mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-05-31 01:10:52 +00:00
- Be consistent with whitespace tabs. - Stylistic changes. - Fixed: A_RemoveSiblings and [A_RaiseSiblings] did not check that the caller had a master to deduce siblings from. - Fixed: WeaponGiver did not give half ammo when dropped. - Fixed: The constructor for single-lump fonts did not initialize the Cursor field. - Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label. When set, the actor will run this state during its first tick. This means Spawn states may now run an action function if you set this flag. Note that this action function is executed during the actor's first tick, which is not the same as when it is spawned. - Fixed: r4226 [ported in r1557] had bad copy-paste angles for Demon2's XDeath. - A_KillSiblings and A_DamageSiblings didn't check for a valid master. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1560 b0f79afe-0144-0410-b225-9a4edf0717df
2639 lines
65 KiB
C++
2639 lines
65 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 const BYTE myislower[256] =
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{
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0
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};
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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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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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|
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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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//
|
|
//==========================================================================
|
|
|
|
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;
|
|
|
|
for (int i = 0; i < count; ++i)
|
|
{
|
|
if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0)
|
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{
|
|
delete Chars[i].Pic;
|
|
}
|
|
}
|
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delete[] Chars;
|
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Chars = NULL;
|
|
}
|
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if (PatchRemap)
|
|
{
|
|
delete[] PatchRemap;
|
|
PatchRemap = NULL;
|
|
}
|
|
if (Name)
|
|
{
|
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delete[] Name;
|
|
Name = NULL;
|
|
}
|
|
|
|
FFont **prev = &FirstFont;
|
|
FFont *font = *prev;
|
|
|
|
while (font != NULL && font != this)
|
|
{
|
|
prev = &font->Next;
|
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font = *prev;
|
|
}
|
|
|
|
if (font != NULL)
|
|
{
|
|
*prev = font->Next;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: FindFont
|
|
//
|
|
// Searches for the named font in the list of loaded fonts, returning the
|
|
// font if it was found. The disk is not checked if it cannot be found.
|
|
//
|
|
//==========================================================================
|
|
|
|
FFont *FFont::FindFont (const char *name)
|
|
{
|
|
if (name == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
FFont *font = FirstFont;
|
|
|
|
while (font != NULL)
|
|
{
|
|
if (stricmp (font->Name, name) == 0)
|
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break;
|
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font = font->Next;
|
|
}
|
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return font;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RecordTextureColors
|
|
//
|
|
// Given a 256 entry buffer, sets every entry that corresponds to a color
|
|
// used by the texture to 1.
|
|
//
|
|
//==========================================================================
|
|
|
|
void RecordTextureColors (FTexture *pic, BYTE *usedcolors)
|
|
{
|
|
int x;
|
|
|
|
for (x = pic->GetWidth() - 1; x >= 0; x--)
|
|
{
|
|
const FTexture::Span *spans;
|
|
const BYTE *column = pic->GetColumn (x, &spans);
|
|
|
|
while (spans->Length != 0)
|
|
{
|
|
const BYTE *source = column + spans->TopOffset;
|
|
int count = spans->Length;
|
|
|
|
do
|
|
{
|
|
usedcolors[*source++] = 1;
|
|
} while (--count);
|
|
|
|
spans++;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// compare
|
|
//
|
|
// Used for sorting colors by brightness.
|
|
//
|
|
//==========================================================================
|
|
|
|
static int STACK_ARGS compare (const void *arg1, const void *arg2)
|
|
{
|
|
if (RPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 299 +
|
|
GPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 587 +
|
|
BPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 114 <
|
|
RPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 299 +
|
|
GPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 587 +
|
|
BPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 114)
|
|
return -1;
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: SimpleTranslation
|
|
//
|
|
// Colorsused, translation, and reverse must all be 256 entry buffers.
|
|
// Colorsused must already be filled out.
|
|
// Translation be set to remap the source colors to a new range of
|
|
// consecutive colors based at 1 (0 is transparent).
|
|
// Reverse will be just the opposite of translation: It maps the new color
|
|
// range to the original colors.
|
|
// *Luminosity will be an array just large enough to hold the brightness
|
|
// levels of all the used colors, in consecutive order. It is sorted from
|
|
// darkest to lightest and scaled such that the darkest color is 0.0 and
|
|
// the brightest color is 1.0.
|
|
// The return value is the number of used colors and thus the number of
|
|
// entries in *luminosity.
