gzdoom-gles/src/v_font.cpp
2019-09-08 10:06:31 +02:00

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/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/* Special file formats handled here:
FON1 "console" fonts have the following header:
char Magic[4]; -- The characters "FON1"
uword CharWidth; -- Character cell width
uword CharHeight; -- Character cell height
The FON1 header is followed by RLE character data for all 256
8-bit ASCII characters.
FON2 "standard" fonts have the following header:
char Magic[4]; -- The characters "FON2"
uword FontHeight; -- Every character in a font has the same height
ubyte FirstChar; -- First character defined by this font.
ubyte LastChar; -- Last character definde by this font.
ubyte bConstantWidth;
ubyte ShadingType;
ubyte PaletteSize; -- size of palette in entries (not bytes!)
ubyte Flags;
There is presently only one flag for FON2:
FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
The FON2 header is followed by variable length data:
word Kerning;
-- only present if FOF_WHOLEFONTKERNING is set
ubyte Palette[PaletteSize+1][3];
-- The last entry is the delimiter color. The delimiter is not used
-- by the font but is used by imagetool when converting the font
-- back to an image. Color 0 is the transparent color and is also
-- used only for converting the font back to an image. The other
-- entries are all presorted in increasing order of brightness.
ubyte CharacterData[...];
-- RLE character data, in order
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <ctype.h>
#include "templates.h"
#include "doomtype.h"
#include "m_swap.h"
#include "v_font.h"
#include "v_video.h"
#include "w_wad.h"
#include "i_system.h"
#include "gi.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "hu_stuff.h"
#include "textures/textures.h"
#include "r_data/r_translate.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "gstrings.h"
#include "v_text.h"
#include "vm.h"
#include "utf8.h"
#include "fontinternals.h"
// MACROS ------------------------------------------------------------------
#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
// TYPES -------------------------------------------------------------------
class FSingleLumpFont : public FFont
{
public:
FSingleLumpFont (const char *fontname, int lump);
protected:
void CheckFON1Chars (double *luminosity);
void BuildTranslations2 ();
void FixupPalette (uint8_t *identity, double *luminosity, const uint8_t *palette,
bool rescale, PalEntry *out_palette);
void LoadTranslations ();
void LoadFON1 (int lump, const uint8_t *data);
void LoadFON2 (int lump, const uint8_t *data);
void LoadBMF (int lump, const uint8_t *data);
void CreateFontFromPic (FTextureID picnum);
static int BMFCompare(const void *a, const void *b);
enum
{
FONT1,
FONT2,
BMFFONT
} FontType;
uint8_t PaletteData[768];
bool RescalePalette;
};
class FSinglePicFont : public FFont
{
public:
FSinglePicFont(const char *picname);
// FFont interface
FTexture *GetChar (int code, int *const width) const;
int GetCharWidth (int code) const;
protected:
FTextureID PicNum;
};
// Essentially a normal multilump font but with an explicit list of character patches
class FSpecialFont : public FFont
{
public:
FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
void LoadTranslations();
protected:
bool notranslate[256];
};
// This is a font character that loads a texture and recolors it.
class FFontChar1 : public FTexture
{
public:
FFontChar1 (FTexture *sourcelump);
const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out);
const uint8_t *GetPixels (FRenderStyle style);
void SetSourceRemap(const uint8_t *sourceremap);
void Unload ();
~FFontChar1 ();
protected:
void MakeTexture ();
FTexture *BaseTexture;
uint8_t *Pixels;
const uint8_t *SourceRemap;
};
// This is a font character that reads RLE compressed data.
class FFontChar2 : public FTexture
{
public:
FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs=0, int topofs=0);
~FFontChar2 ();
const uint8_t *GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out);
const uint8_t *GetPixels (FRenderStyle style);
void SetSourceRemap(const uint8_t *sourceremap);
void Unload ();
protected:
int SourceLump;
int SourcePos;
uint8_t *Pixels;
Span **Spans;
const uint8_t *SourceRemap;
void MakeTexture ();
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int TranslationMapCompare (const void *a, const void *b);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int PrintColors[];
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FFont *FFont::FirstFont = NULL;
int NumTextColors;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
TArray<TranslationParm> TranslationParms[2];
TArray<TranslationMap> TranslationLookup;
TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
uint16_t lowerforupper[65536];
uint16_t upperforlower[65536];
bool islowermap[65536];
bool isuppermap[65536];
// This is a supposedly complete mapping of all lower <-> upper pairs. Most will most likely never be needed by Doom but this way there won't be any future surprises
static const uint16_t loweruppercase[] = {
0x0061,0x0041,
0x0062,0x0042,
0x0063,0x0043,
0x0064,0x0044,
0x0065,0x0045,
0x0066,0x0046,
0x0067,0x0047,
0x0068,0x0048,
0x0069,0x0049,
0x006A,0x004A,
0x006B,0x004B,
0x006C,0x004C,
0x006D,0x004D,
0x006E,0x004E,
0x006F,0x004F,
0x0070,0x0050,
0x0071,0x0051,
0x0072,0x0052,
0x0073,0x0053,
0x0074,0x0054,
0x0075,0x0055,
0x0076,0x0056,
0x0077,0x0057,
0x0078,0x0058,
0x0079,0x0059,
0x007A,0x005A,
0x00DF,0x1E9E,
0x00E0,0x00C0,
0x00E1,0x00C1,
0x00E2,0x00C2,
0x00E3,0x00C3,
0x00E4,0x00C4,
0x00E5,0x00C5,
0x00E6,0x00C6,
0x00E7,0x00C7,
0x00E8,0x00C8,
0x00E9,0x00C9,
0x00EA,0x00CA,
0x00EB,0x00CB,
0x00EC,0x00CC,
0x00ED,0x00CD,
0x00EE,0x00CE,
0x00EF,0x00CF,
0x00F0,0x00D0,
0x00F1,0x00D1,
0x00F2,0x00D2,
0x00F3,0x00D3,
0x00F4,0x00D4,
0x00F5,0x00D5,
0x00F6,0x00D6,
0x00F8,0x00D8,
0x00F9,0x00D9,
0x00FA,0x00DA,
0x00FB,0x00DB,
0x00FC,0x00DC,
0x00FD,0x00DD,
0x00FE,0x00DE,
0x00FF,0x0178,
0x0101,0x0100,
0x0103,0x0102,
0x0105,0x0104,
0x0107,0x0106,
0x0109,0x0108,
0x010B,0x010A,
0x010D,0x010C,
0x010F,0x010E,
0x0111,0x0110,
0x0113,0x0112,
0x0115,0x0114,
0x0117,0x0116,
0x0119,0x0118,
0x011B,0x011A,
0x011D,0x011C,
0x011F,0x011E,
0x0121,0x0120,
0x0123,0x0122,
0x0125,0x0124,
0x0127,0x0126,
0x0129,0x0128,
0x012B,0x012A,
0x012D,0x012C,
0x012F,0x012E,
0x0131,0x0049,
0x0133,0x0132,
0x0135,0x0134,
0x0137,0x0136,
0x013A,0x0139,
0x013C,0x013B,
0x013E,0x013D,
0x0140,0x013F,
0x0142,0x0141,
0x0144,0x0143,
0x0146,0x0145,
0x0148,0x0147,
0x014B,0x014A,
0x014D,0x014C,
0x014F,0x014E,
0x0151,0x0150,
0x0153,0x0152,
0x0155,0x0154,
0x0157,0x0156,
0x0159,0x0158,
0x015B,0x015A,
0x015D,0x015C,
0x015F,0x015E,
0x0161,0x0160,
0x0163,0x0162,
0x0165,0x0164,
0x0167,0x0166,
0x0169,0x0168,
0x016B,0x016A,
0x016D,0x016C,
0x016F,0x016E,
0x0171,0x0170,
0x0173,0x0172,
0x0175,0x0174,
0x0177,0x0176,
0x017A,0x0179,
0x017C,0x017B,
0x017E,0x017D,
0x0183,0x0182,
0x0185,0x0184,
