/* ** 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. **--------------------------------------------------------------------------- ** */ /* 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 "textures/textures.h" #include "r_data/r_translate.h" #include "colormatcher.h" #include "v_palette.h" #include "gstrings.h" #include "v_text.h" #include "vm.h" #include "utf8.h" #include "fontinternals.h" // MACROS ------------------------------------------------------------------ #define DEFAULT_LOG_COLOR PalEntry(223,223,223) // TYPES ------------------------------------------------------------------- class FSingleLumpFont : public FFont { public: FSingleLumpFont (const char *fontname, int lump); protected: void CheckFON1Chars (double *luminosity); void BuildTranslations2 (); void FixupPalette (uint8_t *identity, double *luminosity, const uint8_t *palette, bool rescale, PalEntry *out_palette); void LoadTranslations (); void LoadFON1 (int lump, const uint8_t *data); void LoadFON2 (int lump, const uint8_t *data); void LoadBMF (int lump, const uint8_t *data); void CreateFontFromPic (FTextureID picnum); static int BMFCompare(const void *a, const void *b); enum { FONT1, FONT2, BMFFONT } FontType; uint8_t PaletteData[768]; bool RescalePalette; }; 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, int lump, bool donttranslate); void LoadTranslations(); protected: bool notranslate[256]; }; // This is a font character that loads a texture and recolors it. class FFontChar1 : public FTexture { public: FFontChar1 (FTexture *sourcelump); const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out); const uint8_t *GetPixels (FRenderStyle style); void SetSourceRemap(const uint8_t *sourceremap); void Unload (); ~FFontChar1 (); protected: void MakeTexture (); FTexture *BaseTexture; uint8_t *Pixels; const uint8_t *SourceRemap; }; // This is a font character that reads RLE compressed data. class FFontChar2 : public FTexture { public: FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs=0, int topofs=0); ~FFontChar2 (); const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out); const uint8_t *GetPixels (FRenderStyle style); void SetSourceRemap(const uint8_t *sourceremap); void Unload (); protected: int SourceLump; int SourcePos; uint8_t *Pixels; Span **Spans; const uint8_t *SourceRemap; void MakeTexture (); }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static int 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 ------------------------------------------------ TArray TranslationParms[2]; TArray TranslationLookup; TArray TranslationColors; // CODE -------------------------------------------------------------------- uint16_t lowerforupper[65536]; uint16_t upperforlower[65536]; bool islowermap[65536]; bool isuppermap[65536]; // This is a supposedly complete mapping of all lower <-> upper pairs. Most will most likely never be needed by Doom but this way there won't be any future surprises static const uint16_t loweruppercase[] = { 0x0061,0x0041, 0x0062,0x0042, 0x0063,0x0043, 0x0064,0x0044, 0x0065,0x0045, 0x0066,0x0046, 0x0067,0x0047, 0x0068,0x0048, 0x0069,0x0049, 0x006A,0x004A, 0x006B,0x004B, 0x006C,0x004C, 0x006D,0x004D, 0x006E,0x004E, 0x006F,0x004F, 0x0070,0x0050, 0x0071,0x0051, 0x0072,0x0052, 0x0073,0x0053, 0x0074,0x0054, 0x0075,0x0055, 0x0076,0x0056, 0x0077,0x0057, 0x0078,0x0058, 0x0079,0x0059, 0x007A,0x005A, 0x00DF,0x1E9E, 0x00E0,0x00C0, 0x00E1,0x00C1, 0x00E2,0x00C2, 0x00E3,0x00C3, 0x00E4,0x00C4, 0x00E5,0x00C5, 0x00E6,0x00C6, 0x00E7,0x00C7, 0x00E8,0x00C8, 0x00E9,0x00C9, 0x00EA,0x00CA, 0x00EB,0x00CB, 0x00EC,0x00CC, 0x00ED,0x00CD, 0x00EE,0x00CE, 0x00EF,0x00CF, 0x00F0,0x00D0, 0x00F1,0x00D1, 0x00F2,0x00D2, 0x00F3,0x00D3, 0x00F4,0x00D4, 0x00F5,0x00D5, 0x00F6,0x00D6, 0x00F8,0x00D8, 0x00F9,0x00D9, 0x00FA,0x00DA, 0x00FB,0x00DB, 0x00FC,0x00DC, 0x00FD,0x00DD, 0x00FE,0x00DE, 0x00FF,0x0178, 0x0101,0x0100, 0x0103,0x0102, 0x0105,0x0104, 0x0107,0x0106, 0x0109,0x0108, 0x010B,0x010A, 0x010D,0x010C, 0x010F,0x010E, 0x0111,0x0110, 0x0113,0x0112, 0x0115,0x0114, 0x0117,0x0116, 0x0119,0x0118, 0x011B,0x011A, 0x011D,0x011C, 0x011F,0x011E, 0x0121,0x0120, 0x0123,0x0122, 0x0125,0x0124, 0x0127,0x0126, 0x0129,0x0128, 0x012B,0x012A, 0x012D,0x012C, 0x012F,0x012E, 0x0131,0x0049, 0x0133,0x0132, 0x0135,0x0134, 0x0137,0x0136, 0x013A,0x0139, 0x013C,0x013B, 0x013E,0x013D, 0x0140,0x013F, 0x0142,0x0141, 0x0144,0x0143, 0x0146,0x0145, 0x0148,0x0147, 0x014B,0x014A, 0x014D,0x014C, 0x014F,0x014E, 0x0151,0x0150, 0x0153,0x0152, 0x0155,0x0154, 0x0157,0x0156, 0x0159,0x0158, 0x015B,0x015A, 0x015D,0x015C, 0x015F,0x015E, 0x0161,0x0160, 0x0163,0x0162, 0x0165,0x0164, 0x0167,0x0166, 0x0169,0x0168, 0x016B,0x016A, 0x016D,0x016C, 0x016F,0x016E, 0x0171,0x0170, 0x0173,0x0172, 0x0175,0x0174, 0x0177,0x0176, 0x017A,0x0179, 0x017C,0x017B, 0x017E,0x017D, 0x0183,0x0182, 0x0185,0x0184, 0x0188,0x0187, 0x018C,0x018B, 0x0192,0x0191, 0x0199,0x0198, 0x01A1,0x01A0, 0x01A3,0x01A2, 0x01A5,0x01A4, 0x01A8,0x01A7, 0x01AD,0x01AC, 0x01B0,0x01AF, 0x01B4,0x01B3, 0x01B6,0x01B5, 0x01B9,0x01B8, 0x01BD,0x01BC, 0x01C6,0x01C4, 0x01C9,0x01C7, 0x01CC,0x01CA, 0x01CE,0x01CD, 0x01D0,0x01CF, 0x01D2,0x01D1, 0x01D4,0x01D3, 0x01D6,0x01D5, 0x01D8,0x01D7, 0x01DA,0x01D9, 0x01DC,0x01DB, 0x01DF,0x01DE, 0x01E1,0x01E0, 0x01E3,0x01E2, 0x01E5,0x01E4, 0x01E7,0x01E6, 0x01E9,0x01E8, 0x01EB,0x01EA, 0x01ED,0x01EC, 0x01EF,0x01EE, 0x01F3,0x01F1, 0x01F5,0x01F4, 0x01FB,0x01FA, 0x01FD,0x01FC, 0x01FF,0x01FE, 0x0201,0x0200, 0x0203,0x0202, 