mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 13:01:19 +00:00
2694 lines
66 KiB
C++
2694 lines
66 KiB
C++
/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/* Special file formats handled here:
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FON1 "console" fonts have the following header:
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char Magic[4]; -- The characters "FON1"
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uword CharWidth; -- Character cell width
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uword CharHeight; -- Character cell height
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The FON1 header is followed by RLE character data for all 256
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8-bit ASCII characters.
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FON2 "standard" fonts have the following header:
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char Magic[4]; -- The characters "FON2"
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uword FontHeight; -- Every character in a font has the same height
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ubyte FirstChar; -- First character defined by this font.
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ubyte LastChar; -- Last character definde by this font.
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ubyte bConstantWidth;
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ubyte ShadingType;
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ubyte PaletteSize; -- size of palette in entries (not bytes!)
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ubyte Flags;
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There is presently only one flag for FON2:
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FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
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The FON2 header is followed by variable length data:
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word Kerning;
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-- only present if FOF_WHOLEFONTKERNING is set
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ubyte Palette[PaletteSize+1][3];
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-- The last entry is the delimiter color. The delimiter is not used
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-- by the font but is used by imagetool when converting the font
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-- back to an image. Color 0 is the transparent color and is also
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-- used only for converting the font back to an image. The other
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-- entries are all presorted in increasing order of brightness.
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ubyte CharacterData[...];
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-- RLE character data, in order
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*/
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <ctype.h>
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#include "templates.h"
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#include "doomtype.h"
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#include "m_swap.h"
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#include "v_font.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "hu_stuff.h"
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#include "farchive.h"
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#include "textures/textures.h"
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#include "r_data/r_translate.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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// MACROS ------------------------------------------------------------------
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#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
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// TYPES -------------------------------------------------------------------
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void RecordTextureColors (FTexture *pic, BYTE *colorsused);
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// This structure is used by BuildTranslations() to hold color information.
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struct TranslationParm
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{
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short RangeStart; // First level for this range
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short RangeEnd; // Last level for this range
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BYTE Start[3]; // Start color for this range
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BYTE End[3]; // End color for this range
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};
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struct TranslationMap
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{
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FName Name;
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int Number;
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};
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class FSingleLumpFont : public FFont
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{
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public:
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FSingleLumpFont (const char *fontname, int lump);
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protected:
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void CheckFON1Chars (double *luminosity);
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void BuildTranslations2 ();
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void FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette,
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bool rescale, PalEntry *out_palette);
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void LoadTranslations ();
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void LoadFON1 (int lump, const BYTE *data);
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void LoadFON2 (int lump, const BYTE *data);
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void LoadBMF (int lump, const BYTE *data);
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void CreateFontFromPic (FTextureID picnum);
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static int STACK_ARGS BMFCompare(const void *a, const void *b);
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enum
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{
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FONT1,
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FONT2,
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BMFFONT
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} FontType;
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BYTE PaletteData[768];
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bool RescalePalette;
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};
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class FSinglePicFont : public FFont
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{
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public:
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FSinglePicFont(const char *picname);
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// FFont interface
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FTexture *GetChar (int code, int *const width) const;
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int GetCharWidth (int code) const;
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protected:
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FTextureID PicNum;
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};
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// Essentially a normal multilump font but with an explicit list of character patches
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class FSpecialFont : public FFont
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{
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public:
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FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump);
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void LoadTranslations();
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protected:
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bool notranslate[256];
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};
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// This is a font character that loads a texture and recolors it.
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class FFontChar1 : public FTexture
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{
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public:
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FFontChar1 (FTexture *sourcelump);
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void SetSourceRemap(const BYTE *sourceremap);
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void Unload ();
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~FFontChar1 ();
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protected:
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void MakeTexture ();
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FTexture *BaseTexture;
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BYTE *Pixels;
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const BYTE *SourceRemap;
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};
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// This is a font character that reads RLE compressed data.
