gzdoom/src/v_font.cpp

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2016-03-01 15:47:10 +00:00
/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/* Special file formats handled here:
FON1 "console" fonts have the following header:
char Magic[4]; -- The characters "FON1"
uword CharWidth; -- Character cell width
uword CharHeight; -- Character cell height
The FON1 header is followed by RLE character data for all 256
8-bit ASCII characters.
FON2 "standard" fonts have the following header:
char Magic[4]; -- The characters "FON2"
uword FontHeight; -- Every character in a font has the same height
ubyte FirstChar; -- First character defined by this font.
ubyte LastChar; -- Last character definde by this font.
ubyte bConstantWidth;
ubyte ShadingType;
ubyte PaletteSize; -- size of palette in entries (not bytes!)
ubyte Flags;
There is presently only one flag for FON2:
FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
The FON2 header is followed by variable length data:
word Kerning;
-- only present if FOF_WHOLEFONTKERNING is set
ubyte Palette[PaletteSize+1][3];
-- The last entry is the delimiter color. The delimiter is not used
-- by the font but is used by imagetool when converting the font
-- back to an image. Color 0 is the transparent color and is also
-- used only for converting the font back to an image. The other
-- entries are all presorted in increasing order of brightness.
ubyte CharacterData[...];
-- RLE character data, in order
*/
// HEADER FILES ------------------------------------------------------------
#include <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"
// MACROS ------------------------------------------------------------------
#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
// TYPES -------------------------------------------------------------------
void RecordTextureColors (FTexture *pic, BYTE *colorsused);
// This structure is used by BuildTranslations() to hold color information.
struct TranslationParm
{
short RangeStart; // First level for this range
short RangeEnd; // Last level for this range
BYTE Start[3]; // Start color for this range
BYTE End[3]; // End color for this range
};
struct TranslationMap
{
FName Name;
int Number;
};
class FSingleLumpFont : public FFont
{
public:
FSingleLumpFont (const char *fontname, int lump);
protected:
void CheckFON1Chars (double *luminosity);
void BuildTranslations2 ();
void FixupPalette (BYTE *identity, double *luminosity, const BYTE *palette,
bool rescale, PalEntry *out_palette);
void LoadTranslations ();
void LoadFON1 (int lump, const BYTE *data);
void LoadFON2 (int lump, const BYTE *data);
void LoadBMF (int lump, const BYTE *data);
void CreateFontFromPic (FTextureID picnum);
static int BMFCompare(const void *a, const void *b);
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enum
{
FONT1,
FONT2,
BMFFONT
} FontType;
BYTE 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);
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 BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void SetSourceRemap(const BYTE *sourceremap);
void Unload ();
~FFontChar1 ();
protected:
void MakeTexture ();
FTexture *BaseTexture;
BYTE *Pixels;
const BYTE *SourceRemap;
};
// This is a font character that reads RLE compressed data.
class FFontChar2 : public FTexture
{
public:
FFontChar2 (int sourcelump, int sourcepos, int width, int height, int leftofs=0, int topofs=0);
~FFontChar2 ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void SetSourceRemap(const BYTE *sourceremap);
void Unload ();
protected:
int SourceLump;
int SourcePos;
BYTE *Pixels;
Span **Spans;
const BYTE *SourceRemap;
void MakeTexture ();
};
struct TempParmInfo
{
unsigned int StartParm[2];
unsigned int ParmLen[2];
int Index;
};
struct TempColorInfo
{
FName Name;
unsigned int ParmInfo;
PalEntry LogColor;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int TranslationMapCompare (const void *a, const void *b);
2016-03-01 15:47:10 +00:00
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int PrintColors[];
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FFont *FFont::FirstFont = NULL;
int NumTextColors;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static TArray<TranslationParm> TranslationParms[2];
static TArray<TranslationMap> TranslationLookup;
static TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
static bool myislower(int code)
{
if (code >= 'a' && code <= 'z')
return true;
if (code != 0xF7 && code != 0xFF && (code & 0xE0) == 0xE0)
return true;
return false;
}
// Returns a character without an accent mark.