0x0205,0x0204, 0x0207,0x0206, 0x0209,0x0208, 0x020B,0x020A, 0x020D,0x020C, 0x020F,0x020E, 0x0211,0x0210, 0x0213,0x0212, 0x0215,0x0214, 0x0217,0x0216, 0x0253,0x0181, 0x0254,0x0186, 0x0257,0x018A, 0x0258,0x018E, 0x0259,0x018F, 0x025B,0x0190, 0x0260,0x0193, 0x0263,0x0194, 0x0268,0x0197, 0x0269,0x0196, 0x026F,0x019C, 0x0272,0x019D, 0x0275,0x019F, 0x0283,0x01A9, 0x0288,0x01AE, 0x028A,0x01B1, 0x028B,0x01B2, 0x0292,0x01B7, 0x03AC,0x0386, 0x03AD,0x0388, 0x03AE,0x0389, 0x03AF,0x038A, 0x03B1,0x0391, 0x03B2,0x0392, 0x03B3,0x0393, 0x03B4,0x0394, 0x03B5,0x0395, 0x03B6,0x0396, 0x03B7,0x0397, 0x03B8,0x0398, 0x03B9,0x0399, 0x03BA,0x039A, 0x03BB,0x039B, 0x03BC,0x039C, 0x03BD,0x039D, 0x03BE,0x039E, 0x03BF,0x039F, 0x03C0,0x03A0, 0x03C1,0x03A1, 0x03C3,0x03A3, 0x03C4,0x03A4, 0x03C5,0x03A5, 0x03C6,0x03A6, 0x03C7,0x03A7, 0x03C8,0x03A8, 0x03C9,0x03A9, 0x03CA,0x03AA, 0x03CB,0x03AB, 0x03CC,0x038C, 0x03CD,0x038E, 0x03CE,0x038F, 0x03E3,0x03E2, 0x03E5,0x03E4, 0x03E7,0x03E6, 0x03E9,0x03E8, 0x03EB,0x03EA, 0x03ED,0x03EC, 0x03EF,0x03EE, 0x0430,0x0410, 0x0431,0x0411, 0x0432,0x0412, 0x0433,0x0413, 0x0434,0x0414, 0x0435,0x0415, 0x0436,0x0416, 0x0437,0x0417, 0x0438,0x0418, 0x0439,0x0419, 0x043A,0x041A, 0x043B,0x041B, 0x043C,0x041C, 0x043D,0x041D, 0x043E,0x041E, 0x043F,0x041F, 0x0440,0x0420, 0x0441,0x0421, 0x0442,0x0422, 0x0443,0x0423, 0x0444,0x0424, 0x0445,0x0425, 0x0446,0x0426, 0x0447,0x0427, 0x0448,0x0428, 0x0449,0x0429, 0x044A,0x042A, 0x044B,0x042B, 0x044C,0x042C, 0x044D,0x042D, 0x044E,0x042E, 0x044F,0x042F, 0x0451,0x0401, 0x0452,0x0402, 0x0453,0x0403, 0x0454,0x0404, 0x0455,0x0405, 0x0456,0x0406, 0x0457,0x0407, 0x0458,0x0408, 0x0459,0x0409, 0x045A,0x040A, 0x045B,0x040B, 0x045C,0x040C, 0x045E,0x040E, 0x045F,0x040F, 0x0461,0x0460, 0x0463,0x0462, 0x0465,0x0464, 0x0467,0x0466, 0x0469,0x0468, 0x046B,0x046A, 0x046D,0x046C, 0x046F,0x046E, 0x0471,0x0470, 0x0473,0x0472, 0x0475,0x0474, 0x0477,0x0476, 0x0479,0x0478, 0x047B,0x047A, 0x047D,0x047C, 0x047F,0x047E, 0x0481,0x0480, 0x0491,0x0490, 0x0493,0x0492, 0x0495,0x0494, 0x0497,0x0496, 0x0499,0x0498, 0x049B,0x049A, 0x049D,0x049C, 0x049F,0x049E, 0x04A1,0x04A0, 0x04A3,0x04A2, 0x04A5,0x04A4, 0x04A7,0x04A6, 0x04A9,0x04A8, 0x04AB,0x04AA, 0x04AD,0x04AC, 0x04AF,0x04AE, 0x04B1,0x04B0, 0x04B3,0x04B2, 0x04B5,0x04B4, 0x04B7,0x04B6, 0x04B9,0x04B8, 0x04BB,0x04BA, 0x04BD,0x04BC, 0x04BF,0x04BE, 0x04C2,0x04C1, 0x04C4,0x04C3, 0x04C8,0x04C7, 0x04CC,0x04CB, 0x04D1,0x04D0, 0x04D3,0x04D2, 0x04D5,0x04D4, 0x04D7,0x04D6, 0x04D9,0x04D8, 0x04DB,0x04DA, 0x04DD,0x04DC, 0x04DF,0x04DE, 0x04E1,0x04E0, 0x04E3,0x04E2, 0x04E5,0x04E4, 0x04E7,0x04E6, 0x04E9,0x04E8, 0x04EB,0x04EA, 0x04EF,0x04EE, 0x04F1,0x04F0, 0x04F3,0x04F2, 0x04F5,0x04F4, 0x04F9,0x04F8, 0x0561,0x0531, 0x0562,0x0532, 0x0563,0x0533, 0x0564,0x0534, 0x0565,0x0535, 0x0566,0x0536, 0x0567,0x0537, 0x0568,0x0538, 0x0569,0x0539, 0x056A,0x053A, 0x056B,0x053B, 0x056C,0x053C, 0x056D,0x053D, 0x056E,0x053E, 0x056F,0x053F, 0x0570,0x0540, 0x0571,0x0541, 0x0572,0x0542, 0x0573,0x0543, 0x0574,0x0544, 0x0575,0x0545, 0x0576,0x0546, 0x0577,0x0547, 0x0578,0x0548, 0x0579,0x0549, 0x057A,0x054A, 0x057B,0x054B, 0x057C,0x054C, 0x057D,0x054D, 0x057E,0x054E, 0x057F,0x054F, 0x0580,0x0550, 0x0581,0x0551, 0x0582,0x0552, 0x0583,0x0553, 0x0584,0x0554, 0x0585,0x0555, 0x0586,0x0556, 0x10D0,0x10A0, 0x10D1,0x10A1, 0x10D2,0x10A2, 0x10D3,0x10A3, 0x10D4,0x10A4, 0x10D5,0x10A5, 0x10D6,0x10A6, 0x10D7,0x10A7, 0x10D8,0x10A8, 0x10D9,0x10A9, 0x10DA,0x10AA, 0x10DB,0x10AB, 0x10DC,0x10AC, 0x10DD,0x10AD, 0x10DE,0x10AE, 0x10DF,0x10AF, 0x10E0,0x10B0, 0x10E1,0x10B1, 0x10E2,0x10B2, 0x10E3,0x10B3, 0x10E4,0x10B4, 0x10E5,0x10B5, 0x10E6,0x10B6, 0x10E7,0x10B7, 0x10E8,0x10B8, 0x10E9,0x10B9, 0x10EA,0x10BA, 0x10EB,0x10BB, 0x10EC,0x10BC, 0x10ED,0x10BD, 0x10EE,0x10BE, 0x10EF,0x10BF, 0x10F0,0x10C0, 0x10F1,0x10C1, 0x10F2,0x10C2, 0x10F3,0x10C3, 0x10F4,0x10C4, 0x10F5,0x10C5, 0x1E01,0x1E00, 0x1E03,0x1E02, 0x1E05,0x1E04, 0x1E07,0x1E06, 0x1E09,0x1E08, 0x1E0B,0x1E0A, 0x1E0D,0x1E0C, 0x1E0F,0x1E0E, 0x1E11,0x1E10, 0x1E13,0x1E12, 0x1E15,0x1E14, 0x1E17,0x1E16, 0x1E19,0x1E18, 0x1E1B,0x1E1A, 0x1E1D,0x1E1C, 0x1E1F,0x1E1E, 0x1E21,0x1E20, 0x1E23,0x1E22, 0x1E25,0x1E24, 0x1E27,0x1E26, 0x1E29,0x1E28, 0x1E2B,0x1E2A, 0x1E2D,0x1E2C, 0x1E2F,0x1E2E, 0x1E31,0x1E30, 0x1E33,0x1E32, 0x1E35,0x1E34, 0x1E37,0x1E36, 0x1E39,0x1E38, 0x1E3B,0x1E3A, 0x1E3D,0x1E3C, 0x1E3F,0x1E3E, 0x1E41,0x1E40, 0x1E43,0x1E42, 0x1E45,0x1E44, 0x1E47,0x1E46, 0x1E49,0x1E48, 0x1E4B,0x1E4A, 0x1E4D,0x1E4C, 0x1E4F,0x1E4E, 0x1E51,0x1E50, 0x1E53,0x1E52, 0x1E55,0x1E54, 0x1E57,0x1E56, 0x1E59,0x1E58, 0x1E5B,0x1E5A, 0x1E5D,0x1E5C, 0x1E5F,0x1E5E, 0x1E61,0x1E60, 0x1E63,0x1E62, 0x1E65,0x1E64, 0x1E67,0x1E66, 0x1E69,0x1E68, 0x1E6B,0x1E6A, 0x1E6D,0x1E6C, 0x1E6F,0x1E6E, 0x1E71,0x1E70, 0x1E73,0x1E72, 0x1E75,0x1E74, 0x1E77,0x1E76, 0x1E79,0x1E78, 0x1E7B,0x1E7A, 0x1E7D,0x1E7C, 0x1E7F,0x1E7E, 0x1E81,0x1E80, 0x1E83,0x1E82, 0x1E85,0x1E84, 0x1E87,0x1E86, 0x1E89,0x1E88, 0x1E8B,0x1E8A, 0x1E8D,0x1E8C, 0x1E8F,0x1E8E, 0x1E91,0x1E90, 0x1E93,0x1E92, 0x1E95,0x1E94, 0x1EA1,0x1EA0, 0x1EA3,0x1EA2, 0x1EA5,0x1EA4, 0x1EA7,0x1EA6, 0x1EA9,0x1EA8, 0x1EAB,0x1EAA, 0x1EAD,0x1EAC, 0x1EAF,0x1EAE, 0x1EB1,0x1EB0, 0x1EB3,0x1EB2, 0x1EB5,0x1EB4, 0x1EB7,0x1EB6, 0x1EB9,0x1EB8, 0x1EBB,0x1EBA, 0x1EBD,0x1EBC, 0x1EBF,0x1EBE, 0x1EC1,0x1EC0, 0x1EC3,0x1EC2, 0x1EC5,0x1EC4, 0x1EC7,0x1EC6, 0x1EC9,0x1EC8, 0x1ECB,0x1ECA, 0x1ECD,0x1ECC, 0x1ECF,0x1ECE, 0x1ED1,0x1ED0, 0x1ED3,0x1ED2, 0x1ED5,0x1ED4, 0x1ED7,0x1ED6, 0x1ED9,0x1ED8, 0x1EDB,0x1EDA, 0x1EDD,0x1EDC, 0x1EDF,0x1EDE, 0x1EE1,0x1EE0, 0x1EE3,0x1EE2, 