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class FFontChar2 : public FTexture
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{
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public:
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FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs=0, int topofs=0);
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~FFontChar2 ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void SetSourceRemap(const BYTE *sourceremap);
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void Unload ();
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protected:
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int SourceLump;
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int SourcePos;
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BYTE *Pixels;
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Span **Spans;
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const BYTE *SourceRemap;
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void MakeTexture ();
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};
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struct TempParmInfo
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{
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unsigned int StartParm[2];
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unsigned int ParmLen[2];
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int Index;
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};
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struct TempColorInfo
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{
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FName Name;
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unsigned int ParmInfo;
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PalEntry LogColor;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static int STACK_ARGS TranslationMapCompare (const void *a, const void *b);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern int PrintColors[];
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FFont *FFont::FirstFont = NULL;
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int NumTextColors;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static TArray<TranslationParm> TranslationParms[2];
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static TArray<TranslationMap> TranslationLookup;
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static TArray<PalEntry> TranslationColors;
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// CODE --------------------------------------------------------------------
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static bool myislower(int code)
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{
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if (code >= 'a' && code <= 'z')
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return true;
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if (code != 0xF7 && code != 0xFF && (code & 0xE0) == 0xE0)
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return true;
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return false;
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}
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// Returns a character without an accent mark.
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// FIXME: Only valid for CP-1252; we should go Unicode at some point.
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static int stripaccent(int code)
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{
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if (code < 0x8a)
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return code;
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if (code == 0x8a) // Latin capital letter S with caron
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return 'S';
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if (code == 0x8e) // Latin capital letter Z with caron
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return 'Z';
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if (code == 0x9a) // Latin small letter S with caron
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return 's';
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if (code == 0x9e) // Latin small letter Z with caron
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return 'z';
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if (code == 0x9f) // Latin capital letter Y with diaeresis
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return 'Y';
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if (code == 0xff) // Latin small letter Y with diaeresis
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return 'y';
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// Every other accented character has the high two bits set.
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if ((code & 0xC0) == 0)
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return code;
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// Make lowercase characters uppercase so there are half as many tests.
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int acode = code & 0xDF;
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if (acode >= 0xC0 && acode <= 0xC5) // A with accents
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return 'A' + (code & 0x20);
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if (acode == 0xC7) // Cedilla
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return 'C' + (acode & 0x20);
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if (acode >= 0xC8 && acode <= 0xCB) // E with accents
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return 'E' + (code & 0x20);
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if (acode >= 0xCC && acode <= 0xCF) // I with accents
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return 'I' + (code & 0x20);
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if (acode == 0xD0) // Eth
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return 'D' + (code & 0x20);
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if (acode == 0xD1) // N with tilde
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return 'N' + (code & 0x20);
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if ((acode >= 0xD2 && acode <= 0xD6) || // O with accents
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acode == 0xD8) // O with stroke
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return 'O' + (code & 0x20);
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if (acode >= 0xD9 && acode <= 0xDC) // U with accents
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return 'U' + (code & 0x20);
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if (acode == 0xDD) // Y with accute
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return 'Y' + (code & 0x20);
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if (acode == 0xDE) // Thorn
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return 'P' + (code & 0x20); // well, it sort of looks like a 'P'
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return code;
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}
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FFont *V_GetFont(const char *name)
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{
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FFont *font = FFont::FindFont (name);
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if (font == NULL)
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{
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int lump = -1;
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lump = Wads.CheckNumForFullName(name, true);
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if (lump != -1)
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{
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uint32 head;
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{
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FWadLump lumpy = Wads.OpenLumpNum (lump);
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lumpy.Read (&head, 4);
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}
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if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
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head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
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{
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font = new FSingleLumpFont (name, lump);
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}
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}
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if (font == NULL)
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{
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FTextureID picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any);
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if (picnum.isValid())
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{
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font = new FSinglePicFont (name);
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}
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}
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}
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return font;
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}
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//==========================================================================
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//
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// SerializeFFontPtr
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//
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//==========================================================================
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FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
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{
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if (arc.IsStoring ())
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{
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arc << font->Name;
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}
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else
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{
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char *name = NULL;
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arc << name;
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font = V_GetFont(name);
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if (font == NULL)
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{
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Printf ("Could not load font %s\n", name);
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font = SmallFont;
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}
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delete[] name;
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}
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return arc;
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}
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//==========================================================================
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//
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// FFont :: FFont
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//
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// Loads a multi-texture font.
