2; } //========================================================================== // // FSingleLumpFont :: LoadBMF // // Loads a BMF font. The file format is described at // // //========================================================================== void FSingleLumpFont::LoadBMF(int lump, const BYTE *data) { const BYTE *chardata; int numchars, count, totalwidth, nwidth; int infolen; int i, chari; BYTE raw_palette[256*3]; PalEntry sort_palette[256]; PalEntry local_palette[256]; double luminosity[256]; BYTE identity[256]; FontHeight = data[5]; GlobalKerning = (SBYTE)data[8]; ActiveColors = data[16]; SpaceWidth = -1; nwidth = -1; infolen = data[17 + ActiveColors*3]; chardata = data + 18 + ActiveColors*3 + infolen; numchars = chardata[0] + 256*chardata[1]; chardata += 2; // Scan for lowest and highest characters defined and total font width. FirstChar = 256; LastChar = 0; totalwidth = 0; for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2]) { if ((chardata[chari+1] == 0 || chardata[chari+2] == 0) && chardata[chari+5] == 0) { // Don't count empty characters. continue; } if (chardata[chari] < FirstChar) { FirstChar = chardata[chari]; } if (chardata[chari] > LastChar) { LastChar = chardata[chari]; } totalwidth += chardata[chari+1]; } if (LastChar < FirstChar) { I_FatalError("BMF font defines no characters"); } count = LastChar - FirstChar + 1; Chars = new CharData[count]; for (i = 0; i < count; ++i) { Chars[i].Pic = NULL; Chars[i].XMove = INT_MIN; } // BMF palettes are only six bits per component. Fix that. for (i = 0; i < ActiveColors*3; ++i) { raw_palette[i+3] = (data[17 + i] << 2) | (data[17 + i] >> 4); } ActiveColors++; // Sort the palette by increasing brightness for (i = 0; i < ActiveColors; ++i) { PalEntry *pal = &sort_palette[i]; pal->a = i; // Use alpha part to point back to original entry pal->r = raw_palette[i*3 + 0]; pal->g = raw_palette[i*3 + 1]; pal->b = raw_palette[i*3 + 2]; } qsort(sort_palette + 1, ActiveColors - 1, sizeof(PalEntry), BMFCompare); // Create the PatchRemap table from the sorted "alpha" values. PatchRemap = new BYTE[ActiveColors]; PatchRemap[0] = 0; for (i = 1; i < ActiveColors; ++i) { PatchRemap[sort_palette[i].a] = i; } FixupPalette(identity, luminosity, raw_palette, true, local_palette); // Now scan through the characters again, creating glyphs for each one. for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2]) { assert(chardata[chari] - FirstChar >= 0); assert(chardata[chari] - FirstChar < count); if (chardata[chari] == ' ') { SpaceWidth = chardata[chari+5]; } else if (chardata[chari] == 'N') { nwidth = chardata[chari+5]; } Chars[chardata[chari] - FirstChar].XMove = chardata[chari+5]; if (chardata[chari+1] == 0 || chardata[chari+2] == 0) { // Empty character: skip it. continue; } Chars[chardata[chari] - FirstChar].Pic = new FFontChar2(lump, PatchRemap, int(chardata + chari + 6 - data), chardata[chari+1], // width chardata[chari+2], // height -(SBYTE)chardata[chari+3], // x offset -(SBYTE)chardata[chari+4] // y offset ); } // If the font did not define a space character, determine a suitable space width now. if (SpaceWidth < 0) { if (nwidth >= 0) { SpaceWidth = nwidth; } else { SpaceWidth = totalwidth * 2 / (3 * count); } } FixXMoves(); BuildTranslations(luminosity, identity, &TranslationParms[0][0], ActiveColors, local_palette); } //========================================================================== // // FSingleLumpFont :: BMFCompare STATIC // // Helper to sort BMF palettes. // //========================================================================== int STACK_ARGS FSingleLumpFont::BMFCompare(const void *a, const void *b) { const PalEntry *pa = (const PalEntry *)a; const PalEntry *pb = (const PalEntry *)b; return (pa->r * 299 + pa->g * 587 + pa->b * 114) - (pb->r * 299 + pb->g * 587 + pb->b * 114); } //========================================================================== // // FSingleLumpFont :: CheckFON1Chars // // Scans a FON1 resource for all the color values it uses and sets up // some tables like SimpleTranslation. Data points to the RLE data for // the characters. Also sets up the character