0x1EE5,0x1EE4, 0x1EE7,0x1EE6, 0x1EE9,0x1EE8, 0x1EEB,0x1EEA, 0x1EED,0x1EEC, 0x1EEF,0x1EEE, 0x1EF1,0x1EF0, 0x1EF3,0x1EF2, 0x1EF5,0x1EF4, 0x1EF7,0x1EF6, 0x1EF9,0x1EF8, 0x1F00,0x1F08, 0x1F01,0x1F09, 0x1F02,0x1F0A, 0x1F03,0x1F0B, 0x1F04,0x1F0C, 0x1F05,0x1F0D, 0x1F06,0x1F0E, 0x1F07,0x1F0F, 0x1F10,0x1F18, 0x1F11,0x1F19, 0x1F12,0x1F1A, 0x1F13,0x1F1B, 0x1F14,0x1F1C, 0x1F15,0x1F1D, 0x1F20,0x1F28, 0x1F21,0x1F29, 0x1F22,0x1F2A, 0x1F23,0x1F2B, 0x1F24,0x1F2C, 0x1F25,0x1F2D, 0x1F26,0x1F2E, 0x1F27,0x1F2F, 0x1F30,0x1F38, 0x1F31,0x1F39, 0x1F32,0x1F3A, 0x1F33,0x1F3B, 0x1F34,0x1F3C, 0x1F35,0x1F3D, 0x1F36,0x1F3E, 0x1F37,0x1F3F, 0x1F40,0x1F48, 0x1F41,0x1F49, 0x1F42,0x1F4A, 0x1F43,0x1F4B, 0x1F44,0x1F4C, 0x1F45,0x1F4D, 0x1F51,0x1F59, 0x1F53,0x1F5B, 0x1F55,0x1F5D, 0x1F57,0x1F5F, 0x1F60,0x1F68, 0x1F61, 0x1F69, 0x1F62, 0x1F6A, 0x1F63, 0x1F6B, 0x1F64, 0x1F6C, 0x1F65, 0x1F6D, 0x1F66, 0x1F6E, 0x1F67, 0x1F6F, 0x1F80, 0x1F88, 0x1F81, 0x1F89, 0x1F82, 0x1F8A, 0x1F83, 0x1F8B, 0x1F84, 0x1F8C, 0x1F85, 0x1F8D, 0x1F86, 0x1F8E, 0x1F87, 0x1F8F, 0x1F90, 0x1F98, 0x1F91, 0x1F99, 0x1F92, 0x1F9A, 0x1F93, 0x1F9B, 0x1F94, 0x1F9C, 0x1F95, 0x1F9D, 0x1F96, 0x1F9E, 0x1F97, 0x1F9F, 0x1FA0, 0x1FA8, 0x1FA1, 0x1FA9, 0x1FA2, 0x1FAA, 0x1FA3, 0x1FAB, 0x1FA4, 0x1FAC, 0x1FA5, 0x1FAD, 0x1FA6, 0x1FAE, 0x1FA7, 0x1FAF, 0x1FB0, 0x1FB8, 0x1FB1, 0x1FB9, 0x1FD0, 0x1FD8, 0x1FD1, 0x1FD9, 0x1FE0, 0x1FE8, 0x1FE1, 0x1FE9, 0x24D0, 0x24B6, 0x24D1, 0x24B7, 0x24D2, 0x24B8, 0x24D3, 0x24B9, 0x24D4, 0x24BA, 0x24D5, 0x24BB, 0x24D6, 0x24BC, 0x24D7, 0x24BD, 0x24D8, 0x24BE, 0x24D9, 0x24BF, 0x24DA, 0x24C0, 0x24DB, 0x24C1, 0x24DC, 0x24C2, 0x24DD, 0x24C3, 0x24DE, 0x24C4, 0x24DF, 0x24C5, 0x24E0, 0x24C6, 0x24E1, 0x24C7, 0x24E2, 0x24C8, 0x24E3, 0x24C9, 0x24E4, 0x24CA, 0x24E5, 0x24CB, 0x24E6, 0x24CC, 0x24E7, 0x24CD, 0x24E8, 0x24CE, 0x24E9, 0x24CF, 0xFF41, 0xFF21, 0xFF42, 0xFF22, 0xFF43, 0xFF23, 0xFF44, 0xFF24, 0xFF45, 0xFF25, 0xFF46, 0xFF26, 0xFF47, 0xFF27, 0xFF48, 0xFF28, 0xFF49, 0xFF29, 0xFF4A, 0xFF2A, 0xFF4B, 0xFF2B, 0xFF4C, 0xFF2C, 0xFF4D, 0xFF2D, 0xFF4E, 0xFF2E, 0xFF4F, 0xFF2F, 0xFF50, 0xFF30, 0xFF51, 0xFF31, 0xFF52, 0xFF32, 0xFF53, 0xFF33, 0xFF54, 0xFF34, 0xFF55, 0xFF35, 0xFF56, 0xFF36, 0xFF57, 0xFF37, 0xFF58, 0xFF38, 0xFF59, 0xFF39, 0xFF5A, 0xFF3A, 0, 0 }; void InitLowerUpper() { for (int i = 0; i < 65536; i++) { lowerforupper[i] = i; upperforlower[i] = i; } for (int i = 0; loweruppercase[i]; i += 2) { auto lower = loweruppercase[i]; auto upper = loweruppercase[i + 1]; if (lowerforupper[upper] == upper) lowerforupper[upper] = lower; // This mapping is ambiguous (see 0x0131 -> 0x0049, (small Turkish 'i' without dot.) so only pick the first match. if (upperforlower[lower] == lower) upperforlower[lower] = upper; isuppermap[upper] = islowermap[lower] = true; } // Special treatment for the two variants of the small sigma in Greek. islowermap[0x3c2] = true; upperforlower[0x3c2] = 0x3a3; } bool myislower(int code) { if (code >= 0 && code < 65536) return islowermap[code]; return false; } bool myisupper(int code) { if (code >= 0 && code < 65536) return isuppermap[code]; return false; } // Returns a character without an accent mark (or one with a similar looking accent in some cases where direct support is unlikely). int stripaccent(int code) { if (code < 0x8a) return code; if (code < 0x100) { if (code == 0x8a) // Latin capital letter S with caron return 'S'; if (code == 0x8e) // Latin capital letter Z with caron return 'Z'; if (code == 0x9a) // Latin small letter S with caron return 's'; if (code == 0x9e) // Latin small letter Z with caron return 'z'; if (code == 0x9f) // Latin capital letter Y with diaeresis return 'Y'; if (code == 0xab || code == 0xbb) return '"'; // typographic quotation marks. if (code == 0xff) // Latin small letter Y with diaeresis return 'y'; // Every other accented character has the high two bits set. if ((code & 0xC0) == 0) return code; // Make lowercase characters uppercase so there are half as many tests. int acode = code & 0xDF; if (acode >= 0xC0 && acode <= 0xC5) // A with accents return 'A' + (code & 0x20); if (acode == 0xC7) // Cedilla return 'C' + (acode & 0x20); if (acode >= 0xC8 && acode <= 0xCB) // E with accents return 'E' + (code & 0x20); if (acode >= 0xCC && acode <= 0xCF) // I with accents return 'I' + (code & 0x20); if (acode == 0xD0) // Eth return 'D' + (code & 0x20); if (acode == 0xD1) // N with tilde return 'N' + (code & 0x20); if ((acode >= 0xD2 && acode <= 0xD6) || // O with accents acode == 0xD8) // O with stroke return 'O' + (code & 0x20); if (acode >= 0xD9 && acode <= 0xDC) // U with accents return 'U' + (code & 0x20); if (acode == 0xDD) // Y with accute return 'Y' + (code & 0x20); if (acode == 0xDE) // Thorn return 'P' + (code & 0x20); // well, it sort of looks like a 'P' } else if (code >= 0x100 && code < 0x180) { static const char accentless[] = "AaAaAaCcCcCcCcDdDdEeEeEeEeEeGgGgGgGgHhHhIiIiIiIiIiIiJjKkkLlLlLlLlLlNnNnNnnNnOoOoOoOoRrRrRrSsSsSsSsTtTtTtUuUuUuUuUuUuWwYyYZzZzZz "; return accentless[code -0x100]; } else if (code >= 0x200 && code < 0x21c) { // 0x200-0x217 are probably irrelevant but easy to map to other characters more likely to exist. 