0x0188,0x0187,
0x018C,0x018B,
0x0192,0x0191,
0x0199,0x0198,
0x01A1,0x01A0,
0x01A3,0x01A2,
0x01A5,0x01A4,
0x01A8,0x01A7,
0x01AD,0x01AC,
0x01B0,0x01AF,
0x01B4,0x01B3,
0x01B6,0x01B5,
0x01B9,0x01B8,
0x01BD,0x01BC,
0x01C6,0x01C4,
0x01C9,0x01C7,
0x01CC,0x01CA,
0x01CE,0x01CD,
0x01D0,0x01CF,
0x01D2,0x01D1,
0x01D4,0x01D3,
0x01D6,0x01D5,
0x01D8,0x01D7,
0x01DA,0x01D9,
0x01DC,0x01DB,
0x01DF,0x01DE,
0x01E1,0x01E0,
0x01E3,0x01E2,
0x01E5,0x01E4,
0x01E7,0x01E6,
0x01E9,0x01E8,
0x01EB,0x01EA,
0x01ED,0x01EC,
0x01EF,0x01EE,
0x01F3,0x01F1,
0x01F5,0x01F4,
0x01FB,0x01FA,
0x01FD,0x01FC,
0x01FF,0x01FE,
0x0201,0x0200,
0x0203,0x0202,
0x0205,0x0204,
0x0207,0x0206,
0x0209,0x0208,
0x020B,0x020A,
0x020D,0x020C,
0x020F,0x020E,
0x0211,0x0210,
0x0213,0x0212,
0x0215,0x0214,
0x0217,0x0216,
0x0253,0x0181,
0x0254,0x0186,
0x0257,0x018A,
0x0258,0x018E,
0x0259,0x018F,
0x025B,0x0190,
0x0260,0x0193,
0x0263,0x0194,
0x0268,0x0197,
0x0269,0x0196,
0x026F,0x019C,
0x0272,0x019D,
0x0275,0x019F,
0x0283,0x01A9,
0x0288,0x01AE,
0x028A,0x01B1,
0x028B,0x01B2,
0x0292,0x01B7,
0x03AC,0x0386,
0x03AD,0x0388,
0x03AE,0x0389,
0x03AF,0x038A,
0x03B1,0x0391,
0x03B2,0x0392,
0x03B3,0x0393,
0x03B4,0x0394,
0x03B5,0x0395,
0x03B6,0x0396,
0x03B7,0x0397,
0x03B8,0x0398,
0x03B9,0x0399,
0x03BA,0x039A,
0x03BB,0x039B,
0x03BC,0x039C,
0x03BD,0x039D,
0x03BE,0x039E,
0x03BF,0x039F,
0x03C0,0x03A0,
0x03C1,0x03A1,
0x03C3,0x03A3,
0x03C4,0x03A4,
0x03C5,0x03A5,
0x03C6,0x03A6,
0x03C7,0x03A7,
0x03C8,0x03A8,
0x03C9,0x03A9,
0x03CA,0x03AA,
0x03CB,0x03AB,
0x03CC,0x038C,
0x03CD,0x038E,
0x03CE,0x038F,
0x03E3,0x03E2,
0x03E5,0x03E4,
0x03E7,0x03E6,
0x03E9,0x03E8,
0x03EB,0x03EA,
0x03ED,0x03EC,
0x03EF,0x03EE,
0x0430,0x0410,
0x0431,0x0411,
0x0432,0x0412,
0x0433,0x0413,
0x0434,0x0414,
0x0435,0x0415,
0x0436,0x0416,
0x0437,0x0417,
0x0438,0x0418,
0x0439,0x0419,
0x043A,0x041A,
0x043B,0x041B,
0x043C,0x041C,
0x043D,0x041D,
0x043E,0x041E,
0x043F,0x041F,
0x0440,0x0420,
0x0441,0x0421,
0x0442,0x0422,
0x0443,0x0423,
0x0444,0x0424,
0x0445,0x0425,
0x0446,0x0426,
0x0447,0x0427,
0x0448,0x0428,
0x0449,0x0429,
0x044A,0x042A,
0x044B,0x042B,
0x044C,0x042C,
0x044D,0x042D,
0x044E,0x042E,
0x044F,0x042F,
0x0451,0x0401,
0x0452,0x0402,
0x0453,0x0403,
0x0454,0x0404,
0x0455,0x0405,
0x0456,0x0406,
0x0457,0x0407,
0x0458,0x0408,
0x0459,0x0409,
0x045A,0x040A,
0x045B,0x040B,
0x045C,0x040C,
0x045E,0x040E,
0x045F,0x040F,
0x0461,0x0460,
0x0463,0x0462,
0x0465,0x0464,
0x0467,0x0466,
0x0469,0x0468,
0x046B,0x046A,
0x046D,0x046C,
0x046F,0x046E,
0x0471,0x0470,
0x0473,0x0472,
0x0475,0x0474,
0x0477,0x0476,
0x0479,0x0478,
0x047B,0x047A,
0x047D,0x047C,
0x047F,0x047E,
0x0481,0x0480,
0x0491,0x0490,
0x0493,0x0492,
0x0495,0x0494,
0x0497,0x0496,
0x0499,0x0498,
0x049B,0x049A,
0x049D,0x049C,
0x049F,0x049E,
0x04A1,0x04A0,
0x04A3,0x04A2,
0x04A5,0x04A4,
0x04A7,0x04A6,
0x04A9,0x04A8,
0x04AB,0x04AA,
0x04AD,0x04AC,
0x04AF,0x04AE,
0x04B1,0x04B0,
0x04B3,0x04B2,
0x04B5,0x04B4,
0x04B7,0x04B6,
0x04B9,0x04B8,
0x04BB,0x04BA,
0x04BD,0x04BC,
0x04BF,0x04BE,
0x04C2,0x04C1,
0x04C4,0x04C3,
0x04C8,0x04C7,
0x04CC,0x04CB,
0x04D1,0x04D0,
0x04D3,0x04D2,
0x04D5,0x04D4,
0x04D7,0x04D6,
0x04D9,0x04D8,
0x04DB,0x04DA,
0x04DD,0x04DC,
0x04DF,0x04DE,
0x04E1,0x04E0,
0x04E3,0x04E2,
0x04E5,0x04E4,
0x04E7,0x04E6,
0x04E9,0x04E8,
0x04EB,0x04EA,
0x04EF,0x04EE,
0x04F1,0x04F0,
0x04F3,0x04F2,
0x04F5,0x04F4,
0x04F9,0x04F8,
0x0561,0x0531,
0x0562,0x0532,
0x0563,0x0533,
0x0564,0x0534,
0x0565,0x0535,
0x0566,0x0536,
0x0567,0x0537,
0x0568,0x0538,
0x0569,0x0539,
0x056A,0x053A,
0x056B,0x053B,
0x056C,0x053C,
0x056D,0x053D,
0x056E,0x053E,
0x056F,0x053F,
0x0570,0x0540,
0x0571,0x0541,
0x0572,0x0542,
0x0573,0x0543,
0x0574,0x0544,
0x0575,0x0545,
0x0576,0x0546,
0x0577,0x0547,
0x0578,0x0548,
0x0579,0x0549,
0x057A,0x054A,
0x057B,0x054B,
0x057C,0x054C,
0x057D,0x054D,
0x057E,0x054E,
0x057F,0x054F,
0x0580,0x0550,
0x0581,0x0551,
0x0582,0x0552,
0x0583,0x0553,
0x0584,0x0554,
0x0585,0x0555,
0x0586,0x0556,
0x10D0,0x10A0,
0x10D1,0x10A1,
0x10D2,0x10A2,
0x10D3,0x10A3,
0x10D4,0x10A4,
0x10D5,0x10A5,
0x10D6,0x10A6,
0x10D7,0x10A7,
0x10D8,0x10A8,
0x10D9,0x10A9,
0x10DA,0x10AA,
0x10DB,0x10AB,
0x10DC,0x10AC,
0x10DD,0x10AD,
0x10DE,0x10AE,
0x10DF,0x10AF,
0x10E0,0x10B0,
0x10E1,0x10B1,
0x10E2,0x10B2,
0x10E3,0x10B3,
0x10E4,0x10B4,
0x10E5,0x10B5,
0x10E6,0x10B6,
0x10E7,0x10B7,
0x10E8,0x10B8,
0x10E9,0x10B9,
0x10EA,0x10BA,
0x10EB,0x10BB,
0x10EC,0x10BC,
0x10ED,0x10BD,
0x10EE,0x10BE,
0x10EF,0x10BF,
0x10F0,0x10C0,
0x10F1,0x10C1,
0x10F2,0x10C2,
0x10F3,0x10C3,
0x10F4,0x10C4,
0x10F5,0x10C5,
0x1E01,0x1E00,
0x1E03,0x1E02,
0x1E05,0x1E04,
0x1E07,0x1E06,
0x1E09,0x1E08,
0x1E0B,0x1E0A,
0x1E0D,0x1E0C,
0x1E0F,0x1E0E,
0x1E11,0x1E10,
0x1E13,0x1E12,
0x1E15,0x1E14,
0x1E17,0x1E16,
0x1E19,0x1E18,
0x1E1B,0x1E1A,
0x1E1D,0x1E1C,
0x1E1F,0x1E1E,
0x1E21,0x1E20,
0x1E23,0x1E22,
0x1E25,0x1E24,
0x1E27,0x1E26,
0x1E29,0x1E28,
0x1E2B,0x1E2A,
0x1E2D,0x1E2C,
0x1E2F,0x1E2E,
0x1E31,0x1E30,
0x1E33,0x1E32,
0x1E35,0x1E34,
0x1E37,0x1E36,
0x1E39,0x1E38,
0x1E3B,0x1E3A,
0x1E3D,0x1E3C,
0x1E3F,0x1E3E,
0x1E41,0x1E40,
0x1E43,0x1E42,
0x1E45,0x1E44,
0x1E47,0x1E46,
0x1E49,0x1E48,
0x1E4B,0x1E4A,
0x1E4D,0x1E4C,
0x1E4F,0x1E4E,
0x1E51,0x1E50,
0x1E53,0x1E52,
0x1E55,0x1E54,
0x1E57,0x1E56,
0x1E59,0x1E58,
0x1E5B,0x1E5A,
0x1E5D,0x1E5C,
0x1E5F,0x1E5E,
0x1E61,0x1E60,
0x1E63,0x1E62,
0x1E65,0x1E64,
0x1E67,0x1E66,
0x1E69,0x1E68,
0x1E6B,0x1E6A,
0x1E6D,0x1E6C,
0x1E6F,0x1E6E,
0x1E71,0x1E70,
0x1E73,0x1E72,
0x1E75,0x1E74,
0x1E77,0x1E76,
0x1E79,0x1E78,
0x1E7B,0x1E7A,
0x1E7D,0x1E7C,
0x1E7F,0x1E7E,
0x1E81,0x1E80,
0x1E83,0x1E82,
0x1E85,0x1E84,
0x1E87,0x1E86,
0x1E89,0x1E88,
0x1E8B,0x1E8A,
0x1E8D,0x1E8C,
0x1E8F,0x1E8E,
0x1E91,0x1E90,
0x1E93,0x1E92,
0x1E95,0x1E94,
0x1EA1,0x1EA0,
0x1EA3,0x1EA2,
0x1EA5,0x1EA4,
0x1EA7,0x1EA6,
0x1EA9,0x1EA8,
0x1EAB,0x1EAA,
0x1EAD,0x1EAC,
0x1EAF,0x1EAE,
0x1EB1,0x1EB0,
0x1EB3,0x1EB2,
0x1EB5,0x1EB4,
0x1EB7,0x1EB6,
0x1EB9,0x1EB8,
0x1EBB,0x1EBA,
0x1EBD,0x1EBC,
0x1EBF,0x1EBE,
0x1EC1,0x1EC0,
0x1EC3,0x1EC2,
0x1EC5,0x1EC4,
0x1EC7,0x1EC6,
0x1EC9,0x1EC8,
0x1ECB,0x1ECA,
0x1ECD,0x1ECC,
0x1ECF,0x1ECE,
0x1ED1,0x1ED0,
0x1ED3,0x1ED2,
0x1ED5,0x1ED4,
0x1ED7,0x1ED6,
0x1ED9,0x1ED8,
0x1EDB,0x1EDA,
0x1EDD,0x1EDC,
0x1EDF,0x1EDE,
0x1EE1,0x1EE0,
0x1EE3,0x1EE2,
0x1EE5,0x1EE4,
0x1EE7,0x1EE6,
0x1EE9,0x1EE8,
0x1EEB,0x1EEA,
0x1EED,0x1EEC,
0x1EEF,0x1EEE,
0x1EF1,0x1EF0,
0x1EF3,0x1EF2,
0x1EF5,0x1EF4,
0x1EF7,0x1EF6,
0x1EF9,0x1EF8,
0x1F00,0x1F08,
0x1F01,0x1F09,
0x1F02,0x1F0A,
0x1F03,0x1F0B,
0x1F04,0x1F0C,
0x1F05,0x1F0D,
0x1F06,0x1F0E,
0x1F07,0x1F0F,
0x1F10,0x1F18,
0x1F11,0x1F19,
0x1F12,0x1F1A,
0x1F13,0x1F1B,
0x1F14,0x1F1C,
0x1F15,0x1F1D,
0x1F20,0x1F28,
0x1F21,0x1F29,
0x1F22,0x1F2A,
0x1F23,0x1F2B,
0x1F24,0x1F2C,
0x1F25,0x1F2D,
0x1F26,0x1F2E,
0x1F27,0x1F2F,
0x1F30,0x1F38,
0x1F31,0x1F39,
0x1F32,0x1F3A,
0x1F33,0x1F3B,
0x1F34,0x1F3C,
0x1F35,0x1F3D,
0x1F36,0x1F3E,
0x1F37,0x1F3F,
0x1F40,0x1F48,
0x1F41,0x1F49,
0x1F42,0x1F4A,
0x1F43,0x1F4B,
0x1F44,0x1F4C,
0x1F45,0x1F4D,
0x1F51,0x1F59,
0x1F53,0x1F5B,
0x1F55,0x1F5D,
0x1F57,0x1F5F,
0x1F60,0x1F68,
0x1F61, 0x1F69,
0x1F62, 0x1F6A,
0x1F63, 0x1F6B,