|
|
//
|
|
//==========================================================================
|
|
|
|
int FFont::SimpleTranslation (BYTE *colorsused, BYTE *translation, BYTE *reverse, double **luminosity)
|
|
{
|
|
double min, max, diver;
|
|
int i, j;
|
|
|
|
memset (translation, 0, 256);
|
|
|
|
reverse[0] = 0;
|
|
for (i = 1, j = 1; i < 256; i++)
|
|
{
|
|
if (colorsused[i])
|
|
{
|
|
reverse[j++] = i;
|
|
}
|
|
}
|
|
|
|
qsort (reverse+1, j-1, 1, compare);
|
|
|
|
*luminosity = new double[j];
|
|
max = 0.0;
|
|
min = 100000000.0;
|
|
for (i = 1; i < j; i++)
|
|
{
|
|
translation[reverse[i]] = i;
|
|
|
|
(*luminosity)[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 +
|
|
GPART(GPalette.BaseColors[reverse[i]]) * 0.587 +
|
|
BPART(GPalette.BaseColors[reverse[i]]) * 0.114;
|
|
if ((*luminosity)[i] > max)
|
|
max = (*luminosity)[i];
|
|
if ((*luminosity)[i] < min)
|
|
min = (*luminosity)[i];
|
|
}
|
|
diver = 1.0 / (max - min);
|
|
for (i = 1; i < j; i++)
|
|
{
|
|
(*luminosity)[i] = ((*luminosity)[i] - min) * diver;
|
|
}
|
|
|
|
return j;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: BuildTranslations
|
|
//
|
|
// Build color translations for this font. Luminosity is an array of
|
|
// brightness levels. The ActiveColors member must be set to indicate how
|
|
// large this array is. Identity is an array that remaps the colors to
|
|
// their original values; it is only used for CR_UNTRANSLATED. Ranges
|
|
// is an array of TranslationParm structs defining the ranges for every
|
|
// possible color, in order. Palette is the colors to use for the
|
|
// untranslated version of the font.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFont::BuildTranslations (const double *luminosity, const BYTE *identity,
|
|
const void *ranges, int total_colors, const PalEntry *palette)
|
|
{
|
|
int i, j;
|
|
const TranslationParm *parmstart = (const TranslationParm *)ranges;
|
|
|
|
FRemapTable remap(total_colors);
|
|
|
|
// Create different translations for different color ranges
|
|
Ranges.Clear();
|
|
for (i = 0; i < NumTextColors; i++)
|
|
{
|
|
if (i == CR_UNTRANSLATED)
|
|
{
|
|
if (identity != NULL)
|
|
{
|
|
memcpy (remap.Remap, identity, ActiveColors);
|
|
if (palette != NULL)
|
|
{
|
|
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
|
|
}
|
|
else
|
|
{
|
|
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
|
|
for (j = 1; j < ActiveColors; ++j)
|
|
{
|
|
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
remap = Ranges[0];
|
|
}
|
|
Ranges.Push(remap);
|
|
continue;
|
|
}
|
|
|
|
assert(parmstart->RangeStart >= 0);
|
|
|
|
remap.Remap[0] = 0;
|
|
remap.Palette[0] = 0;
|
|
|
|
for (j = 1; j < ActiveColors; j++)
|
|
{
|
|
int v = int(luminosity[j] * 256.0);
|
|
|
|
// Find the color range that this luminosity value lies within.
|
|
const TranslationParm *parms = parmstart - 1;
|
|
do
|
|
{
|
|
parms++;
|
|
if (parms->RangeStart <= v && parms->RangeEnd >= v)
|
|
break;
|
|
}
|
|
while (parms[1].RangeStart > parms[0].RangeEnd);
|
|
|
|
// Linearly interpolate to find out which color this luminosity level gets.
|
|
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
|
|
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
|
|
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
|
|
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
|
|
r = clamp(r, 0, 255);
|
|
g = clamp(g, 0, 255);
|
|
b = clamp(b, 0, 255);
|
|
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
|
|
remap.Palette[j] = PalEntry(255,r,g,b);
|
|
}
|
|
Ranges.Push(remap);
|
|
|
|
// Advance to the next color range.
|
|
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
|
|
{
|
|
parmstart++;
|
|
}
|
|
parmstart++;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: GetColorTranslation
|
|
//
|
|
//==========================================================================
|
|
|
|
FRemapTable *FFont::GetColorTranslation (EColorRange range) const
|
|
{
|
|
if (ActiveColors == 0)
|
|
return NULL;
|
|
else if (range >= NumTextColors)
|
|
range = CR_UNTRANSLATED;
|
|
return &Ranges[range];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: GetCharCode
|
|
//
|
|
// If the character code is in the font, returns it. If it is not, but it
|
|
// is lowercase and has an uppercase variant present, return that. Otherwise
|
|
// return -1.