0x218-0x21b are relevant for Romanian but also have a fallback within ranges that are more likely to be supported. static const uint16_t u200map[] = {0xc4, 0xe4, 0xc2, 0xe2, 0xcb, 0xeb, 0xca, 0xea, 0xcf, 0xef, 0xce, 0xee, 0xd6, 0xf6, 0xd4, 0xe4, 'R', 'r', 'R', 'r', 0xdc, 0xfc, 0xdb, 0xfb, 0x15e, 0x15f, 0x162, 0x163}; return u200map[code - 0x200]; } else switch (code) { case 0x2014: return '-'; // long hyphen case 0x201c: case 0x201d: case 0x201e: return '"'; // typographic quotation marks case 0x3c2: return 0x3c3; // Lowercase Sigma character in Greek, which changes depending on its positioning in a word; if the font is uppercase only or features a smallcaps style, the second variant of the letter will remain unused // Cyrillic characters with equivalents in the Latin alphabet. case 0x400: return 0xc8; case 0x401: return 0xcb; case 0x405: return 'S'; case 0x406: return 'I'; case 0x407: return 0xcf; case 0x408: return 'J'; case 0x450: return 0xe8; case 0x451: return 0xeb; case 0x455: return 's'; case 0x456: return 'i'; case 0x457: return 0xef; case 0x458: return 'j'; } // skip the rest of Latin characters because none of them are relevant for modern languages. return code; } FFont *V_GetFont(const char *name, const char *fontlumpname) { FFont *font = FFont::FindFont (name); if (font == nullptr) { if (!stricmp(name, "BIGUPPER")) { font = FFont::FindFont("BIGFONT"); if (font) return font; } int lump = -1; int folderfile = -1; TArray folderdata; FStringf path("fonts/%s/", name); // Use a folder-based font only if it comes from a later file than the single lump version. if (Wads.GetLumpsInFolder(path, folderdata, true)) { // This assumes that any custom font comes in one piece and not distributed across multiple resource files. folderfile = Wads.GetLumpFile(folderdata[0].lumpnum); } lump = Wads.CheckNumForFullName(fontlumpname? fontlumpname : name, true); if (lump != -1 && Wads.GetLumpFile(lump) >= folderfile) { uint32_t head; { auto lumpy = Wads.OpenLumpReader (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)) { return new FSingleLumpFont (name, lump); } } FTextureID picnum = TexMan.CheckForTexture (name, ETextureType::Any); if (picnum.isValid()) { FTexture *tex = TexMan[picnum]; if (tex && tex->GetSourceLump() >= folderfile) { return new FSinglePicFont (name); } } if (folderdata.Size() > 0) { return new FFont(name, nullptr, name, HU_FONTSTART, HU_FONTSIZE, 1, -1); } } return font; } //========================================================================== // // 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) { int i; FTextureID lump; char buffer[12]; int maxyoffs; bool doomtemplate = (nametemplate && (gameinfo.gametype & GAME_DoomChex)) ? strncmp (nametemplate, "STCFN", 5) == 0 : false; DVector2 Scale = { 1, 1 }; noTranslate = notranslate; Lump = fdlump; PatchRemap = new uint8_t[256]; FontHeight = 0; GlobalKerning = false; FontName = name; Next = FirstFont; FirstFont = this; Cursor = '_'; ActiveColors = 0; SpaceWidth = 0; FontHeight = 0; maxyoffs = 0; TMap 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 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. Wads.GetLumpsInFolder(path, folderdata, nametemplate == nullptr); if (nametemplate == nullptr) { // Only take font.inf from the actual folder we are processing but not from an older folder that may have been superseded. 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("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; } } } } } if (nametemplate != nullptr) { 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'. if (!TexMan.CheckForTexture("STCFN120", ETextureType::MiscPatch).isValid() || !TexMan.CheckForTexture("STCFN122", 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[lump]); } } } 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 lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch); if (lump.isValid()) { if ((int)position < minchar) minchar = (int)position; if ((int)position > maxchar) maxchar = (int)position; auto tex = TexMan[lump]; tex->SetScale(Scale); charMap.Insert((int)position, tex); Type = Folder; } } } } FirstChar = minchar; LastChar = maxchar; auto count = maxchar - minchar + 1; Chars = new CharData[count]; int fontheight = 0; for (i = 0; i < count; i++) { auto lump = charMap.CheckKey(FirstChar + i); if (lump != nullptr) { FTexture *pic = *lump; if (pic != nullptr) { int height = pic->GetScaledHeight(); int yoffs = pic->GetScaledTopOffset(); if (yoffs > maxyoffs) { maxyoffs = yoffs; } height += abs(yoffs); if (height > fontheight) { fontheight = height; } } if (!noTranslate) Chars[i].Pic = new FFontChar1 (pic); else Chars[i].Pic = pic; Chars[i].XMove = Chars[i].Pic->GetScaledWidth(); } else { Chars[i].Pic = NULL; 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].Pic != nullptr) { SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2; } else { SpaceWidth = 4; } } if (FontHeight == 0) FontHeight = fontheight; FixXMoves(); if (!noTranslate) LoadTranslations(); } //========================================================================== // // FFont :: ~FFont // //========================================================================== FFont::~FFont () { if (Chars) { int count = LastChar - FirstChar + 1; // A noTranslate font directly references the original textures. if (!noTranslate) { 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; } 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 (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 (FTexture *pic, uint32_t *usedcolors) { int x; for (x = pic->GetWidth() - 1; x >= 0; x--) { const FTexture::Span *spans; const uint8_t *column = pic->GetColumn(DefaultRenderStyle(), x, &spans); // This shouldn't use the spans... while (spans->Length != 0) { const uint8_t *source = column + spans->TopOffset; int count = spans->Length; do { usedcolors[*source++] = 1; } while (--count); spans++; } } } //========================================================================== // // 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 :: 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 (uint32_t *colorsused, uint8_t *translation, uint8_t *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]; (*luminosity)[0] = 0.0; // [BL] Prevent uninitalized memory 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 uint8_t *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, PalEntry *color) const { 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 (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 < 0 && code >= -128) { // regular chars turn negative when the 8th bit is set. code &= 255; } if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL)) { return code; } // Special handling for the ß which may only exist as lowercase, so for this we need an additional upper -> lower check for all fonts aside from the generic substitution logic. if (code == 0x1e9e) { if (LastChar <= 0xdf && (!needpic || Chars[0xdf - FirstChar].Pic != nullptr)) { return 0xdf; } } // 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) { // Try converting lowercase characters to uppercase. if (myislower(code)) { code = upperforlower[code]; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != nullptr)) { return code; } } // Try stripping accents from accented characters. int newcode = stripaccent(code); if (newcode != code) { code = newcode; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != nullptr)) { return code; } } } else { int originalcode = code; int newcode; // 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].Pic != nullptr)) { return code; } } if (myislower(code)) { int upper = upperforlower[code]; // Stripping accents did not help - now try uppercase for lowercase if (upper != code) return GetCharCode(upper, needpic); } } return -1; } //========================================================================== // // FFont :: GetChar // //========================================================================== FTexture *FFont::GetChar (int code, 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; } return (code < 0) ? nullptr : Chars[code].Pic; } //========================================================================== // // 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', &w); FTexture *texc = font->GetChar(c, &w); double offset = 0; if (texc) offset += texc->GetScaledTopOffsetDouble(); if (tex_zero) offset += -tex_zero->GetScaledTopOffsetDouble() + tex_zero->GetScaledHeightDouble(); return offset; } //========================================================================== // // 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 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, nullptr); if (ctex) { auto offs = int(ctex->GetScaledTopOffset()); 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]; double *luminosity; for (unsigned int i = 0; i < count; i++) { FFontChar1 *pic = static_cast(Chars[i].Pic); if(pic) { pic->SetSourceRemap(NULL); // 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].Pic) static_cast(Chars[i].Pic)->SetSourceRemap(PatchRemap); } BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, NULL); delete[] luminosity; } //========================================================================== // // 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. // // (Note that this is a rather dumb implementation. The atlasing should // occur at a higher level, independently of the renderer being used.) // //========================================================================== 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(pic->GetFormat(), 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 (int lump) { Lump = lump; Chars = NULL; PatchRemap = NULL; FontName = NAME_None; Cursor = '_'; noTranslate = false; } //========================================================================== // // FSingleLumpFont :: FSingleLumpFont // // Loads a FON1 or FON2 font resource. // //========================================================================== FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump) { assert(lump >= 0); FontName = name; FMemLump data1 = Wads.ReadLump (lump); const uint8_t *data = (const uint8_t *)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_Error ("%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 :: LoadTranslations // //========================================================================== void FSingleLumpFont::LoadTranslations() { double luminosity[256]; uint8_t identity[256]; PalEntry local_palette[256]; bool useidentity = true; bool usepalette = false; const void* ranges; unsigned int count = LastChar - FirstChar + 1; switch(FontType) { case FONT1: useidentity = false; ranges = &TranslationParms[1][0]; CheckFON1Chars (luminosity); break; case BMFFONT: case FONT2: usepalette = true; FixupPalette (identity, luminosity, PaletteData, RescalePalette, local_palette); ranges = &TranslationParms[0][0]; break; default: // Should be unreachable. I_Error("Unknown font type in FSingleLumpFont::LoadTranslation."); return; } for(unsigned int i = 0;i < count;++i) { if(Chars[i].Pic) static_cast(Chars[i].Pic)->SetSourceRemap(PatchRemap); } BuildTranslations (luminosity, useidentity ? identity : NULL, ranges, ActiveColors, usepalette ? local_palette : NULL); } //========================================================================== // // FSingleLumpFont :: LoadFON1 // // FON1 is used for the console font. // //========================================================================== void FSingleLumpFont::LoadFON1 (int lump, const uint8_t *data) { int w, h; // The default console font is for Windows-1252 and fills the 0x80-0x9f range with valid glyphs. // Since now all internal text is processed as Unicode, these have to be remapped to their proper places. // The highest valid character in this range is 0x2122, so we need 0x2123 entries in our character table. Chars = new CharData[0x2123]; w = data[4] + data[5]*256; h = data[6] + data[7]*256; FontType = FONT1; FontHeight = h; SpaceWidth = w; FirstChar = 0; LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed. GlobalKerning = 0; PatchRemap = new uint8_t[0x2123]; for(unsigned int i = 0;i < 0x2123;++i) Chars[i].Pic = NULL; LoadTranslations(); LastChar = 0x2122; // Move the Windows-1252 characters to their proper place. for (int i = 0x80; i < 0xa0; i++) { if (win1252map[i-0x80] != i && Chars[i].Pic != nullptr && Chars[win1252map[i - 0x80]].Pic == nullptr) { std::swap(Chars[i], Chars[win1252map[i - 0x80]]); } } } //========================================================================== // // 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 uint8_t *data) { int count, i, totalwidth; int *widths2; uint16_t *widths; const uint8_t *palette; const uint8_t *data_p; FontType = FONT2; FontHeight = data[4] + data[5]*256; FirstChar = data[6]; LastChar = data[7]; ActiveColors = data[10]+1; PatchRemap = NULL; RescalePalette = data[9] == 0; count = LastChar - FirstChar + 1; Chars = new CharData[count]; widths2 = new int[count]; if (data[11] & 1) { // Font specifies a kerning value. GlobalKerning = LittleShort(*(int16_t *)&data[12]); widths = (uint16_t *)(data + 14); } else { // Font does not specify a kerning value. GlobalKerning = 0; widths = (uint16_t *)(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 = (uint8_t *)&widths[1]; } else { // Font has varying character widths. for (i = 0; i < count; ++i) { widths2[i] = LittleShort(widths[i]); totalwidth += widths2[i]; } palette = (uint8_t *)(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); } memcpy(PaletteData, palette, ActiveColors*3); data_p = palette + ActiveColors*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, int(data_p - data), widths2[i], FontHeight); do { int8_t 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, FontName.GetChars()); } } LoadTranslations(); delete[] widths2; } //========================================================================== // // FSingleLumpFont :: LoadBMF // // Loads a BMF font. The file format is described at // // //========================================================================== void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data) { const uint8_t *chardata; int numchars, count, totalwidth, nwidth; int infolen; int i, chari; uint8_t raw_palette[256*3]; PalEntry sort_palette[256]; FontType = BMFFONT; FontHeight = data[5]; GlobalKerning = (int8_t)data[8]; ActiveColors = data[16]; SpaceWidth = -1; nwidth = -1; RescalePalette = true; 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 uint8_t[ActiveColors]; PatchRemap[0] = 0; for (i = 1; i < ActiveColors; ++i) { PatchRemap[sort_palette[i].a] = i; } memcpy(PaletteData, raw_palette, 768); // 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, int(chardata + chari + 6 - data), chardata[chari+1], // width chardata[chari+2], // height -(int8_t)chardata[chari+3], // x offset -(int8_t)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(); LoadTranslations(); } //========================================================================== // // FSingleLumpFont :: BMFCompare STATIC // // Helper to sort BMF palettes. // //========================================================================== int 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 (double *luminosity) { FMemLump memLump = Wads.ReadLump(Lump); const uint8_t* data = (const uint8_t*) memLump.GetMem(); uint8_t used[256], reverse[256]; const uint8_t *data_p; int i, j; memset (used, 0, 256); data_p = data + 8; for (i = 0; i < 256; ++i) { int destSize = SpaceWidth * FontHeight; if(!Chars[i].Pic) { Chars[i].Pic = new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight); Chars[i].XMove = SpaceWidth; } // Advance to next char's data and count the used colors. do { int8_t 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 (uint8_t *identity, double *luminosity, const uint8_t *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) : FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here. { FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Any); if (!picnum.isValid()) { I_FatalError ("%s is not a font or texture", picname); } FTexture *pic = TexMan[picnum]; FontName = 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) : SourceRemap (NULL) { UseType = ETextureType::FontChar; BaseTexture = sourcelump; // now copy all the properties from the base texture assert(BaseTexture != NULL); CopySize(BaseTexture); Pixels = NULL; } //========================================================================== // // FFontChar1 :: GetPixels // // Render style is not relevant for fonts. This must not use it! // //========================================================================== const