textures. // //========================================================================== void FSingleLumpFont::CheckFON1Chars (int lump, const BYTE *data, double *luminosity) { BYTE used[256], reverse[256]; const BYTE *data_p; int i, j; memset (used, 0, 256); data_p = data + 8; for (i = 0; i < 256; ++i) { int destSize = SpaceWidth * FontHeight; Chars[i].Pic = new FFontChar2 (lump, PatchRemap, int(data_p - data), SpaceWidth, FontHeight); Chars[i].XMove = SpaceWidth; // Advance to next char's data and count the used colors. do { SBYTE code = *data_p++; if (code >= 0) { destSize -= code+1; while (code-- >= 0) { used[*data_p++] = 1; } } else if (code != -128) { used[*data_p++] = 1; destSize -= 1 - code; } } while (destSize > 0); } memset (PatchRemap, 0, 256); reverse[0] = 0; for (i = 1, j = 1; i < 256; ++i) { if (used[i]) { reverse[j++] = i; } } for (i = 1; i < j; ++i) { PatchRemap[reverse[i]] = i; luminosity[i] = (reverse[i] - 1) / 254.0; } ActiveColors = j; } //========================================================================== // // FSingleLumpFont :: FixupPalette // // Finds the best matches for the colors used by a FON2 font and sets up // some tables like SimpleTranslation. // //========================================================================== void FSingleLumpFont::FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette, bool rescale, PalEntry *out_palette) { int i; double maxlum = 0.0; double minlum = 100000000.0; double diver; identity[0] = 0; palette += 3; // Skip the transparent color for (i = 1; i <= ActiveColors; ++i, palette += 3) { int r = palette[0]; int g = palette[1]; int b = palette[2]; double lum = r*0.299 + g*0.587 + b*0.114; identity[i] = ColorMatcher.Pick (r, g, b); luminosity[i] = lum; out_palette[i].r = r; out_palette[i].g = g; out_palette[i].b = b; out_palette[i].a = 255; if (lum > maxlum) maxlum = lum; if (lum < minlum) minlum = lum; } out_palette[0] = 0; if (rescale) { diver = 1.0 / (maxlum - minlum); } else { diver = 1.0 / 255.0; } for (i = 1; i <= ActiveColors; ++i) { luminosity[i] = (luminosity[i] - minlum) * diver; } } //========================================================================== // // FSinglePicFont :: FSinglePicFont // // Creates a font to wrap a texture so that you can use hudmessage as if it // were a hudpic command. It does not support translation, but animation // is supported, unlike all the real fonts. // //========================================================================== FSinglePicFont::FSinglePicFont(const char *picname) { FTextureID picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Any); if (!picnum.isValid()) { I_FatalError ("%s is not a font or texture", picname); } FTexture *pic = TexMan[picnum]; Name = copystring(picname); FontHeight = pic->GetScaledHeight(); SpaceWidth = pic->GetScaledWidth(); GlobalKerning = 0; FirstChar = LastChar = 'A'; ActiveColors = 0; PicNum = picnum; Next = FirstFont; FirstFont = this; } //========================================================================== // // FSinglePicFont :: GetChar // // Returns the texture if code is 'a' or 'A', otherwise NULL. // //========================================================================== FTexture *FSinglePicFont::GetChar (int code, int *const width) const { *width = SpaceWidth; if (code == 'a' || code == 'A') { return TexMan(PicNum); } else { return NULL; } } //========================================================================== // // FSinglePicFont :: GetCharWidth // // Don't expect the text functions to work properly if I actually allowed // the character width to vary depending on the animation frame. // //========================================================================== int FSinglePicFont::GetCharWidth (int code) const { return SpaceWidth; } //========================================================================== // // FFontChar1 :: FFontChar1 // // Used by fonts made from textures. // //========================================================================== FFontChar1::FFontChar1 (FTexture *sourcelump, const BYTE *sourceremap) : SourceRemap (sourceremap) { UseType = FTexture::TEX_FontChar; BaseTexture = sourcelump; // now copy all the properties from the base texture assert(BaseTexture != NULL); CopySize(BaseTexture); Pixels = NULL; } //========================================================================== // // FFontChar1 :: GetPixels // //========================================================================== const BYTE *FFontChar1::GetPixels () { if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // FFontChar1 :: MakeTexture // //========================================================================== void FFontChar1::MakeTexture () { // Make the texture as normal, then remap it so that all the colors // are at the low end of the palette Pixels = new BYTE[Width*Height]; const BYTE *pix = BaseTexture->GetPixels(); for (int x = 0; x < Width*Height; ++x) { Pixels[x] = SourceRemap[pix[x]]; } } //========================================================================== // // FFontChar1 :: GetColumn // //========================================================================== const BYTE *FFontChar1::GetColumn (unsigned int column, const Span **spans_out) { if (Pixels == NULL) { MakeTexture (); } BaseTexture->GetColumn(column, spans_out); return Pixels + column*Height; } //========================================================================== // // FFontChar1 :: Unload // //========================================================================== void FFontChar1::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } } //========================================================================== // // FFontChar1 :: ~FFontChar1 // //========================================================================== FFontChar1::~FFontChar1 () { Unload (); } //========================================================================== // // FFontChar2 :: FFontChar2 // // Used by FON1 and FON2 fonts. // //========================================================================== FFontChar2::FFontChar2 (int sourcelump, const BYTE *sourceremap, int sourcepos, int width, int height, int leftofs, int topofs) : SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(sourceremap) { UseType = TEX_FontChar; Width = width; Height = height; LeftOffset = leftofs; TopOffset = topofs; CalcBitSize (); } //========================================================================== // // FFontChar2 :: ~FFontChar2 // //========================================================================== FFontChar2::~FFontChar2 () { Unload (); if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } } //========================================================================== // // FFontChar2 :: Unload // //========================================================================== void FFontChar2::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } } //========================================================================== // // FFontChar2 :: GetPixels // //========================================================================== const BYTE *FFontChar2::GetPixels () { if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // FFontChar2 :: GetColumn // //========================================================================== const BYTE *FFontChar2::GetColumn (unsigned int column, const Span **spans_out) { if (Pixels == NULL) { MakeTexture (); } if (column >= Width) { column = WidthMask; } if (spans_out != NULL) { if (Spans == NULL) { Spans = CreateSpans (Pixels); } *spans_out = Spans[column]; } return Pixels + column*Height; } //========================================================================== // // FFontChar2 :: MakeTexture // //========================================================================== void FFontChar2::MakeTexture () { FWadLump lump = Wads.OpenLumpNum (SourceLump); int destSize = Width * Height; BYTE max = 255; bool rle = true; // This is to "fix" bad fonts { BYTE buff[16]; lump.Read (buff, 4); if (buff[3] == '2') { lump.Read (buff, 7); max = buff[6]; lump.Seek (SourcePos - 11, SEEK_CUR); } else if (buff[3] == 0x1A) { lump.Read(buff, 13); max = buff[12] - 1; lump.Seek (SourcePos - 17, SEEK_CUR); rle = false; } else { lump.Seek (SourcePos - 4, SEEK_CUR); } } Pixels = new BYTE[destSize]; int runlen = 0, setlen = 0; BYTE setval = 0; // Shut up, GCC! BYTE *dest_p = Pixels; int dest_adv = Height; int dest_rew = destSize - 1; if (rle) { for (int y = Height; y != 0; --y) { for (int x = Width; x != 0; ) { if (runlen != 0) { BYTE color; lump >> color; color = MIN (color, max); if (SourceRemap != NULL) { color = SourceRemap[color]; } *dest_p = color; dest_p += dest_adv; x--; runlen--; } else if (setlen != 0) { *dest_p = setval; dest_p += dest_adv; x--; setlen--; } else { SBYTE code; lump >> code; if (code >= 0) { runlen = code + 1; } else if (code != -128) { BYTE color; lump >> color; setlen = (-code) + 1; setval = MIN (color, max); if (SourceRemap != NULL) { setval = SourceRemap[setval]; } } } } dest_p -= dest_rew; } } else { for (int y = Height; y != 0; --y) { for (int x = Width; x != 0; --x) { BYTE color; lump >> color; if (color > max) { color = max; } if (SourceRemap != NULL) { color = SourceRemap[color]; } *dest_p = color; dest_p += dest_adv; } dest_p -= dest_rew; } } if (destSize < 0) { char name[9]; Wads.GetLumpName (name, SourceLump); name[8] = 0; I_FatalError ("The font %s is corrupt", name); } } //========================================================================== // // FSpecialFont :: FSpecialFont // //========================================================================== FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate) { int i, j; FTexture **charlumps; BYTE usedcolors[256], identity[256]; double *luminosity; int maxyoffs; int TotalColors; FTexture *pic; Name = copystring(name); Chars = new CharData[count]; charlumps = new FTexture*[count]; PatchRemap = new BYTE[256]; FirstChar = first; LastChar = first + count - 1; FontHeight = 0; GlobalKerning = false; memset (usedcolors, 0, 256); Next = FirstFont; FirstFont = this; maxyoffs = 0; for (i = 0; i < count; i++) { pic = charlumps[i] = lumplist[i]; if (pic != NULL) { int height = pic->GetScaledHeight(); int yoffs = pic->GetScaledTopOffset(); if (yoffs > maxyoffs) { maxyoffs = yoffs; } height += abs (yoffs); if (height > FontHeight) { FontHeight = height; } RecordTextureColors (pic, usedcolors); } } // exclude the non-translated colors from the translation calculation if (notranslate != NULL) { for (i = 0; i < 256; i++) if (notranslate[i]) usedcolors[i] = false; } TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity); // Map all untranslated colors into the table of used colors if (notranslate != NULL) { for (i = 0; i < 256; i++) { if (notranslate[i]) { PatchRemap[i] = TotalColors; identity[TotalColors] = i; TotalColors++; } } } for (i = 0; i < count; i++) { if (charlumps[i] != NULL) { Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap); Chars[i].XMove = Chars[i].Pic->GetScaledWidth(); } else { Chars[i].Pic = NULL; Chars[i].XMove = INT_MIN; } } // Special fonts normally don't have all characters so be careful here! if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL) { SpaceWidth = (Chars['N' - first].XMove + 1) / 2; } else { SpaceWidth = 4; } FixXMoves(); BuildTranslations (luminosity, identity, &TranslationParms[0][0], TotalColors, NULL); // add the untranslated colors to the Ranges tables if (ActiveColors < TotalColors) { for (i = 0; i < NumTextColors; i++) { FRemapTable *remap = &Ranges[i]; for (j = ActiveColors; j < TotalColors; ++j) { remap->Remap[j] = identity[j]; remap->Palette[j] = GPalette.BaseColors[identity[j]]; remap->Palette[j].a = 0xff; } } } ActiveColors = TotalColors; delete[] luminosity; delete[] charlumps; } //========================================================================== // // FFont :: FixXMoves // // If a font has gaps in its characters, set the missing characters' // XMoves to either SpaceWidth or the 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) { if (myislower[i + FirstChar]) { int upper = i - 32; if (upper >= 0) { Chars[i].XMove = Chars[upper].XMove; continue; } } Chars[i].XMove = SpaceWidth; } } } //========================================================================== // // V_InitCustomFonts // // Initialize a list of custom multipatch fonts // //========================================================================== void V_InitCustomFonts() { FScanner sc; FTexture *lumplist[256]; bool notranslate[256]; FString namebuffer, templatebuf; int i; int llump,lastlump=0; int format; int start; int first; int count; char cursor = '_'; while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1) { sc.OpenLumpNum(llump); while (sc.GetString()) { memset (lumplist, 0, sizeof(lumplist)); memset (notranslate, 0, sizeof(notranslate)); namebuffer = sc.String; format = 0; start = 33; first = 33; count = 223; sc.MustGetStringName ("{"); while (!sc.CheckString ("}")) { sc.MustGetString(); if (sc.Compare ("TEMPLATE")) { if (format == 2) goto wrong; sc.MustGetString(); templatebuf = sc.String; format = 1; } else if (sc.Compare ("BASE")) { if (format == 2) goto wrong; sc.MustGetNumber(); start = sc.Number; format = 1; } else if (sc.Compare ("FIRST")) { if (format == 2) goto wrong; sc.MustGetNumber(); first = sc.Number; format = 1; } else if (sc.Compare ("COUNT")) { if (format == 2) goto wrong; sc.MustGetNumber(); count = sc.Number; format = 1; } else if (sc.Compare ("CURSOR")) { sc.MustGetString(); cursor = sc.String[0]; } else if (sc.Compare ("NOTRANSLATION")) { if (format == 1) goto wrong; while (sc.CheckNumber() && !sc.Crossed) { if (sc.Number >= 0 && sc.Number < 256) notranslate[sc.Number] = true; } format = 2; } else { if (format == 1) goto wrong; FTexture **p = &lumplist[*(unsigned char*)sc.String]; sc.MustGetString(); FTextureID texid = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch); if (!texid.Exists()) { int lumpno = Wads.CheckNumForFullName (sc.String); if (lumpno >= 0) { texid = TexMan.FindTextureByLumpNum(lumpno); if (!texid.Exists()) { FTexture *tex = FTexture::CreateTexture("", lumpno, FTexture::TEX_MiscPatch); texid = TexMan.AddTexture(tex); } } } if (texid.Exists()) { *p = TexMan[texid]; } else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.IWAD_FILENUM) { // Print a message only if this isn't in zdoom.pk3 sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars()); } format = 2; } } if (format == 1) { FFont *fnt = new FFont (namebuffer, templatebuf, first, count, start); fnt->SetCursor(cursor); } else if (format == 2) { for (i = 0; i < 256; i++) { if (lumplist[i] != NULL) { first = i; break; } } for (i = 255; i >= 0; i--) { if (lumplist[i] != NULL) { count = i - first + 1; break; } } if (count > 0) { FFont *fnt = new FSpecialFont (namebuffer, first, count, &lumplist[first], notranslate); fnt->SetCursor(cursor); } } else goto wrong; } sc.Close(); } return; wrong: sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars()); } //========================================================================== // // V_InitFontColors // // Reads the list of color translation definitions into memory. // //========================================================================== void V_InitFontColors () { TArray names; int lump, lastlump = 0; TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra ) TArray parms; TArray parminfo; TArray colorinfo; int c, parmchoice; TempParmInfo info; TempColorInfo cinfo; PalEntry logcolor; unsigned int i, j; int k, index; info.Index = -1; TranslationParms[0].Clear(); TranslationParms[1].Clear(); TranslationLookup.Clear(); TranslationColors.Clear(); while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1) { if (gameinfo.flags & GI_NOTEXTCOLOR) { // Chex3 contains a bad TEXTCOLO lump, probably to force all text to be green. // This renders the Gray, Gold, Red and Yellow color range inoperable, some of // which are used by the menu. So we have no choice but to skip this lump so that // all colors work properly. // The text colors should be the end user's choice anyway. if (Wads.GetLumpFile(lump) == 1) continue; } FScanner sc(lump); while (sc.GetString()) { names.Clear(); logcolor = DEFAULT_LOG_COLOR; // Everything until the '{' is considered a valid name for the // color range. names.Push (sc.String); while (sc.MustGetString(), !sc.Compare ("{")) { if (names[0] == NAME_Untranslated) { sc.ScriptError ("The \"untranslated\" color may not have any other