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//
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//==========================================================================
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FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start, int fdlump, int spacewidth)
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{
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int i;
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FTextureID lump;
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char buffer[12];
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FTexture **charlumps;
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int maxyoffs;
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bool doomtemplate = gameinfo.gametype & GAME_DoomChex ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
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bool stcfn121 = false;
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Lump = fdlump;
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Chars = new CharData[count];
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charlumps = new FTexture *[count];
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PatchRemap = new BYTE[256];
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FirstChar = first;
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LastChar = first + count - 1;
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FontHeight = 0;
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GlobalKerning = false;
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Name = copystring (name);
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Next = FirstFont;
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FirstFont = this;
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Cursor = '_';
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maxyoffs = 0;
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for (i = 0; i < count; i++)
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{
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charlumps[i] = NULL;
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mysnprintf (buffer, countof(buffer), nametemplate, i + start);
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lump = TexMan.CheckForTexture(buffer, FTexture::TEX_MiscPatch);
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if (doomtemplate && lump.isValid() && i + start == 121)
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{ // HACKHACK: Don't load STCFN121 in doom(2), because
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// it's not really a lower-case 'y' but a '|'.
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// Because a lot of wads with their own font seem to foolishly
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// copy STCFN121 and make it a '|' themselves, wads must
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// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
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if (!TexMan.CheckForTexture("STCFN120", FTexture::TEX_MiscPatch).isValid() ||
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!TexMan.CheckForTexture("STCFN122", FTexture::TEX_MiscPatch).isValid())
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{
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// insert the incorrectly named '|' graphic in its correct position.
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if (count > 124-start) charlumps[124-start] = TexMan[lump];
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lump.SetInvalid();
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stcfn121 = true;
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}
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}
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if (lump.isValid())
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{
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FTexture *pic = TexMan[lump];
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if (pic != NULL)
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{
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// set the lump here only if it represents a valid texture
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if (i != 124-start || !stcfn121)
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charlumps[i] = pic;
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int height = pic->GetScaledHeight();
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int yoffs = pic->GetScaledTopOffset();
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if (yoffs > maxyoffs)
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{
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maxyoffs = yoffs;
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}
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height += abs (yoffs);
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if (height > FontHeight)
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{
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FontHeight = height;
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}
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}
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}
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if (charlumps[i] != NULL)
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{
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Chars[i].Pic = new FFontChar1 (charlumps[i]);
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Chars[i].XMove = Chars[i].Pic->GetScaledWidth();
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}
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else
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{
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Chars[i].Pic = NULL;
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Chars[i].XMove = INT_MIN;
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}
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}
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if (spacewidth != -1)
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{
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SpaceWidth = spacewidth;
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}
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else if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL)
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{
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SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
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}
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else
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{
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SpaceWidth = 4;
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}
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FixXMoves();
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LoadTranslations();
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delete[] charlumps;
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}
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//==========================================================================
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//
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// FFont :: ~FFont
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//
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//==========================================================================
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FFont::~FFont ()
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{
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if (Chars)
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{
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int count = LastChar - FirstChar + 1;
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for (int i = 0; i < count; ++i)
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{
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if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0)
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{
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delete Chars[i].Pic;
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}
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}
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delete[] Chars;
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Chars = NULL;
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}
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if (PatchRemap)
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{
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delete[] PatchRemap;
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PatchRemap = NULL;
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}
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if (Name)
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{
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delete[] Name;
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Name = NULL;
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}
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FFont **prev = &FirstFont;
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FFont *font = *prev;
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while (font != NULL && font != this)
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{
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prev = &font->Next;
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font = *prev;
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}
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if (font != NULL)
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{
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*prev = font->Next;
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}
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}
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//==========================================================================
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//
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// FFont :: FindFont
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//
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// Searches for the named font in the list of loaded fonts, returning the
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// font if it was found. The disk is not checked if it cannot be found.