0x1F64, 0x1F6C,
0x1F65, 0x1F6D,
0x1F66, 0x1F6E,
0x1F67, 0x1F6F,
0x1F80, 0x1F88,
0x1F81, 0x1F89,
0x1F82, 0x1F8A,
0x1F83, 0x1F8B,
0x1F84, 0x1F8C,
0x1F85, 0x1F8D,
0x1F86, 0x1F8E,
0x1F87, 0x1F8F,
0x1F90, 0x1F98,
0x1F91, 0x1F99,
0x1F92, 0x1F9A,
0x1F93, 0x1F9B,
0x1F94, 0x1F9C,
0x1F95, 0x1F9D,
0x1F96, 0x1F9E,
0x1F97, 0x1F9F,
0x1FA0, 0x1FA8,
0x1FA1, 0x1FA9,
0x1FA2, 0x1FAA,
0x1FA3, 0x1FAB,
0x1FA4, 0x1FAC,
0x1FA5, 0x1FAD,
0x1FA6, 0x1FAE,
0x1FA7, 0x1FAF,
0x1FB0, 0x1FB8,
0x1FB1, 0x1FB9,
0x1FD0, 0x1FD8,
0x1FD1, 0x1FD9,
0x1FE0, 0x1FE8,
0x1FE1, 0x1FE9,
0x24D0, 0x24B6,
0x24D1, 0x24B7,
0x24D2, 0x24B8,
0x24D3, 0x24B9,
0x24D4, 0x24BA,
0x24D5, 0x24BB,
0x24D6, 0x24BC,
0x24D7, 0x24BD,
0x24D8, 0x24BE,
0x24D9, 0x24BF,
0x24DA, 0x24C0,
0x24DB, 0x24C1,
0x24DC, 0x24C2,
0x24DD, 0x24C3,
0x24DE, 0x24C4,
0x24DF, 0x24C5,
0x24E0, 0x24C6,
0x24E1, 0x24C7,
0x24E2, 0x24C8,
0x24E3, 0x24C9,
0x24E4, 0x24CA,
0x24E5, 0x24CB,
0x24E6, 0x24CC,
0x24E7, 0x24CD,
0x24E8, 0x24CE,
0x24E9, 0x24CF,
0xFF41, 0xFF21,
0xFF42, 0xFF22,
0xFF43, 0xFF23,
0xFF44, 0xFF24,
0xFF45, 0xFF25,
0xFF46, 0xFF26,
0xFF47, 0xFF27,
0xFF48, 0xFF28,
0xFF49, 0xFF29,
0xFF4A, 0xFF2A,
0xFF4B, 0xFF2B,
0xFF4C, 0xFF2C,
0xFF4D, 0xFF2D,
0xFF4E, 0xFF2E,
0xFF4F, 0xFF2F,
0xFF50, 0xFF30,
0xFF51, 0xFF31,
0xFF52, 0xFF32,
0xFF53, 0xFF33,
0xFF54, 0xFF34,
0xFF55, 0xFF35,
0xFF56, 0xFF36,
0xFF57, 0xFF37,
0xFF58, 0xFF38,
0xFF59, 0xFF39,
0xFF5A, 0xFF3A,
0, 0
};
void InitLowerUpper()
{
for (int i = 0; i < 65536; i++)
{
lowerforupper[i] = i;
upperforlower[i] = i;
}
for (int i = 0; loweruppercase[i]; i += 2)
{
auto lower = loweruppercase[i];
auto upper = loweruppercase[i + 1];
if (lowerforupper[upper] == upper) lowerforupper[upper] = lower; // This mapping is ambiguous (see 0x0131 -> 0x0049, (small Turkish 'i' without dot.) so only pick the first match.
if (upperforlower[lower] == lower) upperforlower[lower] = upper;
isuppermap[upper] = islowermap[lower] = true;
}
// Special treatment for the two variants of the small sigma in Greek.
islowermap[0x3c2] = true;
upperforlower[0x3c2] = 0x3a3;
}
bool myislower(int code)
{
if (code >= 0 && code < 65536) return islowermap[code];
return false;
}
bool myisupper(int code)
{
if (code >= 0 && code < 65536) return isuppermap[code];
return false;
}
// Returns a character without an accent mark (or one with a similar looking accent in some cases where direct support is unlikely).
int stripaccent(int code)
{
if (code < 0x8a)
return code;
if (code < 0x100)
{
if (code == 0x8a) // Latin capital letter S with caron
return 'S';
if (code == 0x8e) // Latin capital letter Z with caron
return 'Z';
if (code == 0x9a) // Latin small letter S with caron
return 's';
if (code == 0x9e) // Latin small letter Z with caron
return 'z';
if (code == 0x9f) // Latin capital letter Y with diaeresis
return 'Y';
if (code == 0xab || code == 0xbb) return '"'; // typographic quotation marks.
if (code == 0xff) // Latin small letter Y with diaeresis
return 'y';
// Every other accented character has the high two bits set.
if ((code & 0xC0) == 0)
return code;
// Make lowercase characters uppercase so there are half as many tests.
int acode = code & 0xDF;
if (acode >= 0xC0 && acode <= 0xC5) // A with accents
return 'A' + (code & 0x20);
if (acode == 0xC7) // Cedilla
return 'C' + (acode & 0x20);
if (acode >= 0xC8 && acode <= 0xCB) // E with accents
return 'E' + (code & 0x20);
if (acode >= 0xCC && acode <= 0xCF) // I with accents
return 'I' + (code & 0x20);
if (acode == 0xD0) // Eth
return 'D' + (code & 0x20);
if (acode == 0xD1) // N with tilde
return 'N' + (code & 0x20);
if ((acode >= 0xD2 && acode <= 0xD6) || // O with accents
acode == 0xD8) // O with stroke
return 'O' + (code & 0x20);
if (acode >= 0xD9 && acode <= 0xDC) // U with accents
return 'U' + (code & 0x20);
if (acode == 0xDD) // Y with accute
return 'Y' + (code & 0x20);
if (acode == 0xDE) // Thorn
return 'P' + (code & 0x20); // well, it sort of looks like a 'P'
}
else if (code >= 0x100 && code < 0x180)
{
static const char accentless[] = "AaAaAaCcCcCcCcDdDdEeEeEeEeEeGgGgGgGgHhHhIiIiIiIiIiIiJjKkkLlLlLlLlLlNnNnNnnNnOoOoOoOoRrRrRrSsSsSsSsTtTtTtUuUuUuUuUuUuWwYyYZzZzZz ";
return accentless[code -0x100];
}
else if (code >= 0x200 && code < 0x21c)
{
// 0x200-0x217 are probably irrelevant but easy to map to other characters more likely to exist. 0x218-0x21b are relevant for Romanian but also have a fallback within ranges that are more likely to be supported.
static const uint16_t u200map[] = {0xc4, 0xe4, 0xc2, 0xe2, 0xcb, 0xeb, 0xca, 0xea, 0xcf, 0xef, 0xce, 0xee, 0xd6, 0xf6, 0xd4, 0xe4, 'R', 'r', 'R', 'r', 0xdc, 0xfc, 0xdb, 0xfb, 0x15e, 0x15f, 0x162, 0x163};
return u200map[code - 0x200];
}
else switch (code)
{
case 0x2014:
return '-'; // long hyphen
case 0x201c:
case 0x201d:
case 0x201e:
return '"'; // typographic quotation marks
case 0x3c2:
return 0x3c3; // Lowercase Sigma character in Greek, which changes depending on its positioning in a word; if the font is uppercase only or features a smallcaps style, the second variant of the letter will remain unused
// Cyrillic characters with equivalents in the Latin alphabet.
case 0x400:
return 0xc8;
case 0x401:
return 0xcb;
case 0x405:
return 'S';
case 0x406:
return 'I';
case 0x407:
return 0xcf;
case 0x408:
return 'J';
case 0x450:
return 0xe8;
case 0x451:
return 0xeb;
case 0x455:
return 's';
case 0x456:
return 'i';
case 0x457:
return 0xef;
case 0x458:
return 'j';
}
// skip the rest of Latin characters because none of them are relevant for modern languages.
return code;
}
FFont *V_GetFont(const char *name, const char *fontlumpname)
{
FFont *font = FFont::FindFont (name);
if (font == nullptr)
{
if (!stricmp(name, "BIGUPPER"))
{
font = FFont::FindFont("BIGFONT");
if (font) return font;
}
int lump = -1;
int folderfile = -1;
TArray<FolderEntry> folderdata;
FStringf path("fonts/%s/", name);
// Use a folder-based font only if it comes from a later file than the single lump version.
if (Wads.GetLumpsInFolder(path, folderdata, true))
{
// This assumes that any custom font comes in one piece and not distributed across multiple resource files.
folderfile = Wads.GetLumpFile(folderdata[0].lumpnum);
}
lump = Wads.CheckNumForFullName(fontlumpname? fontlumpname : name, true);
if (lump != -1 && Wads.GetLumpFile(lump) >= folderfile)
{
uint32_t head;
{
auto lumpy = Wads.OpenLumpReader (lump);
lumpy.Read (&head, 4);
}
if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
{
return new FSingleLumpFont (name, lump);
}
}
FTextureID picnum = TexMan.CheckForTexture (name, ETextureType::Any);
if (picnum.isValid())
{
FTexture *tex = TexMan[picnum];
if (tex && tex->GetSourceLump() >= folderfile)
{
return new FSinglePicFont (name);
}
}
if (folderdata.Size() > 0)
{
return new FFont(name, nullptr, name, HU_FONTSTART, HU_FONTSIZE, 1, -1);
}
}
return font;
}
//==========================================================================
//
// FFont :: FFont
//
// Loads a multi-texture font.