// FIXME: Only valid for CP-1252; we should go Unicode at some point.
static int stripaccent(int code)
{
if (code < 0x8a)
return code;
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 == 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'
return code;
}
FFont *V_GetFont(const char *name)
{
FFont *font = FFont::FindFont (name);
if (font == NULL)
{
int lump = -1;
lump = Wads.CheckNumForFullName(name, true);
if (lump != -1)
{
uint32 head;
{
FWadLump lumpy = Wads.OpenLumpNum (lump);
lumpy.Read (&head, 4);
}
if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
{
font = new FSingleLumpFont (name, lump);
}
}
if (font == NULL)
{
FTextureID picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any);
if (picnum.isValid())
{
font = new FSinglePicFont (name);
}
}
}
return font;
}
//==========================================================================
//
// FFont :: FFont
//
// Loads a multi-texture font.
//
//==========================================================================
FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start, int fdlump, int spacewidth)
{
int i;
FTextureID lump;
char buffer[12];
FTexture **charlumps;
int maxyoffs;
bool doomtemplate = gameinfo.gametype & GAME_DoomChex ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
bool stcfn121 = false;
Lump = fdlump;
Chars = new CharData[count];
charlumps = new FTexture *[count];
PatchRemap = new BYTE[256];
FirstChar = first;
LastChar = first + count - 1;
FontHeight = 0;
GlobalKerning = false;
Name = copystring (name);
Next = FirstFont;
FirstFont = this;
Cursor = '_';
maxyoffs = 0;
for (i = 0; i < count; i++)
{
charlumps[i] = NULL;
mysnprintf (buffer, countof(buffer), nametemplate, i + start);
lump = TexMan.CheckForTexture(buffer, FTexture::TEX_MiscPatch);
if (doomtemplate && lump.isValid() && i + start == 121)
{ // HACKHACK: Don't load STCFN121 in doom(2), because
// it's not really a lower-case 'y' but a '|'.
// Because a lot of wads with their own font seem to foolishly
// copy STCFN121 and make it a '|' themselves, wads must
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
if (!TexMan.CheckForTexture("STCFN120", FTexture::TEX_MiscPatch).isValid() ||
!TexMan.CheckForTexture("STCFN122", FTexture::TEX_MiscPatch).isValid())
{
// insert the incorrectly named '|' graphic in its correct position.
if (count > 124-start) charlumps[124-start] = TexMan[lump];
lump.SetInvalid();
stcfn121 = true;
}
}
if (lump.isValid())
{
FTexture *pic = TexMan[lump];
if (pic != NULL)
{
// set the lump here only if it represents a valid texture
if (i != 124-start || !stcfn121)
charlumps[i] = pic;
int height = pic->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs (yoffs);
if (height > FontHeight)
{
FontHeight = height;
}
}
}
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;
}
}
if (spacewidth != -1)
{
SpaceWidth = spacewidth;
}
else 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;
}
//==========================================================================
//
// FFont :: ~FFont
//
//==========================================================================
FFont::~FFont ()
{
if (Chars)
{
int count = LastChar - FirstChar + 1;
for (int i = 0; i < count; ++i)
{
if (Chars[i].Pic != NULL && Chars[i].Pic->Name[0] == 0)
{
delete Chars[i].Pic;
}
}
delete[] Chars;
Chars = NULL;
}
if (PatchRemap)
{
delete[] PatchRemap;
PatchRemap = NULL;
}
if (Name)
{
delete[] Name;
Name = NULL;
}
FFont **prev = &FirstFont;
FFont *font = *prev;
while (font != NULL && font != this)
{
prev = &font->Next;
font = *prev;
}
if (font != NULL)
{
*prev = font->Next;
}
}
//==========================================================================
//
// FFont :: FindFont
//
// Searches for the named font in the list of loaded fonts, returning the
// font if it was found. The disk is not checked if it cannot be found.
//
//==========================================================================
FFont *FFont::FindFont (const char *name)
{
if (name == NULL)
{
return NULL;
}
FFont *font = FirstFont;
while (font != NULL)
{
if (stricmp (font->Name, name) == 0)
break;
font = font->Next;
}
return font;
}
//==========================================================================
//
// RecordTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the texture to 1.