|
|
//
|
|
//==========================================================================
|
|
|
|
int FFont::GetCharCode(int code, bool needpic) const
|
|
{
|
|
if (code < 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;
|
|
}
|
|
if (myislower[code])
|
|
{
|
|
code -= 32;
|
|
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
|
|
{
|
|
return code;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: GetChar
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *FFont::GetChar (int code, int *const width) const
|
|
{
|
|
code = GetCharCode(code, false);
|
|
int xmove = SpaceWidth;
|
|
|
|
if (code >= 0)
|
|
{
|
|
code -= FirstChar;
|
|
xmove = Chars[code].XMove;
|
|
if (Chars[code].Pic == NULL)
|
|
{
|
|
code = GetCharCode(code + FirstChar, true);
|
|
if (code >= 0)
|
|
{
|
|
code -= FirstChar;
|
|
xmove = Chars[code].XMove;
|
|
}
|
|
}
|
|
}
|
|
if (width != NULL)
|
|
{
|
|
*width = xmove;
|
|
}
|
|
return (code < 0) ? NULL : Chars[code].Pic;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: GetCharWidth
|
|
//
|
|
//==========================================================================
|
|
|
|
int FFont::GetCharWidth (int code) const
|
|
{
|
|
code = GetCharCode(code, false);
|
|
return (code < 0) ? SpaceWidth : Chars[code - FirstChar].XMove;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FFont :: 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
|
|
if (notranslate != NULL)
|
|
{
|
|
for (i = 0; i < 256; i++)
|
|
if (notranslate[i])
|
|
usedcolors[i] = false;
|
|
}
|
|
|
|
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
|
|
|
|
// Map all untranslated colors into the table of used colors
|
|
if (notranslate != NULL)
|
|
{
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
if (notranslate[i])
|
|
{
|
|
PatchRemap[i] = TotalColors;
|
|
identity[TotalColors] = i;
|
|
TotalColors++;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
if(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 uppercase variant's XMove. Missing
|
|
// XMoves must be initialized with INT_MIN beforehand.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FFont::FixXMoves()
|
|
{
|
|
for (int i = 0; i <= LastChar - FirstChar; ++i)
|
|
{
|
|
if (Chars[i].XMove == INT_MIN)
|
|
{
|
|
if (myislower[i + FirstChar])
|
|
{
|
|
int upper = i - 32;
|
|
if (upper >= 0)
|
|
{
|
|
Chars[i].XMove = Chars[upper].XMove;
|
|
continue;
|
|
}
|
|
}
|
|
Chars[i].XMove = SpaceWidth;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_InitCustomFonts
|
|
//
|
|
// Initialize a list of custom multipatch fonts
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_InitCustomFonts()
|
|
{
|
|
FScanner sc;
|
|
FTexture *lumplist[256];
|
|
bool notranslate[256];
|
|
FString namebuffer, templatebuf;
|
|
int i;
|
|
int llump,lastlump=0;
|
|
int format;
|
|
int start;
|
|
int first;
|
|
int count;
|
|
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())
|
|
{
|
|
int lumpno = Wads.CheckNumForFullName (sc.String);
|
|
if (lumpno >= 0)
|
|
{
|
|
texid = TexMan.FindTextureByLumpNum(lumpno);
|
|
if (!texid.Exists())
|
|
{
|
|
FTexture *tex = FTexture::CreateTexture("", lumpno, FTexture::TEX_MiscPatch);
|
|
texid = TexMan.AddTexture(tex);
|
|
}
|
|
}
|
|
}
|
|
if (texid.Exists())
|
|
{
|
|
*p = TexMan[texid];
|
|
}
|
|
else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.IWAD_FILENUM)
|
|
{
|
|
// Print a message only if this isn't in zdoom.pk3
|
|
sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
|
|
}
|
|
format = 2;
|
|
}
|
|
}
|
|
if (format == 1)
|
|
{
|
|
FFont *fnt = new FFont (namebuffer, templatebuf, first, count, start, 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")))
|
|
{
|
|
if (gameinfo.gametype & GAME_DoomChex)
|
|
{
|
|
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
|
|
}
|
|
else
|
|
{
|
|
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1, -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;
|
|
}
|
|
}
|