//
//==========================================================================
FFont::FFont (const char *name, const char *nametemplate, const char *filetemplate, int lfirst, int lcount, int start, int fdlump, int spacewidth, bool notranslate)
{
int i;
FTextureID lump;
char buffer[12];
int maxyoffs;
bool doomtemplate = (nametemplate && (gameinfo.gametype & GAME_DoomChex)) ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
DVector2 Scale = { 1, 1 };
noTranslate = notranslate;
Lump = fdlump;
PatchRemap = new uint8_t[256];
FontHeight = 0;
GlobalKerning = false;
FontName = name;
Next = FirstFont;
FirstFont = this;
Cursor = '_';
ActiveColors = 0;
SpaceWidth = 0;
FontHeight = 0;
maxyoffs = 0;
TMap<int, FTexture*> charMap;
int minchar = INT_MAX;
int maxchar = INT_MIN;
// Read the font's configuration.
// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
TArray<FolderEntry> folderdata;
if (filetemplate != nullptr)
{
FStringf path("fonts/%s/", filetemplate);
// If a name template is given, collect data from all resource files.
// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
Wads.GetLumpsInFolder(path, folderdata, nametemplate == nullptr);
if (nametemplate == nullptr)
{
// Only take font.inf from the actual folder we are processing but not from an older folder that may have been superseded.
FStringf infpath("fonts/%s/font.inf", filetemplate);
unsigned index = folderdata.FindEx([=](const FolderEntry &entry)
{
return infpath.CompareNoCase(entry.name) == 0;
});
if (index < folderdata.Size())
{
FScanner sc;
sc.OpenLumpNum(folderdata[index].lumpnum);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
if (sc.Compare("Kerning"))
{
sc.MustGetValue(false);
GlobalKerning = sc.Number;
}
else if (sc.Compare("Scale"))
{
sc.MustGetValue(true);
Scale.Y = Scale.X = sc.Float;
if (sc.CheckToken(','))
{
sc.MustGetValue(true);
Scale.Y = sc.Float;
}
}
else if (sc.Compare("SpaceWidth"))
{
sc.MustGetValue(false);
SpaceWidth = sc.Number;
}
else if (sc.Compare("FontHeight"))
{
sc.MustGetValue(false);
FontHeight = sc.Number;
}
}
}
}
}
if (nametemplate != nullptr)
{
for (i = 0; i < lcount; i++)
{
int position = lfirst + i;
mysnprintf(buffer, countof(buffer), nametemplate, i + start);
lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch);
if (doomtemplate && lump.isValid() && i + start == 121)
{ // HACKHACK: Don't load STCFN121 in doom(2), because
// it's not really a lower-case 'y' but a '|'.
// Because a lot of wads with their own font seem to foolishly
// copy STCFN121 and make it a '|' themselves, wads must
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
if (!TexMan.CheckForTexture("STCFN120", ETextureType::MiscPatch).isValid() ||
!TexMan.CheckForTexture("STCFN122", ETextureType::MiscPatch).isValid())
{
// insert the incorrectly named '|' graphic in its correct position.
position = 124;
}
}
if (lump.isValid())
{
Type = Multilump;
if (position < minchar) minchar = position;
if (position > maxchar) maxchar = position;
charMap.Insert(position, TexMan[lump]);
}
}
}
if (folderdata.Size() > 0)
{
// all valid lumps must be named with a hex number that represents its Unicode character index.
for (auto &entry : folderdata)
{
char *endp;
auto base = ExtractFileBase(entry.name);
auto position = strtoll(base.GetChars(), &endp, 16);
if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff)))
{
auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
if (lump.isValid())
{
if ((int)position < minchar) minchar = (int)position;
if ((int)position > maxchar) maxchar = (int)position;
auto tex = TexMan[lump];
tex->SetScale(Scale);
charMap.Insert((int)position, tex);
Type = Folder;
}
}
}
}
FirstChar = minchar;
LastChar = maxchar;
auto count = maxchar - minchar + 1;
Chars = new CharData[count];
int fontheight = 0;
for (i = 0; i < count; i++)
{
auto lump = charMap.CheckKey(FirstChar + i);
if (lump != nullptr)
{
FTexture *pic = *lump;
if (pic != nullptr)
{
int height = pic->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs(yoffs);
if (height > fontheight)
{
fontheight = height;
}
}
if (!noTranslate) Chars[i].Pic = new FFontChar1 (pic);
else Chars[i].Pic = pic;
Chars[i].XMove = Chars[i].Pic->GetScaledWidth();
}
else
{
Chars[i].Pic = NULL;
Chars[i].XMove = INT_MIN;
}
}
if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence
{
if (spacewidth != -1)
{
SpaceWidth = spacewidth;
}
else if ('N'-FirstChar >= 0 && 'N'-FirstChar < count && Chars['N' - FirstChar].Pic != nullptr)
{
SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
}
if (FontHeight == 0) FontHeight = fontheight;
FixXMoves();
if (!noTranslate) LoadTranslations();
}
//==========================================================================
//
// FFont :: ~FFont
//
//==========================================================================
FFont::~FFont ()
{
if (Chars)
{
int count = LastChar - FirstChar + 1;
// A noTranslate font directly references the original textures.
if (!noTranslate)
{
for (int i = 0; i < count; ++i)
{
if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0)
{
delete Chars[i].Pic;
}
}
}
delete[] Chars;
Chars = NULL;
}
if (PatchRemap)
{
delete[] PatchRemap;
PatchRemap = NULL;
}
FFont **prev = &FirstFont;
FFont *font = *prev;
while (font != NULL && font != this)
{
prev = &font->Next;
font = *prev;
}
if (font != NULL)
{
*prev = font->Next;
}
}
//==========================================================================
//
// FFont :: FindFont
//
// Searches for the named font in the list of loaded fonts, returning the
// font if it was found. The disk is not checked if it cannot be found.
//
//==========================================================================
FFont *FFont::FindFont (FName name)
{
if (name == NAME_None)
{
return nullptr;
}
FFont *font = FirstFont;
while (font != nullptr)
{
if (font->FontName == name) return font;
font = font->Next;
}
return nullptr;
}
//==========================================================================
//
// RecordTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the texture to 1.
//
//==========================================================================
void RecordTextureColors (FTexture *pic, uint32_t *usedcolors)
{
int x;
for (x = pic->GetWidth() - 1; x >= 0; x--)
{
const FTexture::Span *spans;
const uint8_t *column = pic->GetColumn(DefaultRenderStyle(), x, &spans); // This shouldn't use the spans...
while (spans->Length != 0)
{
const uint8_t *source = column + spans->TopOffset;
int count = spans->Length;
do
{
usedcolors[*source++] = 1;
} while (--count);
spans++;
}
}
}
//==========================================================================
//
// compare
//
// Used for sorting colors by brightness.
//
//==========================================================================
static int compare (const void *arg1, const void *arg2)
{
if (RPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 299 +
GPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 587 +
BPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 114 <
RPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 299 +
GPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 587 +
BPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 114)
return -1;
else
return 1;
}
//==========================================================================
//
// FFont :: SimpleTranslation
//
// Colorsused, translation, and reverse must all be 256 entry buffers.
// Colorsused must already be filled out.
// Translation be set to remap the source colors to a new range of
// consecutive colors based at 1 (0 is transparent).
// Reverse will be just the opposite of translation: It maps the new color
// range to the original colors.
// *Luminosity will be an array just large enough to hold the brightness
// levels of all the used colors, in consecutive order. It is sorted from
// darkest to lightest and scaled such that the darkest color is 0.0 and
// the brightest color is 1.0.
// The return value is the number of used colors and thus the number of
// entries in *luminosity.
//
//==========================================================================
int FFont::SimpleTranslation (uint32_t *colorsused, uint8_t *translation, uint8_t *reverse, double **luminosity)
{
double min, max, diver;
int i, j;
memset (translation, 0, 256);
reverse[0] = 0;
for (i = 1, j = 1; i < 256; i++)
{
if (colorsused[i])
{
reverse[j++] = i;
}
}
qsort (reverse+1, j-1, 1, compare);
*luminosity = new double[j];
(*luminosity)[0] = 0.0; // [BL] Prevent uninitalized memory
max = 0.0;
min = 100000000.0;
for (i = 1; i < j; i++)
{
translation[reverse[i]] = i;
(*luminosity)[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 +
GPART(GPalette.BaseColors[reverse[i]]) * 0.587 +
BPART(GPalette.BaseColors[reverse[i]]) * 0.114;
if ((*luminosity)[i] > max)
max = (*luminosity)[i];
if ((*luminosity)[i] < min)
min = (*luminosity)[i];
}
diver = 1.0 / (max - min);
for (i = 1; i < j; i++)
{
(*luminosity)[i] = ((*luminosity)[i] - min) * diver;
}
return j;
}
//==========================================================================
//
// FFont :: BuildTranslations
//
// Build color translations for this font. Luminosity is an array of
// brightness levels. The ActiveColors member must be set to indicate how
// large this array is. Identity is an array that remaps the colors to
// their original values; it is only used for CR_UNTRANSLATED. Ranges
// is an array of TranslationParm structs defining the ranges for every
// possible color, in order. Palette is the colors to use for the
// untranslated version of the font.