//
//==========================================================================
void RecordTextureColors (FTexture *pic, BYTE *usedcolors)
{
int x;
for (x = pic->GetWidth() - 1; x >= 0; x--)
{
const FTexture::Span *spans;
const BYTE *column = pic->GetColumn (x, &spans);
while (spans->Length != 0)
{
const BYTE *source = column + spans->TopOffset;
int count = spans->Length;
do
{
usedcolors[*source++] = 1;
} while (--count);
spans++;
}
}
}
//==========================================================================
//
// compare
//
// Used for sorting colors by brightness.
//
//==========================================================================
static int compare (const void *arg1, const void *arg2)
2016-03-01 15:47:10 +00:00
{
if (RPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 299 +
GPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 587 +
BPART(GPalette.BaseColors[*((BYTE *)arg1)]) * 114 <
RPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 299 +
GPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 587 +
BPART(GPalette.BaseColors[*((BYTE *)arg2)]) * 114)
return -1;
else
return 1;
}
//==========================================================================
//
// FFont :: SimpleTranslation
//
// Colorsused, translation, and reverse must all be 256 entry buffers.
// Colorsused must already be filled out.
// Translation be set to remap the source colors to a new range of
// consecutive colors based at 1 (0 is transparent).
// Reverse will be just the opposite of translation: It maps the new color
// range to the original colors.
// *Luminosity will be an array just large enough to hold the brightness
// levels of all the used colors, in consecutive order. It is sorted from
// darkest to lightest and scaled such that the darkest color is 0.0 and
// the brightest color is 1.0.
// The return value is the number of used colors and thus the number of
// entries in *luminosity.
//
//==========================================================================
int FFont::SimpleTranslation (BYTE *colorsused, BYTE *translation, BYTE *reverse, double **luminosity)
{
double min, max, diver;
int i, j;
memset (translation, 0, 256);
reverse[0] = 0;
for (i = 1, j = 1; i < 256; i++)
{
if (colorsused[i])
{
reverse[j++] = i;
}
}
qsort (reverse+1, j-1, 1, compare);
*luminosity = new double[j];
(*luminosity)[0] = 0.0; // [BL] Prevent uninitalized memory
max = 0.0;
min = 100000000.0;
for (i = 1; i < j; i++)
{
translation[reverse[i]] = i;
(*luminosity)[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 +
GPART(GPalette.BaseColors[reverse[i]]) * 0.587 +
BPART(GPalette.BaseColors[reverse[i]]) * 0.114;
if ((*luminosity)[i] > max)
max = (*luminosity)[i];
if ((*luminosity)[i] < min)
min = (*luminosity)[i];
}
diver = 1.0 / (max - min);
for (i = 1; i < j; i++)
{
(*luminosity)[i] = ((*luminosity)[i] - min) * diver;
}
return j;
}
//==========================================================================
//
// FFont :: BuildTranslations
//
// Build color translations for this font. Luminosity is an array of
// brightness levels. The ActiveColors member must be set to indicate how
// large this array is. Identity is an array that remaps the colors to
// their original values; it is only used for CR_UNTRANSLATED. Ranges
// is an array of TranslationParm structs defining the ranges for every
// possible color, in order. Palette is the colors to use for the
// untranslated version of the font.
//
//==========================================================================
void FFont::BuildTranslations (const double *luminosity, const BYTE *identity,
const void *ranges, int total_colors, const PalEntry *palette)
{
int i, j;
const TranslationParm *parmstart = (const TranslationParm *)ranges;
FRemapTable remap(total_colors);
// Create different translations for different color ranges
Ranges.Clear();
for (i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED)
{
if (identity != NULL)
{
memcpy (remap.Remap, identity, ActiveColors);
if (palette != NULL)
{
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
}
else
{
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
for (j = 1; j < ActiveColors; ++j)
{
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
}
}
}
else
{
remap = Ranges[0];
}
Ranges.Push(remap);
continue;
}
assert(parmstart->RangeStart >= 0);
remap.Remap[0] = 0;
remap.Palette[0] = 0;
for (j = 1; j < ActiveColors; j++)
{
int v = int(luminosity[j] * 256.0);
// Find the color range that this luminosity value lies within.
const TranslationParm *parms = parmstart - 1;
do
{
parms++;
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
}
while (parms[1].RangeStart > parms[0].RangeEnd);
// Linearly interpolate to find out which color this luminosity level gets.