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//
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//==========================================================================
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FFont *FFont::FindFont (const char *name)
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{
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if (name == NULL)
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{
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return NULL;
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}
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FFont *font = FirstFont;
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while (font != NULL)
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{
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if (stricmp (font->Name, name) == 0)
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break;
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font = font->Next;
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}
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return font;
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}
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//==========================================================================
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//
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// RecordTextureColors
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//
|
|
// 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];
|
|
(*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 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 < 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;
|
|
}
|
|
// Try converting lowercase characters to uppercase.
|
|
if (myislower(code))
|
|
{
|
|
code -= 32;
|
|
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
|
|
{
|
|
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 != 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 :: LoadTranslations
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFont::LoadTranslations()
|
|
{
|
|
unsigned int count = LastChar - FirstChar + 1;
|
|
BYTE usedcolors[256], identity[256];
|
|
double *luminosity;
|
|
|
|
memset (usedcolors, 0, 256);
|
|
for (unsigned int i = 0; i < count; i++)
|
|
{
|
|
FFontChar1 *pic = static_cast<FFontChar1 *>(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<FFontChar1 *>(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.
|
|
//
|
|
//==========================================================================
|
|
|
|
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 (int lump)
|
|
{
|
|
Lump = lump;
|
|
Chars = NULL;
|
|
PatchRemap = NULL;
|
|
Name = NULL;
|
|
Cursor = '_';
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSingleLumpFont :: FSingleLumpFont
|
|
//
|
|
// Loads a FON1 or FON2 font resource.
|
|
//
|
|
//==========================================================================
|
|
|
|
FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(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 :: LoadTranslations
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSingleLumpFont::LoadTranslations()
|
|
{
|
|
double luminosity[256];
|
|
BYTE 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:
|
|
break;
|
|
}
|
|
|
|
for(unsigned int i = 0;i < count;++i)
|
|
{
|
|
if(Chars[i].Pic)
|
|
static_cast<FFontChar2*>(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 BYTE *data)
|
|
{
|
|
int w, h;
|
|
|
|
Chars = new CharData[256];
|
|
|
|
w = data[4] + data[5]*256;
|
|
h = data[6] + data[7]*256;
|
|
|
|
FontType = FONT1;
|
|
FontHeight = h;
|
|
SpaceWidth = w;
|
|
FirstChar = 0;
|
|
LastChar = 255;
|
|
GlobalKerning = 0;
|
|
PatchRemap = new BYTE[256];
|
|
|
|
for(unsigned int i = 0;i < 256;++i)
|
|
Chars[i].Pic = NULL;
|
|
|
|
LoadTranslations();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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;
|
|
WORD *widths;
|
|
const BYTE *palette;
|
|
const BYTE *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(*(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);
|
|
}
|
|
|
|
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
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
LoadTranslations();
|
|
delete[] widths2;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSingleLumpFont :: LoadBMF
|
|
//
|
|
// Loads a BMF font. The file format is described at
|
|
// <http://bmf.wz.cz/bmf-format.htm>
|
|
//
|
|
//==========================================================================
|
|
|
|
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];
|
|
|
|
FontType = BMFFONT;
|
|
FontHeight = data[5];
|
|
GlobalKerning = (SBYTE)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 BYTE[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
|
|
-(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();
|
|
LoadTranslations();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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 (double *luminosity)
|
|
{
|
|
FMemLump memLump = Wads.ReadLump(Lump);
|
|
const BYTE* data = (const BYTE*) memLump.GetMem();
|
|
|
|
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;
|
|
|
|
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
|
|
{
|
|
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) :
|
|
FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here.