//
//==========================================================================
void FFont::BuildTranslations (const double *luminosity, const uint8_t *identity,
const void *ranges, int total_colors, const PalEntry *palette)
{
int i, j;
const TranslationParm *parmstart = (const TranslationParm *)ranges;
FRemapTable remap(total_colors);
// Create different translations for different color ranges
Ranges.Clear();
for (i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED)
{
if (identity != NULL)
{
memcpy (remap.Remap, identity, ActiveColors);
if (palette != NULL)
{
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
}
else
{
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
for (j = 1; j < ActiveColors; ++j)
{
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
}
}
}
else
{
remap = Ranges[0];
}
Ranges.Push(remap);
continue;
}
assert(parmstart->RangeStart >= 0);
remap.Remap[0] = 0;
remap.Palette[0] = 0;
for (j = 1; j < ActiveColors; j++)
{
int v = int(luminosity[j] * 256.0);
// Find the color range that this luminosity value lies within.
const TranslationParm *parms = parmstart - 1;
do
{
parms++;
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
}
while (parms[1].RangeStart > parms[0].RangeEnd);
// Linearly interpolate to find out which color this luminosity level gets.
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
remap.Palette[j] = PalEntry(255,r,g,b);
}
Ranges.Push(remap);
// Advance to the next color range.
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
{
parmstart++;
}
parmstart++;
}
}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
FRemapTable *FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
{
if (noTranslate)
{
PalEntry retcolor = PalEntry(255, 255, 255, 255);
if (range >= 0 && range < NumTextColors && range != CR_UNTRANSLATED)
{
retcolor = TranslationColors[range];
retcolor.a = 255;
}
if (color != nullptr) *color = retcolor;
}
if (ActiveColors == 0)
return NULL;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
return &Ranges[range];
}
//==========================================================================
//
// FFont :: GetCharCode
//
// If the character code is in the font, returns it. If it is not, but it
// is lowercase and has an uppercase variant present, return that. Otherwise
// return -1.
//
//==========================================================================
int FFont::GetCharCode(int code, bool needpic) const
{
if (code < 0 && code >= -128)
{
// regular chars turn negative when the 8th bit is set.
code &= 255;
}
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
{
return code;
}
// Special handling for the <20> which may only exist as lowercase, so for this we need an additional upper -> lower check for all fonts aside from the generic substitution logic.
if (code == 0x1e9e)
{
if (LastChar <= 0xdf && (!needpic || Chars[0xdf - FirstChar].Pic != nullptr))
{
return 0xdf;
}
}
// Use different substitution logic based on the fonts content:
// In a font which has both upper and lower case, prefer unaccented small characters over capital ones.
// In a pure upper-case font, do not check for lower case replacements.
if (!MixedCase)
{
// Try converting lowercase characters to uppercase.
if (myislower(code))
{
code = upperforlower[code];
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != nullptr))
{
return code;
}
}
// Try stripping accents from accented characters.
int newcode = stripaccent(code);
if (newcode != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != nullptr))
{
return code;
}
}
}
else
{
int originalcode = code;
int newcode;
// Try stripping accents from accented characters. This may repeat to allow multi-step fallbacks.
while ((newcode = stripaccent(code)) != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != nullptr))
{
return code;
}
}
if (myislower(code))
{
int upper = upperforlower[code];
// Stripping accents did not help - now try uppercase for lowercase
if (upper != code) return GetCharCode(upper, needpic);
}
}
return -1;
}
//==========================================================================
//
// FFont :: GetChar
//
//==========================================================================
FTexture *FFont::GetChar (int code, int *const width) const
{
code = GetCharCode(code, true);
int xmove = SpaceWidth;
if (code >= 0)
{
code -= FirstChar;
xmove = Chars[code].XMove;
}
if (width != nullptr)
{
*width = xmove;
}
return (code < 0) ? nullptr : Chars[code].Pic;
}
//==========================================================================
//
// FFont :: GetCharWidth
//
//==========================================================================
int FFont::GetCharWidth (int code) const
{
code = GetCharCode(code, true);
if (code >= 0) return Chars[code - FirstChar].XMove;
return SpaceWidth;
}
//==========================================================================
//
//
//
//==========================================================================
double GetBottomAlignOffset(FFont *font, int c)
{
int w;
FTexture *tex_zero = font->GetChar('0', &w);
FTexture *texc = font->GetChar(c, &w);
double offset = 0;
if (texc) offset += texc->GetScaledTopOffsetDouble();
if (tex_zero) offset += -tex_zero->GetScaledTopOffsetDouble() + tex_zero->GetScaledHeightDouble();
return offset;
}
//==========================================================================
//
// Find string width using this font
//
//==========================================================================
int FFont::StringWidth(const uint8_t *string) const
{
int w = 0;
int maxw = 0;
while (*string)
{
auto chr = GetCharFromString(string);
if (chr == TEXTCOLOR_ESCAPE)
{
// We do not need to check for UTF-8 in here.
if (*string == '[')
{
while (*string != '\0' && *string != ']')
{
++string;
}
}
if (*string != '\0')
{
++string;
}
continue;
}
else if (chr == '\n')
{
if (w > maxw)
maxw = w;
w = 0;
}
else
{
w += GetCharWidth(chr) + GlobalKerning;
}
}
return MAX(maxw, w);
}
//==========================================================================
//
// Get the largest ascender in the first line of this text.
//
//==========================================================================
int FFont::GetMaxAscender(const uint8_t* string) const
{
int retval = 0;
while (*string)
{
auto chr = GetCharFromString(string);
if (chr == TEXTCOLOR_ESCAPE)
{
// We do not need to check for UTF-8 in here.
if (*string == '[')
{
while (*string != '\0' && *string != ']')
{
++string;
}
}
if (*string != '\0')
{
++string;
}
continue;
}
else if (chr == '\n')
{
break;
}
else
{
auto ctex = GetChar(chr, nullptr);
if (ctex)
{
auto offs = int(ctex->GetScaledTopOffset());
if (offs > retval) retval = offs;
}
}
}
return retval;
}
//==========================================================================
//
// FFont :: LoadTranslations
//
//==========================================================================
void FFont::LoadTranslations()
{
unsigned int count = LastChar - FirstChar + 1;
uint32_t usedcolors[256] = {};
uint8_t identity[256];
double *luminosity;
for (unsigned int i = 0; i < count; i++)
{
FFontChar1 *pic = static_cast<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.
//
// (Note that this is a rather dumb implementation. The atlasing should
// occur at a higher level, independently of the renderer being used.)
//
//==========================================================================
void FFont::Preload() const
{
// First and last char are the same? Wait until it's actually needed
// since nothing is gained by preloading now.
if (FirstChar == LastChar)
{
return;
}
for (int i = MAX(FirstChar, 0x21); i < MIN(LastChar, 0x7e); ++i)
{
int foo;
FTexture *pic = GetChar(i, &foo);
if (pic != NULL)
{
pic->GetNative(pic->GetFormat(), false);
}
}
}
//==========================================================================
//
// FFont :: StaticPreloadFonts
//
// Preloads all the defined fonts.
//
//==========================================================================
void FFont::StaticPreloadFonts()
{
for (FFont *font = FirstFont; font != NULL; font = font->Next)
{
font->Preload();
}
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
FFont::FFont (int lump)
{
Lump = lump;
Chars = NULL;
PatchRemap = NULL;
FontName = NAME_None;
Cursor = '_';
noTranslate = false;
}
//==========================================================================
//
// FSingleLumpFont :: FSingleLumpFont
//
// Loads a FON1 or FON2 font resource.
//
//==========================================================================
FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump)
{
assert(lump >= 0);
FontName = name;
FMemLump data1 = Wads.ReadLump (lump);
const uint8_t *data = (const uint8_t *)data1.GetMem();
if (data[0] == 0xE1 && data[1] == 0xE6 && data[2] == 0xD5 && data[3] == 0x1A)
{
LoadBMF(lump, data);
}
else if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' ||
(data[3] != '1' && data[3] != '2'))
{
I_Error ("%s is not a recognizable font", name);
}
else
{
switch (data[3])
{
case '1':
LoadFON1 (lump, data);
break;
case '2':
LoadFON2 (lump, data);
break;
}
}
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSingleLumpFont :: CreateFontFromPic
//
//==========================================================================
void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
{
FTexture *pic = TexMan[picnum];
FontHeight = pic->GetHeight ();
SpaceWidth = pic->GetWidth ();
GlobalKerning = 0;
FirstChar = LastChar = 'A';
Chars = new CharData[1];
Chars->Pic = pic;
// Only one color range. Don't bother with the others.
ActiveColors = 0;
}
//==========================================================================
//
// FSingleLumpFont :: LoadTranslations
//
//==========================================================================
void FSingleLumpFont::LoadTranslations()
{
double luminosity[256];
uint8_t identity[256];
PalEntry local_palette[256];
bool useidentity = true;
bool usepalette = false;
const void* ranges;
unsigned int count = LastChar - FirstChar + 1;
switch(FontType)
{
case FONT1:
useidentity = false;
ranges = &TranslationParms[1][0];
CheckFON1Chars (luminosity);
break;
case BMFFONT:
case FONT2:
usepalette = true;
FixupPalette (identity, luminosity, PaletteData, RescalePalette, local_palette);
ranges = &TranslationParms[0][0];
break;
default:
// Should be unreachable.
I_Error("Unknown font type in FSingleLumpFont::LoadTranslation.");
return;
}
for(unsigned int i = 0;i < count;++i)
{
if(Chars[i].Pic)
static_cast<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 uint8_t *data)
{
int w, h;
// The default console font is for Windows-1252 and fills the 0x80-0x9f range with valid glyphs.
// Since now all internal text is processed as Unicode, these have to be remapped to their proper places.
// The highest valid character in this range is 0x2122, so we need 0x2123 entries in our character table.
Chars = new CharData[0x2123];
w = data[4] + data[5]*256;
h = data[6] + data[7]*256;
FontType = FONT1;
FontHeight = h;
SpaceWidth = w;
FirstChar = 0;
LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed.
GlobalKerning = 0;
PatchRemap = new uint8_t[0x2123];
for(unsigned int i = 0;i < 0x2123;++i)
Chars[i].Pic = NULL;
LoadTranslations();
LastChar = 0x2122;
// Move the Windows-1252 characters to their proper place.
for (int i = 0x80; i < 0xa0; i++)
{
if (win1252map[i-0x80] != i && Chars[i].Pic != nullptr && Chars[win1252map[i - 0x80]].Pic == nullptr)
{
std::swap(Chars[i], Chars[win1252map[i - 0x80]]);
}
}
}
//==========================================================================
//
// FSingleLumpFont :: LoadFON2
//
// FON2 is used for everything but the console font. The console font should
// probably use FON2 as well, but oh well.