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
remap.Palette[j] = PalEntry(255,r,g,b);
}
Ranges.Push(remap);
// Advance to the next color range.
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
{
parmstart++;
}
parmstart++;
}
}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
FRemapTable *FFont::GetColorTranslation (EColorRange range) const
{
if (ActiveColors == 0)
return NULL;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
return &Ranges[range];
}
//==========================================================================
//
// FFont :: GetCharCode
//
// If the character code is in the font, returns it. If it is not, but it
// is lowercase and has an uppercase variant present, return that. Otherwise
// return -1.
//
//==========================================================================
int FFont::GetCharCode(int code, bool needpic) const
{
if (code < 0 && code >= -128)
{
// regular chars turn negative when the 8th bit is set.
code &= 255;
}
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
{
return code;
}
// Try converting lowercase characters to uppercase.
if (myislower(code))
{
code -= 32;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
{
return code;
}
}
// Try stripping accents from accented characters.
int newcode = stripaccent(code);
if (newcode != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].Pic != NULL))
{
return code;
}
}
return -1;
}
//==========================================================================
//
// FFont :: GetChar
//
//==========================================================================
FTexture *FFont::GetChar (int code, int *const width) const
{
code = GetCharCode(code, false);
int xmove = SpaceWidth;
if (code >= 0)
{
code -= FirstChar;
xmove = Chars[code].XMove;
if (Chars[code].Pic == NULL)
{
code = GetCharCode(code + FirstChar, true);
if (code >= 0)
{
code -= FirstChar;
xmove = Chars[code].XMove;
}
}
}
if (width != NULL)
{
*width = xmove;
}
return (code < 0) ? NULL : Chars[code].Pic;
}
//==========================================================================
//
// FFont :: GetCharWidth
//
//==========================================================================
int FFont::GetCharWidth (int code) const
{
code = GetCharCode(code, false);
return (code < 0) ? SpaceWidth : Chars[code - FirstChar].XMove;
}
//==========================================================================
//
// FFont :: LoadTranslations
//
//==========================================================================
void FFont::LoadTranslations()
{
unsigned int count = LastChar - FirstChar + 1;
BYTE usedcolors[256], identity[256];
double *luminosity;
memset (usedcolors, 0, 256);
for (unsigned int i = 0; i < count; i++)
{
FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].Pic);
if(pic)
{
pic->SetSourceRemap(NULL); // Force the FFontChar1 to return the same pixels as the base texture
RecordTextureColors (pic, usedcolors);
}
}
ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
for (unsigned int i = 0; i < count; i++)
{
if(Chars[i].Pic)
static_cast<FFontChar1 *>(Chars[i].Pic)->SetSourceRemap(PatchRemap);
}
BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, NULL);
delete[] luminosity;
}
//==========================================================================
//
// FFont :: Preload
//
// Loads most of the 7-bit ASCII characters. In the case of D3DFB, this
// means all the characters of a font have a better chance of being packed
// into the same hardware texture.
//
//==========================================================================
void FFont::Preload() const
{
// First and last char are the same? Wait until it's actually needed
// since nothing is gained by preloading now.
if (FirstChar == LastChar)
{
return;
}
for (int i = MAX(FirstChar, 0x21); i < MIN(LastChar, 0x7e); ++i)
{
int foo;
FTexture *pic = GetChar(i, &foo);
if (pic != NULL)
{
pic->GetNative(false);
}
}
}
//==========================================================================
//
// FFont :: StaticPreloadFonts
//
// Preloads all the defined fonts.
//
//==========================================================================
void FFont::StaticPreloadFonts()
{
for (FFont *font = FirstFont; font != NULL; font = font->Next)
{
font->Preload();
}
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
FFont::FFont (int lump)
{
Lump = lump;
Chars = NULL;
PatchRemap = NULL;
Name = NULL;
Cursor = '_';
}
//==========================================================================
//
// FSingleLumpFont :: FSingleLumpFont
//
// Loads a FON1 or FON2 font resource.