names"); } names.Push (sc.String); } parmchoice = 0; info.StartParm[0] = parms.Size(); info.StartParm[1] = 0; info.ParmLen[1] = info.ParmLen[0] = 0; tparm.RangeEnd = tparm.RangeStart = -1; while (sc.MustGetString(), !sc.Compare ("}")) { if (sc.Compare ("Console:")) { if (parmchoice == 1) { sc.ScriptError ("Each color may only have one set of console ranges"); } parmchoice = 1; info.StartParm[1] = parms.Size(); info.ParmLen[0] = info.StartParm[1] - info.StartParm[0]; tparm.RangeEnd = tparm.RangeStart = -1; } else if (sc.Compare ("Flat:")) { sc.MustGetString(); logcolor = V_GetColor (NULL, sc.String); } else { // Get first color c = V_GetColor (NULL, sc.String); tparm.Start[0] = RPART(c); tparm.Start[1] = GPART(c); tparm.Start[2] = BPART(c); // Get second color sc.MustGetString(); c = V_GetColor (NULL, sc.String); tparm.End[0] = RPART(c); tparm.End[1] = GPART(c); tparm.End[2] = BPART(c); // Check for range specifier if (sc.CheckNumber()) { if (tparm.RangeStart == -1 && sc.Number != 0) { sc.ScriptError ("The first color range must start at position 0"); } if (sc.Number < 0 || sc.Number > 256) { sc.ScriptError ("The color range must be within positions [0,256]"); } if (sc.Number <= tparm.RangeEnd) { sc.ScriptError ("The color range must not start before the previous one ends"); } tparm.RangeStart = sc.Number; sc.MustGetNumber(); if (sc.Number < 0 || sc.Number > 256) { sc.ScriptError ("The color range must be within positions [0,256]"); } if (sc.Number <= tparm.RangeStart) { sc.ScriptError ("The color range end position must be larger than the start position"); } tparm.RangeEnd = sc.Number; } else { tparm.RangeStart = tparm.RangeEnd + 1; tparm.RangeEnd = 256; if (tparm.RangeStart >= tparm.RangeEnd) { sc.ScriptError ("The color has too many ranges"); } } parms.Push (tparm); } } info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice]; if (info.ParmLen[0] == 0) { if (names[0] != NAME_Untranslated) { sc.ScriptError ("There must be at least one normal range for a color"); } } else { if (names[0] == NAME_Untranslated) { sc.ScriptError ("The \"untranslated\" color must be left undefined"); } } if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated) { // If a console translation is unspecified, make it white, since the console // font has no color information stored with it. tparm.RangeStart = 0; tparm.RangeEnd = 256; tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0; tparm.End[2] = tparm.End[1] = tparm.End[0] = 255; info.StartParm[1] = parms.Push (tparm); info.ParmLen[1] = 1; } cinfo.ParmInfo = parminfo.Push (info); // Record this color information for each name it goes by for (i = 0; i < names.Size(); ++i) { // Redefine duplicates in-place for (j = 0; j < colorinfo.Size(); ++j) { if (colorinfo[j].Name == names[i]) { colorinfo[j].ParmInfo = cinfo.ParmInfo; colorinfo[j].LogColor = logcolor; break; } } if (j == colorinfo.Size()) { cinfo.Name = names[i]; cinfo.LogColor = logcolor; colorinfo.Push (cinfo); } } } } // Make permananent copies of all the color information we found. for (i = 0, index = 0; i < colorinfo.Size(); ++i) { TranslationMap tmap; TempParmInfo *pinfo; tmap.Name = colorinfo[i].Name; pinfo = &parminfo[colorinfo[i].ParmInfo]; if (pinfo->Index < 0) { // Write out the set of remappings for this color. for (k = 0; k < 2; ++k) { for (j = 0; j < pinfo->ParmLen[k]; ++j) { TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]); } } TranslationColors.Push (colorinfo[i].LogColor); pinfo->Index = index++; } tmap.Number = pinfo->Index; TranslationLookup.Push (tmap); } // Leave a terminating marker at the ends of the lists. tparm.RangeStart = -1; TranslationParms[0].Push (tparm); TranslationParms[1].Push (tparm); // Sort the translation lookups for fast binary searching. qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare); NumTextColors = index; assert (NumTextColors >= NUM_TEXT_COLORS); } //========================================================================== // // TranslationMapCompare // //========================================================================== static int STACK_ARGS TranslationMapCompare (const void *a, const void *b) { return