//
//==========================================================================
void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
{
int count, i, totalwidth;
int *widths2;
uint16_t *widths;
const uint8_t *palette;
const uint8_t *data_p;
FontType = FONT2;
FontHeight = data[4] + data[5]*256;
FirstChar = data[6];
LastChar = data[7];
ActiveColors = data[10]+1;
PatchRemap = NULL;
RescalePalette = data[9] == 0;
count = LastChar - FirstChar + 1;
Chars = new CharData[count];
widths2 = new int[count];
if (data[11] & 1)
{ // Font specifies a kerning value.
GlobalKerning = LittleShort(*(int16_t *)&data[12]);
widths = (uint16_t *)(data + 14);
}
else
{ // Font does not specify a kerning value.
GlobalKerning = 0;
widths = (uint16_t *)(data + 12);
}
totalwidth = 0;
if (data[8])
{ // Font is mono-spaced.
totalwidth = LittleShort(widths[0]);
for (i = 0; i < count; ++i)
{
widths2[i] = totalwidth;
}
totalwidth *= count;
palette = (uint8_t *)&widths[1];
}
else
{ // Font has varying character widths.
for (i = 0; i < count; ++i)
{
widths2[i] = LittleShort(widths[i]);
totalwidth += widths2[i];
}
palette = (uint8_t *)(widths + i);
}
if (FirstChar <= ' ' && LastChar >= ' ')
{
SpaceWidth = widths2[' '-FirstChar];
}
else if (FirstChar <= 'N' && LastChar >= 'N')
{
SpaceWidth = (widths2['N' - FirstChar] + 1) / 2;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
memcpy(PaletteData, palette, ActiveColors*3);
data_p = palette + ActiveColors*3;
for (i = 0; i < count; ++i)
{
int destSize = widths2[i] * FontHeight;
Chars[i].XMove = widths2[i];
if (destSize <= 0)
{
Chars[i].Pic = NULL;
}
else
{
Chars[i].Pic = new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight);
do
{
int8_t code = *data_p++;
if (code >= 0)
{
data_p += code+1;
destSize -= code+1;
}
else if (code != -128)
{
data_p++;
destSize -= (-code)+1;
}
} while (destSize > 0);
}
if (destSize < 0)
{
i += FirstChar;
I_FatalError ("Overflow decompressing char %d (%c) of %s", i, i, FontName.GetChars());
}
}
LoadTranslations();
delete[] widths2;
}
//==========================================================================
//
// FSingleLumpFont :: LoadBMF
//
// Loads a BMF font. The file format is described at
// <http://bmf.wz.cz/bmf-format.htm>
//
//==========================================================================
void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
{
const uint8_t *chardata;
int numchars, count, totalwidth, nwidth;
int infolen;
int i, chari;
uint8_t raw_palette[256*3];
PalEntry sort_palette[256];
FontType = BMFFONT;
FontHeight = data[5];
GlobalKerning = (int8_t)data[8];
ActiveColors = data[16];
SpaceWidth = -1;
nwidth = -1;
RescalePalette = true;
infolen = data[17 + ActiveColors*3];
chardata = data + 18 + ActiveColors*3 + infolen;
numchars = chardata[0] + 256*chardata[1];
chardata += 2;
// Scan for lowest and highest characters defined and total font width.
FirstChar = 256;
LastChar = 0;
totalwidth = 0;
for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
{
if ((chardata[chari+1] == 0 || chardata[chari+2] == 0) && chardata[chari+5] == 0)
{ // Don't count empty characters.
continue;
}
if (chardata[chari] < FirstChar)
{
FirstChar = chardata[chari];
}
if (chardata[chari] > LastChar)
{
LastChar = chardata[chari];
}
totalwidth += chardata[chari+1];
}
if (LastChar < FirstChar)
{
I_FatalError("BMF font defines no characters");
}
count = LastChar - FirstChar + 1;
Chars = new CharData[count];
for (i = 0; i < count; ++i)
{
Chars[i].Pic = NULL;
Chars[i].XMove = INT_MIN;
}
// BMF palettes are only six bits per component. Fix that.
for (i = 0; i < ActiveColors*3; ++i)
{
raw_palette[i+3] = (data[17 + i] << 2) | (data[17 + i] >> 4);
}
ActiveColors++;
// Sort the palette by increasing brightness
for (i = 0; i < ActiveColors; ++i)
{
PalEntry *pal = &sort_palette[i];
pal->a = i; // Use alpha part to point back to original entry
pal->r = raw_palette[i*3 + 0];
pal->g = raw_palette[i*3 + 1];
pal->b = raw_palette[i*3 + 2];
}
qsort(sort_palette + 1, ActiveColors - 1, sizeof(PalEntry), BMFCompare);
// Create the PatchRemap table from the sorted "alpha" values.
PatchRemap = new uint8_t[ActiveColors];
PatchRemap[0] = 0;
for (i = 1; i < ActiveColors; ++i)
{
PatchRemap[sort_palette[i].a] = i;
}
memcpy(PaletteData, raw_palette, 768);
// Now scan through the characters again, creating glyphs for each one.
for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
{
assert(chardata[chari] - FirstChar >= 0);
assert(chardata[chari] - FirstChar < count);
if (chardata[chari] == ' ')
{
SpaceWidth = chardata[chari+5];
}
else if (chardata[chari] == 'N')
{
nwidth = chardata[chari+5];
}
Chars[chardata[chari] - FirstChar].XMove = chardata[chari+5];
if (chardata[chari+1] == 0 || chardata[chari+2] == 0)
{ // Empty character: skip it.
continue;
}
Chars[chardata[chari] - FirstChar].Pic = new FFontChar2(lump, int(chardata + chari + 6 - data),
chardata[chari+1], // width
chardata[chari+2], // height
-(int8_t)chardata[chari+3], // x offset
-(int8_t)chardata[chari+4] // y offset
);
}
// If the font did not define a space character, determine a suitable space width now.
if (SpaceWidth < 0)
{
if (nwidth >= 0)
{
SpaceWidth = nwidth;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
}
FixXMoves();
LoadTranslations();
}
//==========================================================================
//
// FSingleLumpFont :: BMFCompare STATIC
//
// Helper to sort BMF palettes.
//
//==========================================================================
int FSingleLumpFont::BMFCompare(const void *a, const void *b)
{
const PalEntry *pa = (const PalEntry *)a;
const PalEntry *pb = (const PalEntry *)b;
return (pa->r * 299 + pa->g * 587 + pa->b * 114) -
(pb->r * 299 + pb->g * 587 + pb->b * 114);
}
//==========================================================================
//
// FSingleLumpFont :: CheckFON1Chars
//
// Scans a FON1 resource for all the color values it uses and sets up
// some tables like SimpleTranslation. Data points to the RLE data for
// the characters. Also sets up the character textures.
//
//==========================================================================
void FSingleLumpFont::CheckFON1Chars (double *luminosity)
{
FMemLump memLump = Wads.ReadLump(Lump);
const uint8_t* data = (const uint8_t*) memLump.GetMem();
uint8_t used[256], reverse[256];
const uint8_t *data_p;
int i, j;
memset (used, 0, 256);
data_p = data + 8;
for (i = 0; i < 256; ++i)
{
int destSize = SpaceWidth * FontHeight;
if(!Chars[i].Pic)
{
Chars[i].Pic = new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight);
Chars[i].XMove = SpaceWidth;
}
// Advance to next char's data and count the used colors.
do
{
int8_t code = *data_p++;
if (code >= 0)
{
destSize -= code+1;
while (code-- >= 0)
{
used[*data_p++] = 1;
}
}
else if (code != -128)
{
used[*data_p++] = 1;
destSize -= 1 - code;
}
} while (destSize > 0);
}
memset (PatchRemap, 0, 256);
reverse[0] = 0;
for (i = 1, j = 1; i < 256; ++i)
{
if (used[i])
{
reverse[j++] = i;
}
}
for (i = 1; i < j; ++i)
{
PatchRemap[reverse[i]] = i;
luminosity[i] = (reverse[i] - 1) / 254.0;
}
ActiveColors = j;
}
//==========================================================================
//
// FSingleLumpFont :: FixupPalette
//
// Finds the best matches for the colors used by a FON2 font and sets up
// some tables like SimpleTranslation.
//
//==========================================================================
void FSingleLumpFont::FixupPalette (uint8_t *identity, double *luminosity, const uint8_t *palette, bool rescale, PalEntry *out_palette)
{
int i;
double maxlum = 0.0;
double minlum = 100000000.0;
double diver;
identity[0] = 0;
palette += 3; // Skip the transparent color
for (i = 1; i < ActiveColors; ++i, palette += 3)
{
int r = palette[0];
int g = palette[1];
int b = palette[2];
double lum = r*0.299 + g*0.587 + b*0.114;
identity[i] = ColorMatcher.Pick (r, g, b);
luminosity[i] = lum;
out_palette[i].r = r;
out_palette[i].g = g;
out_palette[i].b = b;
out_palette[i].a = 255;
if (lum > maxlum)
maxlum = lum;
if (lum < minlum)
minlum = lum;
}
out_palette[0] = 0;
if (rescale)
{
diver = 1.0 / (maxlum - minlum);
}
else
{
diver = 1.0 / 255.0;
}
for (i = 1; i < ActiveColors; ++i)
{
luminosity[i] = (luminosity[i] - minlum) * diver;
}
}
//==========================================================================
//
// FSinglePicFont :: FSinglePicFont
//
// Creates a font to wrap a texture so that you can use hudmessage as if it
// were a hudpic command. It does not support translation, but animation
// is supported, unlike all the real fonts.
//
//==========================================================================
FSinglePicFont::FSinglePicFont(const char *picname) :
FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here.
{
FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Any);
if (!picnum.isValid())
{
I_FatalError ("%s is not a font or texture", picname);
}
FTexture *pic = TexMan[picnum];
FontName = picname;
FontHeight = pic->GetScaledHeight();
SpaceWidth = pic->GetScaledWidth();
GlobalKerning = 0;
FirstChar = LastChar = 'A';
ActiveColors = 0;
PicNum = picnum;
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSinglePicFont :: GetChar
//
// Returns the texture if code is 'a' or 'A', otherwise NULL.