|
|
{
|
|
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)
|
|
: SourceRemap (NULL)
|
|
{
|
|
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();
|
|
|
|
if (!SourceRemap)
|
|
{
|
|
memcpy(Pixels, pix, Width*Height);
|
|
}
|
|
else
|
|
{
|
|
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 :: SetSourceRemap
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFontChar1::SetSourceRemap(const BYTE *sourceremap)
|
|
{
|
|
Unload();
|
|
SourceRemap = sourceremap;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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, int sourcepos, int width, int height, int leftofs, int topofs)
|
|
: SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(NULL)
|
|
{
|
|
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 :: SetSourceRemap
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFontChar2::SetSourceRemap(const BYTE *sourceremap)
|
|
{
|
|
Unload();
|
|
SourceRemap = sourceremap;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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 lump) : FFont(lump)
|
|
{
|
|
int i;
|
|
FTexture **charlumps;
|
|
int maxyoffs;
|
|
FTexture *pic;
|
|
|
|
memcpy(this->notranslate, notranslate, 256*sizeof(bool));
|
|
|
|
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;
|
|
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)
|
|
{
|
|
Chars[i].Pic = new FFontChar1 (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();
|
|
|
|
LoadTranslations();
|
|
|
|
delete[] charlumps;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSpecialFont :: LoadTranslations
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSpecialFont::LoadTranslations()
|
|
{
|
|
int count = LastChar - FirstChar + 1;
|
|
BYTE usedcolors[256], identity[256];
|
|
double *luminosity;
|
|
int TotalColors;
|
|
int i, j;
|
|
|
|
memset (usedcolors, 0, 256);
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
FFontChar1 *pic = static_cast<FFontChar1 *>(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<FFontChar1 *>(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 = i - 32;
|
|
if (upper >= 0)
|
|
{
|
|
Chars[i].XMove = Chars[upper].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];
|
|
FString namebuffer, templatebuf;
|
|
int i;
|
|
int llump,lastlump=0;
|
|
int format;
|
|
int start;
|
|
int first;
|
|
int count;
|
|
int spacewidth;
|
|
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;
|
|
spacewidth = -1;
|
|
|
|
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 ("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())
|
|
{
|
|
*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, llump, spacewidth);
|
|
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, llump);
|
|
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<FName> names;
|
|
int lump, lastlump = 0;
|
|
TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
|
|
TArray<TranslationParm> parms;
|
|
TArray<TempParmInfo> parminfo;
|
|
TArray<TempColorInfo> 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, -1);
|
|
SmallFont->SetCursor('[');
|
|
}
|
|
else
|
|
{
|
|
SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
|
|
}
|
|
}
|
|
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, -1);
|
|
}
|
|
else
|
|
{
|
|
SmallFont2 = SmallFont;
|
|
}
|
|
}
|
|
if (!(BigFont = FFont::FindFont("BigFont")))
|
|
{
|
|
int lump = Wads.CheckNumForName("BIGFONT");
|
|
if (lump >= 0)
|
|
{
|
|
BigFont = new FSingleLumpFont("BigFont", lump);
|
|
}
|
|
else 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
|
|
{
|
|
lump = Wads.CheckNumForName("HBIGFONT");
|
|
if (lump >= 0)
|
|
{
|
|
BigFont = new FSingleLumpFont("BigFont", lump);
|
|
}
|
|
else
|
|
{
|
|
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1, -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;
|
|
}
|
|
|
|
void V_RetranslateFonts()
|
|
{
|
|
FFont *font = FFont::FirstFont;
|
|
while(font)
|
|
{
|
|
font->LoadTranslations();
|
|
font = font->Next;
|
|
}
|
|
}
|