uint8_t *FFontChar1::GetPixels (FRenderStyle) { 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 uint8_t[Width*Height]; const uint8_t *pix = BaseTexture->GetPixels(DefaultRenderStyle()); if (!SourceRemap) { memcpy(Pixels, pix, Width*Height); } else { for (int x = 0; x < Width*Height; ++x) { Pixels[x] = SourceRemap[pix[x]]; } } } //========================================================================== // // FFontChar1 :: GetColumn // //========================================================================== const uint8_t *FFontChar1::GetColumn(FRenderStyle, unsigned int column, const Span **spans_out) { if (Pixels == NULL) { MakeTexture (); } BaseTexture->GetColumn(DefaultRenderStyle(), column, spans_out); return Pixels + column*Height; } //========================================================================== // // FFontChar1 :: SetSourceRemap // //========================================================================== void FFontChar1::SetSourceRemap(const uint8_t *sourceremap) { Unload(); SourceRemap = sourceremap; } //========================================================================== // // FFontChar1 :: Unload // //========================================================================== void FFontChar1::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } FTexture::Unload(); } //========================================================================== // // FFontChar1 :: ~FFontChar1 // //========================================================================== FFontChar1::~FFontChar1 () { Unload (); } //========================================================================== // // FFontChar2 :: FFontChar2 // // Used by FON1 and FON2 fonts. // //========================================================================== FFontChar2::FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs, int topofs) : SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(NULL) { UseType = ETextureType::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; } FTexture::Unload(); } //========================================================================== // // FFontChar2 :: GetPixels // // Like for FontChar1, the render style has no relevance here as well. // //========================================================================== const uint8_t *FFontChar2::GetPixels (FRenderStyle) { if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // FFontChar2 :: GetColumn // //========================================================================== const uint8_t *FFontChar2::GetColumn(FRenderStyle, 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 :: SetSourceRemap // //========================================================================== void FFontChar2::SetSourceRemap(const uint8_t *sourceremap) { Unload(); SourceRemap = sourceremap; } //========================================================================== // // FFontChar2 :: MakeTexture // //========================================================================== void FFontChar2::MakeTexture () { auto lump = Wads.OpenLumpReader (SourceLump); int destSize = Width * Height; uint8_t max = 255; bool rle = true; // This is to "fix" bad fonts { uint8_t buff[16]; lump.Read (buff, 4); if (buff[3] == '2') { lump.Read (buff, 7); max = buff[6]; lump.Seek (SourcePos - 11, FileReader::SeekCur); } else if (buff[3] == 0x1A) { lump.Read(buff, 13); max = buff[12] - 1; lump.Seek (SourcePos - 17, FileReader::SeekCur); rle = false; } else { lump.Seek (SourcePos - 4, FileReader::SeekCur); } } Pixels = new uint8_t[destSize]; int runlen = 0, setlen = 0; uint8_t setval = 0; // Shut up, GCC! uint8_t *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) { uint8_t color = lump.ReadUInt8(); 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 { int8_t code = lump.ReadInt8(); if (code >= 0) { runlen = code + 1; } else if (code != -128) { uint8_t color = lump.ReadUInt8(); 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) { uint8_t color = lump.ReadUInt8(); 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 lump, bool donttranslate) : FFont(lump) { int i; FTexture **charlumps; int maxyoffs; FTexture *pic; memcpy(this->notranslate, notranslate, 256*sizeof(bool)); noTranslate = donttranslate; FontName = name; Chars = new CharData[count]; charlumps = new FTexture*[count]; PatchRemap = new uint8_t[256]; FirstChar = first; LastChar = first + count - 1; FontHeight = 0; GlobalKerning = false; 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; } } if (charlumps[i] != NULL) { if (!noTranslate) Chars[i].Pic = new FFontChar1 (charlumps[i]); else Chars[i].Pic = charlumps[i]; 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(); if (noTranslate) { ActiveColors = 0; } else { LoadTranslations(); } delete[] charlumps; } //========================================================================== // // FSpecialFont :: LoadTranslations // //========================================================================== void FSpecialFont::LoadTranslations() { int count = LastChar - FirstChar + 1; uint32_t usedcolors[256] = {}; uint8_t identity[256]; double *luminosity; int TotalColors; int i, j; for (i = 0; i < count; i++) { FFontChar1 *pic = static_cast(Chars[i].Pic); if(pic) { pic->SetSourceRemap(NULL); // Force the FFontChar1 to return the same pixels as the base texture RecordTextureColors (pic, usedcolors); } } // exclude the non-translated colors from the translation calculation 