//
//==========================================================================
FTexture *FSinglePicFont::GetChar (int code, int *const width) const
{
*width = SpaceWidth;
if (code == 'a' || code == 'A')
{
return TexMan(PicNum);
}
else
{
return NULL;
}
}
//==========================================================================
//
// FSinglePicFont :: GetCharWidth
//
// Don't expect the text functions to work properly if I actually allowed
// the character width to vary depending on the animation frame.
//
//==========================================================================
int FSinglePicFont::GetCharWidth (int code) const
{
return SpaceWidth;
}
//==========================================================================
//
// FFontChar1 :: FFontChar1
//
// Used by fonts made from textures.
//
//==========================================================================
FFontChar1::FFontChar1 (FTexture *sourcelump)
: SourceRemap (NULL)
{
UseType = ETextureType::FontChar;
BaseTexture = sourcelump;
// now copy all the properties from the base texture
assert(BaseTexture != NULL);
CopySize(BaseTexture);
Pixels = NULL;
}
//==========================================================================
//
// FFontChar1 :: GetPixels
//
// Render style is not relevant for fonts. This must not use it!
//
//==========================================================================
const uint8_t *FFontChar1::GetPixels (FRenderStyle)
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
// FFontChar1 :: MakeTexture
//
//==========================================================================
void FFontChar1::MakeTexture ()
{
// Make the texture as normal, then remap it so that all the colors
// are at the low end of the palette
Pixels = new uint8_t[Width*Height];
const uint8_t *pix = BaseTexture->GetPixels(DefaultRenderStyle());
if (!SourceRemap)
{
memcpy(Pixels, pix, Width*Height);
}
else
{
for (int x = 0; x < Width*Height; ++x)
{
Pixels[x] = SourceRemap[pix[x]];
}
}
}
//==========================================================================
//
// FFontChar1 :: GetColumn
//
//==========================================================================
const uint8_t *FFontChar1::GetColumn(FRenderStyle, unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
BaseTexture->GetColumn(DefaultRenderStyle(), column, spans_out);
return Pixels + column*Height;
}
//==========================================================================
//
// FFontChar1 :: SetSourceRemap
//
//==========================================================================
void FFontChar1::SetSourceRemap(const uint8_t *sourceremap)
{
Unload();
SourceRemap = sourceremap;
}
//==========================================================================
//
// FFontChar1 :: Unload
//
//==========================================================================
void FFontChar1::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
FTexture::Unload();
}
//==========================================================================
//
// FFontChar1 :: ~FFontChar1
//
//==========================================================================
FFontChar1::~FFontChar1 ()
{
Unload ();
}
//==========================================================================
//
// FFontChar2 :: FFontChar2
//
// Used by FON1 and FON2 fonts.
//
//==========================================================================
FFontChar2::FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs, int topofs)
: SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(NULL)
{
UseType = ETextureType::FontChar;
Width = width;
Height = height;
LeftOffset = leftofs;
TopOffset = topofs;
CalcBitSize ();
}
//==========================================================================
//
// FFontChar2 :: ~FFontChar2
//
//==========================================================================
FFontChar2::~FFontChar2 ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
//==========================================================================
//
// FFontChar2 :: Unload
//
//==========================================================================
void FFontChar2::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
FTexture::Unload();
}
//==========================================================================
//
// FFontChar2 :: GetPixels
//
// Like for FontChar1, the render style has no relevance here as well.
//
//==========================================================================
const uint8_t *FFontChar2::GetPixels (FRenderStyle)
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
// FFontChar2 :: GetColumn
//
//==========================================================================
const uint8_t *FFontChar2::GetColumn(FRenderStyle, unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if (column >= Width)
{
column = WidthMask;
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
//==========================================================================
//
// FFontChar2 :: SetSourceRemap
//
//==========================================================================
void FFontChar2::SetSourceRemap(const uint8_t *sourceremap)
{
Unload();
SourceRemap = sourceremap;
}
//==========================================================================
//
// FFontChar2 :: MakeTexture
//
//==========================================================================
void FFontChar2::MakeTexture ()
{
auto lump = Wads.OpenLumpReader (SourceLump);
int destSize = Width * Height;
uint8_t max = 255;
bool rle = true;
// This is to "fix" bad fonts
{
uint8_t buff[16];
lump.Read (buff, 4);
if (buff[3] == '2')
{
lump.Read (buff, 7);
max = buff[6];
lump.Seek (SourcePos - 11, FileReader::SeekCur);
}
else if (buff[3] == 0x1A)
{
lump.Read(buff, 13);
max = buff[12] - 1;
lump.Seek (SourcePos - 17, FileReader::SeekCur);
rle = false;
}
else
{
lump.Seek (SourcePos - 4, FileReader::SeekCur);
}
}
Pixels = new uint8_t[destSize];
int runlen = 0, setlen = 0;
uint8_t setval = 0; // Shut up, GCC!
uint8_t *dest_p = Pixels;
int dest_adv = Height;
int dest_rew = destSize - 1;
if (rle)
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; )
{
if (runlen != 0)
{
uint8_t color = lump.ReadUInt8();
color = MIN (color, max);
if (SourceRemap != NULL)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
x--;
runlen--;
}
else if (setlen != 0)
{
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
else
{
int8_t code = lump.ReadInt8();
if (code >= 0)
{
runlen = code + 1;
}
else if (code != -128)
{
uint8_t color = lump.ReadUInt8();
setlen = (-code) + 1;
setval = MIN (color, max);
if (SourceRemap != NULL)
{
setval = SourceRemap[setval];
}
}
}
}
dest_p -= dest_rew;
}
}
else
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; --x)
{
uint8_t color = lump.ReadUInt8();
if (color > max)
{
color = max;
}
if (SourceRemap != NULL)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
}
dest_p -= dest_rew;
}
}
if (destSize < 0)
{
char name[9];
Wads.GetLumpName (name, SourceLump);
name[8] = 0;
I_FatalError ("The font %s is corrupt", name);
}
}
//==========================================================================
//
// FSpecialFont :: FSpecialFont
//
//==========================================================================
FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate) : FFont(lump)
{
int i;
FTexture **charlumps;
int maxyoffs;
FTexture *pic;
memcpy(this->notranslate, notranslate, 256*sizeof(bool));
noTranslate = donttranslate;
FontName = name;
Chars = new CharData[count];
charlumps = new FTexture*[count];
PatchRemap = new uint8_t[256];
FirstChar = first;
LastChar = first + count - 1;
FontHeight = 0;
GlobalKerning = false;
Next = FirstFont;
FirstFont = this;
maxyoffs = 0;
for (i = 0; i < count; i++)
{
pic = charlumps[i] = lumplist[i];
if (pic != NULL)
{
int height = pic->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs (yoffs);
if (height > FontHeight)
{
FontHeight = height;
}
}
if (charlumps[i] != NULL)
{
if (!noTranslate) Chars[i].Pic = new FFontChar1 (charlumps[i]);
else Chars[i].Pic = charlumps[i];
Chars[i].XMove = Chars[i].Pic->GetScaledWidth();
}
else
{
Chars[i].Pic = NULL;
Chars[i].XMove = INT_MIN;
}
}
// Special fonts normally don't have all characters so be careful here!
if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL)
{
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
FixXMoves();
if (noTranslate)
{
ActiveColors = 0;
}
else
{
LoadTranslations();
}
delete[] charlumps;
}
//==========================================================================
//
// FSpecialFont :: LoadTranslations
//
//==========================================================================
void FSpecialFont::LoadTranslations()
{
int count = LastChar - FirstChar + 1;
uint32_t usedcolors[256] = {};
uint8_t identity[256];
double *luminosity;
int TotalColors;
int i, j;
for (i = 0; i < count; i++)
{
FFontChar1 *pic = static_cast<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 = upperforlower[FirstChar + i];
if (upper >= FirstChar && upper <= LastChar )
{
Chars[i].XMove = Chars[upper - FirstChar].XMove;
continue;
}
}
// Try an unnaccented character.
int noaccent = stripaccent(i + FirstChar);
if (noaccent != i + FirstChar)
{
noaccent -= FirstChar;
if (noaccent >= 0)
{
Chars[i].XMove = Chars[noaccent].XMove;
continue;
}
}
Chars[i].XMove = SpaceWidth;
}
}
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts()
{
FScanner sc;
FTexture *lumplist[256];
bool notranslate[256];
bool donttranslate;
FString namebuffer, templatebuf;
int i;
int llump,lastlump=0;
int format;
int start;
int first;
int count;
int spacewidth;
int kerning;
char cursor = '_';
while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1)
{
sc.OpenLumpNum(llump);
while (sc.GetString())
{
memset (lumplist, 0, sizeof(lumplist));
memset (notranslate, 0, sizeof(notranslate));
donttranslate = false;
namebuffer = sc.String;
format = 0;
start = 33;
first = 33;
count = 223;
spacewidth = -1;
kerning = 0;
sc.MustGetStringName ("{");
while (!sc.CheckString ("}"))
{
sc.MustGetString();
if (sc.Compare ("TEMPLATE"))
{
if (format == 2) goto wrong;
sc.MustGetString();
templatebuf = sc.String;
format = 1;
}
else if (sc.Compare ("BASE"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
start = sc.Number;
format = 1;
}
else if (sc.Compare ("FIRST"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
first = sc.Number;
format = 1;
}
else if (sc.Compare ("COUNT"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
count = sc.Number;
format = 1;
}
else if (sc.Compare ("CURSOR"))
{
sc.MustGetString();
cursor = sc.String[0];
}
else if (sc.Compare ("SPACEWIDTH"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
spacewidth = sc.Number;
format = 1;
}
else if (sc.Compare("DONTTRANSLATE"))
{
donttranslate = true;
}
else if (sc.Compare ("NOTRANSLATION"))
{
if (format == 1) goto wrong;
while (sc.CheckNumber() && !sc.Crossed)
{
if (sc.Number >= 0 && sc.Number < 256)
notranslate[sc.Number] = true;
}
format = 2;
}
else if (sc.Compare("KERNING"))
{
sc.MustGetNumber();
kerning = sc.Number;
}
else
{
if (format == 1) goto wrong;
FTexture **p = &lumplist[*(unsigned char*)sc.String];
sc.MustGetString();
FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
if (texid.Exists())
{
*p = TexMan[texid];
}
else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.GetIwadNum())
{
// Print a message only if this isn't in zdoom.pk3
sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
}
format = 2;
}
}
if (format == 1)
{
FFont *fnt = new FFont (namebuffer, templatebuf, nullptr, first, count, start, llump, spacewidth, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
}
else if (format == 2)
{
for (i = 0; i < 256; i++)
{
if (lumplist[i] != NULL)
{
first = i;
break;
}
}
for (i = 255; i >= 0; i--)
{
if (lumplist[i] != NULL)
{
count = i - first + 1;
break;
}
}
if (count > 0)
{
FFont *fnt = new FSpecialFont (namebuffer, first, count, &lumplist[first], notranslate, llump, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
}
}
else goto wrong;
}
sc.Close();
}
return;
wrong:
sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars());
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ()
{
TArray<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) == Wads.GetIwadNum()) continue;
}
FScanner sc(lump);
while (sc.GetString())
{
names.Clear();
logcolor = DEFAULT_LOG_COLOR;
// Everything until the '{' is considered a valid name for the
// color range.