int(((const TranslationMap *)a)->Name) - int(((const TranslationMap *)b)->Name); } //========================================================================== // // V_FindFontColor // // Returns the color number for a particular named color range. // //========================================================================== EColorRange V_FindFontColor (FName name) { int min = 0, max = TranslationLookup.Size() - 1; while (min <= max) { unsigned int mid = (min + max) / 2; const TranslationMap *probe = &TranslationLookup[mid]; if (probe->Name == name) { return EColorRange(probe->Number); } else if (probe->Name < name) { min = mid + 1; } else { max = mid - 1; } } return CR_UNTRANSLATED; } //========================================================================== // // V_LogColorFromColorRange // // Returns the color to use for text in the startup/error log window. // //========================================================================== PalEntry V_LogColorFromColorRange (EColorRange range) { if ((unsigned int)range >= TranslationColors.Size()) { // Return default color return DEFAULT_LOG_COLOR; } return TranslationColors[range]; } //========================================================================== // // V_ParseFontColor // // Given a pointer to a color identifier (presumably just after a color // escape character), return the color it identifies and advances // color_value to just past it. // //========================================================================== EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int boldcolor) { const BYTE *ch = color_value; int newcolor = *ch++; if (newcolor == '-') // Normal { newcolor = normalcolor; } else if (newcolor == '+') // Bold { newcolor = boldcolor; } else if (newcolor == '!') // Team chat { newcolor = PrintColors[PRINT_TEAMCHAT]; } else if (newcolor == '*') // Chat { newcolor = PrintColors[PRINT_CHAT]; } else if (newcolor == '[') // Named { const BYTE *namestart = ch; while (*ch != ']' && *ch != '\0') { ch++; } FName rangename((const char *)namestart, int(ch - namestart), true); if (*ch != '\0') { ch++; } newcolor = V_FindFontColor (rangename); } else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase { newcolor -= 'A'; } else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase { newcolor -= 'a'; } else // Incomplete! { color_value = ch - (*ch == '\0'); return CR_UNDEFINED; } color_value = ch; return EColorRange(newcolor); } //========================================================================== // // V_InitFonts // //========================================================================== void V_InitFonts() { V_InitCustomFonts (); // load the heads-up font if (!(SmallFont = FFont::FindFont("SmallFont"))) { int i; if ((i = Wads.CheckNumForName("SMALLFNT")) >= 0) { SmallFont = new FSingleLumpFont("SmallFont", i); } else if (Wads.CheckNumForName ("FONTA_S") >= 0) { SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1); SmallFont->SetCursor('['); } else { SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART); } } if (!(SmallFont2 = FFont::FindFont("SmallFont2"))) // Only used by Strife { if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0) { SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART); } else { SmallFont2 = SmallFont; } } if (!(BigFont = FFont::FindFont("BigFont"))) { if (gameinfo.gametype & GAME_DoomChex) { BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT")); } else if (gameinfo.gametype == GAME_Strife) { BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT")); } else { BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1); } } if (!(ConFont = FFont::FindFont("ConsoleFont"))) { ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT")); } if (!(IntermissionFont = FFont::FindFont("IntermissionFont"))) { if (gameinfo.gametype & GAME_DoomChex) { IntermissionFont = FFont::FindFont("IntermissionFont_Doom"); } if (IntermissionFont == NULL) { IntermissionFont = BigFont; } } } void V_ClearFonts() { while (FFont::FirstFont != NULL) { delete FFont::FirstFont; } FFont::FirstFont = NULL; SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = NULL; }