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 for (i = 0; i < 256; i++) { if (notranslate[i]) { PatchRemap[i] = TotalColors; identity[TotalColors] = i; TotalColors++; } } for (i = 0; i < count; i++) { if(Chars[i].Pic) static_cast(Chars[i].Pic)->SetSourceRemap(PatchRemap); } 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; } //========================================================================== // // 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; } } } //========================================================================== // // V_InitCustomFonts // // Initialize a list of custom multipatch fonts // //========================================================================== void V_InitCustomFonts() { FScanner sc; FTexture *lumplist[256]; bool notranslate[256]; bool donttranslate; FString namebuffer, templatebuf; int i; int llump,lastlump=0; int format; int start; int first; int count; int spacewidth; int kerning; 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)); donttranslate = false; namebuffer = sc.String; format = 0; start = 33; first = 33; count = 223; spacewidth = -1; kerning = 0; 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 ("SPACEWIDTH")) { if (format == 2) goto wrong; sc.MustGetNumber(); spacewidth = sc.Number; format = 1; } else if (sc.Compare("DONTTRANSLATE")) { donttranslate = true; } 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 (sc.Compare("KERNING")) { sc.MustGetNumber(); kerning = sc.Number; } else { if (format == 1) goto wrong; FTexture **p = &lumplist[*(unsigned char*)sc.String]; sc.MustGetString(); FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch); if (texid.Exists()) { *p = TexMan[texid]; } else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.GetIwadNum()) { // 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, nullptr, first, count, start, llump, spacewidth, donttranslate); fnt->SetCursor(cursor); fnt->SetKerning(kerning); } 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, llump, donttranslate); fnt->SetCursor(cursor); fnt->SetKerning(kerning); } } 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) == Wads.GetIwadNum()) 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); } else { // Get first color c = V_GetColor (NULL, sc); 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); 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 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 uint8_t *&color_value, int normalcolor, int boldcolor) { const uint8_t *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 uint8_t *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 - (newcolor == '\0'); return CR_UNDEFINED; } color_value = ch; return EColorRange(newcolor); } //========================================================================== // // V_InitFonts // //========================================================================== void V_InitFonts() { InitLowerUpper(); V_InitCustomFonts (); // load the heads-up font if (!(SmallFont = V_GetFont("SmallFont", "SMALLFNT"))) { if (Wads.CheckNumForName ("FONTA_S") >= 0) { SmallFont = new FFont("SmallFont", "FONTA%02u", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, 1, -1); SmallFont->SetCursor('['); } else if (Wads.CheckNumForName ("STCFN033", ns_graphics) >= 0) { SmallFont = new FFont("SmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1); } } if (!(SmallFont2 = V_GetFont("SmallFont2"))) // Only used by Strife { if (Wads.CheckNumForName("STBFN033", ns_graphics) >= 0) { SmallFont2 = new FFont("SmallFont2", "STBFN%.3d", "defsmallfont2", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1); } } //This must be read before BigFont so that it can be properly substituted. BigUpper = V_GetFont("BigUpper"); if (!(BigFont = V_GetFont("BigFont"))) { if (Wads.CheckNumForName("FONTB_S") >= 0) { BigFont = new FFont("BigFont", "FONTB%02u", "defbigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1); } } if (!BigFont) { // Load the generic fallback if no BigFont is found. BigFont = V_GetFont("BigFont", "ZBIGFONT"); } // let PWAD BIGFONTs override the stock BIGUPPER font. (This check needs to be made smarter.) if (BigUpper && BigFont->Type != FFont::Folder && BigUpper->Type == FFont::Folder) { delete BigUpper; BigUpper = BigFont; } if (BigUpper == nullptr) { BigUpper = BigFont; } if (!(ConFont = V_GetFont("ConsoleFont", "CONFONT"))) { ConFont = SmallFont; } if (!(IntermissionFont = FFont::FindFont("IntermissionFont"))) { if (gameinfo.gametype & GAME_DoomChex) { IntermissionFont = FFont::FindFont("IntermissionFont_Doom"); } if (IntermissionFont == NULL) { IntermissionFont = BigFont; } } // This can only happen if gzdoom.pk3 is corrupted. ConFont should always be present. if (ConFont == nullptr) { I_FatalError("Console font not found."); } // SmallFont and SmallFont2 have no default provided by the engine. BigFont only has in non-Raven games. if (SmallFont == nullptr) { SmallFont = ConFont; } if (SmallFont2 == nullptr) { SmallFont2 = SmallFont; } if (BigFont == nullptr) { BigFont = SmallFont; } // hack hack NewConsoleFont = ConFont; CurrentConsoleFont = ConFont; NewSmallFont = SmallFont; AlternativeSmallFont = SmallFont; OriginalSmallFont = SmallFont; OriginalBigFont = BigFont; } void V_ClearFonts() { while (FFont::FirstFont != NULL) { delete FFont::FirstFont; } FFont::FirstFont = NULL; AlternativeSmallFont = OriginalBigFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr; }