names.Push (sc.String);
while (sc.MustGetString(), !sc.Compare ("{"))
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color may not have any other names");
}
names.Push (sc.String);
}
parmchoice = 0;
info.StartParm[0] = parms.Size();
info.StartParm[1] = 0;
info.ParmLen[1] = info.ParmLen[0] = 0;
tparm.RangeEnd = tparm.RangeStart = -1;
while (sc.MustGetString(), !sc.Compare ("}"))
{
if (sc.Compare ("Console:"))
{
if (parmchoice == 1)
{
sc.ScriptError ("Each color may only have one set of console ranges");
}
parmchoice = 1;
info.StartParm[1] = parms.Size();
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
tparm.RangeEnd = tparm.RangeStart = -1;
}
else if (sc.Compare ("Flat:"))
{
sc.MustGetString();
logcolor = V_GetColor (NULL, sc);
}
else
{
// Get first color
c = V_GetColor (NULL, sc);
tparm.Start[0] = RPART(c);
tparm.Start[1] = GPART(c);
tparm.Start[2] = BPART(c);
// Get second color
sc.MustGetString();
c = V_GetColor (NULL, sc);
tparm.End[0] = RPART(c);
tparm.End[1] = GPART(c);
tparm.End[2] = BPART(c);
// Check for range specifier
if (sc.CheckNumber())
{
if (tparm.RangeStart == -1 && sc.Number != 0)
{
sc.ScriptError ("The first color range must start at position 0");
}
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeEnd)
{
sc.ScriptError ("The color range must not start before the previous one ends");
}
tparm.RangeStart = sc.Number;
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeStart)
{
sc.ScriptError ("The color range end position must be larger than the start position");
}
tparm.RangeEnd = sc.Number;
}
else
{
tparm.RangeStart = tparm.RangeEnd + 1;
tparm.RangeEnd = 256;
if (tparm.RangeStart >= tparm.RangeEnd)
{
sc.ScriptError ("The color has too many ranges");
}
}
parms.Push (tparm);
}
}
info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice];
if (info.ParmLen[0] == 0)
{
if (names[0] != NAME_Untranslated)
{
sc.ScriptError ("There must be at least one normal range for a color");
}
}
else
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color must be left undefined");
}
}
if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated)
{ // If a console translation is unspecified, make it white, since the console
// font has no color information stored with it.
tparm.RangeStart = 0;
tparm.RangeEnd = 256;
tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0;
tparm.End[2] = tparm.End[1] = tparm.End[0] = 255;
info.StartParm[1] = parms.Push (tparm);
info.ParmLen[1] = 1;
}
cinfo.ParmInfo = parminfo.Push (info);
// Record this color information for each name it goes by
for (i = 0; i < names.Size(); ++i)
{
// Redefine duplicates in-place
for (j = 0; j < colorinfo.Size(); ++j)
{
if (colorinfo[j].Name == names[i])
{
colorinfo[j].ParmInfo = cinfo.ParmInfo;
colorinfo[j].LogColor = logcolor;
break;
}
}
if (j == colorinfo.Size())
{
cinfo.Name = names[i];
cinfo.LogColor = logcolor;
colorinfo.Push (cinfo);
}
}
}
}
// Make permananent copies of all the color information we found.
for (i = 0, index = 0; i < colorinfo.Size(); ++i)
{
TranslationMap tmap;
TempParmInfo *pinfo;
tmap.Name = colorinfo[i].Name;
pinfo = &parminfo[colorinfo[i].ParmInfo];
if (pinfo->Index < 0)
{
// Write out the set of remappings for this color.
for (k = 0; k < 2; ++k)
{
for (j = 0; j < pinfo->ParmLen[k]; ++j)
{
TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]);
}
}
TranslationColors.Push (colorinfo[i].LogColor);
pinfo->Index = index++;
}
tmap.Number = pinfo->Index;
TranslationLookup.Push (tmap);
}
// Leave a terminating marker at the ends of the lists.
tparm.RangeStart = -1;
TranslationParms[0].Push (tparm);
TranslationParms[1].Push (tparm);
// Sort the translation lookups for fast binary searching.
qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare);
NumTextColors = index;
assert (NumTextColors >= NUM_TEXT_COLORS);
}
//==========================================================================
//
// TranslationMapCompare
//
//==========================================================================
static int TranslationMapCompare (const void *a, const void *b)
{
return int(((const TranslationMap *)a)->Name) - int(((const TranslationMap *)b)->Name);
}
//==========================================================================
//
// V_FindFontColor
//
// Returns the color number for a particular named color range.
//
//==========================================================================
EColorRange V_FindFontColor (FName name)
{
int min = 0, max = TranslationLookup.Size() - 1;
while (min <= max)
{
unsigned int mid = (min + max) / 2;
const TranslationMap *probe = &TranslationLookup[mid];
if (probe->Name == name)
{
return EColorRange(probe->Number);
}
else if (probe->Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return CR_UNTRANSLATED;
}
//==========================================================================
//
// V_LogColorFromColorRange
//
// Returns the color to use for text in the startup/error log window.
//
//==========================================================================
PalEntry V_LogColorFromColorRange (EColorRange range)
{
if ((unsigned int)range >= TranslationColors.Size())
{ // Return default color
return DEFAULT_LOG_COLOR;
}
return TranslationColors[range];
}
//==========================================================================
//
// V_ParseFontColor
//
// Given a pointer to a color identifier (presumably just after a color
// escape character), return the color it identifies and advances
// color_value to just past it.
//
//==========================================================================
EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int boldcolor)
{
const uint8_t *ch = color_value;
int newcolor = *ch++;
if (newcolor == '-') // Normal
{
newcolor = normalcolor;
}
else if (newcolor == '+') // Bold
{
newcolor = boldcolor;
}
else if (newcolor == '!') // Team chat
{
newcolor = PrintColors[PRINT_TEAMCHAT];
}
else if (newcolor == '*') // Chat
{
newcolor = PrintColors[PRINT_CHAT];
}
else if (newcolor == '[') // Named
{
const uint8_t *namestart = ch;
while (*ch != ']' && *ch != '\0')
{
ch++;
}
FName rangename((const char *)namestart, int(ch - namestart), true);
if (*ch != '\0')
{
ch++;
}
newcolor = V_FindFontColor (rangename);
}
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
{
newcolor -= 'A';
}
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
{
newcolor -= 'a';
}
else // Incomplete!
{
color_value = ch - (newcolor == '\0');
return CR_UNDEFINED;
}
color_value = ch;
return EColorRange(newcolor);
}
//==========================================================================
//
// V_InitFonts
//
//==========================================================================
void V_InitFonts()
{
InitLowerUpper();
V_InitCustomFonts ();
// load the heads-up font
if (!(SmallFont = V_GetFont("SmallFont", "SMALLFNT")))
{
if (Wads.CheckNumForName ("FONTA_S") >= 0)
{
SmallFont = new FFont("SmallFont", "FONTA%02u", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, 1, -1);
SmallFont->SetCursor('[');
}
else if (Wads.CheckNumForName ("STCFN033", ns_graphics) >= 0)
{
SmallFont = new FFont("SmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
}
if (!(SmallFont2 = V_GetFont("SmallFont2"))) // Only used by Strife
{
if (Wads.CheckNumForName("STBFN033", ns_graphics) >= 0)
{
SmallFont2 = new FFont("SmallFont2", "STBFN%.3d", "defsmallfont2", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
}
//This must be read before BigFont so that it can be properly substituted.
BigUpper = V_GetFont("BigUpper");
if (!(BigFont = V_GetFont("BigFont")))
{
if (Wads.CheckNumForName("FONTB_S") >= 0)
{
BigFont = new FFont("BigFont", "FONTB%02u", "defbigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1);
}
}
if (!BigFont)
{
// Load the generic fallback if no BigFont is found.
BigFont = V_GetFont("BigFont", "ZBIGFONT");
}
// let PWAD BIGFONTs override the stock BIGUPPER font. (This check needs to be made smarter.)
if (BigUpper && BigFont->Type != FFont::Folder && BigUpper->Type == FFont::Folder)
{
delete BigUpper;
BigUpper = BigFont;
}
if (BigUpper == nullptr)
{
BigUpper = BigFont;
}
if (!(ConFont = V_GetFont("ConsoleFont", "CONFONT")))
{
ConFont = SmallFont;
}
if (!(IntermissionFont = FFont::FindFont("IntermissionFont")))
{
if (gameinfo.gametype & GAME_DoomChex)
{
IntermissionFont = FFont::FindFont("IntermissionFont_Doom");
}
if (IntermissionFont == NULL)
{
IntermissionFont = BigFont;
}
}
// This can only happen if gzdoom.pk3 is corrupted. ConFont should always be present.
if (ConFont == nullptr)
{
I_FatalError("Console font not found.");
}
// SmallFont and SmallFont2 have no default provided by the engine. BigFont only has in non-Raven games.
if (SmallFont == nullptr)
{
SmallFont = ConFont;
}
if (SmallFont2 == nullptr)
{
SmallFont2 = SmallFont;
}
if (BigFont == nullptr)
{
BigFont = SmallFont;
}
// hack hack
NewConsoleFont = ConFont;
CurrentConsoleFont = ConFont;
NewSmallFont = SmallFont;
AlternativeSmallFont = SmallFont;
OriginalSmallFont = SmallFont;
OriginalBigFont = BigFont;
}
void V_ClearFonts()
{
while (FFont::FirstFont != NULL)
{
delete FFont::FirstFont;
}
FFont::FirstFont = NULL;
AlternativeSmallFont = OriginalBigFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr;
}