//
//==========================================================================
FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump)
{
assert(lump >= 0);
Name = copystring (name);
FMemLump data1 = Wads.ReadLump (lump);
const BYTE *data = (const BYTE *)data1.GetMem();
if (data[0] == 0xE1 && data[1] == 0xE6 && data[2] == 0xD5 && data[3] == 0x1A)
{
LoadBMF(lump, data);
}
else if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' ||
(data[3] != '1' && data[3] != '2'))
{
I_FatalError ("%s is not a recognizable font", name);
}
else
{
switch (data[3])
{
case '1':
LoadFON1 (lump, data);
break;
case '2':
LoadFON2 (lump, data);
break;
}
}
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSingleLumpFont :: CreateFontFromPic
//
//==========================================================================
void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
{
FTexture *pic = TexMan[picnum];
FontHeight = pic->GetHeight ();
SpaceWidth = pic->GetWidth ();
GlobalKerning = 0;
FirstChar = LastChar = 'A';
Chars = new CharData[1];
Chars->Pic = pic;
// Only one color range. Don't bother with the others.
ActiveColors = 0;
}
//==========================================================================
//
// FSingleLumpFont :: LoadTranslations
//
//==========================================================================
void FSingleLumpFont::LoadTranslations()
{
double luminosity[256];
BYTE identity[256];
PalEntry local_palette[256];
bool useidentity = true;
bool usepalette = false;
const void* ranges;
unsigned int count = LastChar - FirstChar + 1;
switch(FontType)
{
case FONT1:
useidentity = false;
ranges = &TranslationParms[1][0];
CheckFON1Chars (luminosity);
break;
case BMFFONT:
case FONT2:
usepalette = true;
FixupPalette (identity, luminosity, PaletteData, RescalePalette, local_palette);
ranges = &TranslationParms[0][0];
break;
default:
// 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 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 FSingleLumpFont::BMFCompare(const void *a, const void *b)
2016-03-01 15:47:10 +00:00
{
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;
}
FTexture::Unload();
2016-03-01 15:47:10 +00:00
}
//==========================================================================
//
// 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;
}
FTexture::Unload();
2016-03-01 15:47:10 +00:00
}
//==========================================================================
//
// FFontChar2 :: GetPixels
//
//==========================================================================
const BYTE *FFontChar2::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
// FFontChar2 :: GetColumn
//
//==========================================================================
const BYTE *FFontChar2::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if (column >= Width)
{
column = WidthMask;
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
//==========================================================================
//
// FFontChar2 :: SetSourceRemap
//
//==========================================================================
void FFontChar2::SetSourceRemap(const BYTE *sourceremap)
{
Unload();
SourceRemap = sourceremap;
}
//==========================================================================
//
// FFontChar2 :: MakeTexture
//
//==========================================================================
void FFontChar2::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
int destSize = Width * Height;
BYTE max = 255;
bool rle = true;
// This is to "fix" bad fonts
{
BYTE buff[16];
lump.Read (buff, 4);
if (buff[3] == '2')
{
lump.Read (buff, 7);
max = buff[6];
lump.Seek (SourcePos - 11, SEEK_CUR);
}
else if (buff[3] == 0x1A)
{
lump.Read(buff, 13);
max = buff[12] - 1;
lump.Seek (SourcePos - 17, SEEK_CUR);
rle = false;
}
else
{
lump.Seek (SourcePos - 4, SEEK_CUR);
}
}
Pixels = new BYTE[destSize];
int runlen = 0, setlen = 0;
BYTE setval = 0; // Shut up, GCC!
BYTE *dest_p = Pixels;
int dest_adv = Height;
int dest_rew = destSize - 1;
if (rle)
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; )
{
if (runlen != 0)
{
BYTE color;
lump >> color;
color = MIN (color, max);
if (SourceRemap != NULL)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
x--;
runlen--;
}
else if (setlen != 0)
{
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
else
{
SBYTE code;
lump >> code;
if (code >= 0)
{
runlen = code + 1;
}
else if (code != -128)
{
BYTE color;
lump >> color;
setlen = (-code) + 1;
setval = MIN (color, max);
if (SourceRemap != NULL)
{
setval = SourceRemap[setval];
}
}
}
}
dest_p -= dest_rew;
}
}
else
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; --x)
{
BYTE color;
lump >> color;
if (color > max)
{
color = max;
}
if (SourceRemap != NULL)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
}
dest_p -= dest_rew;
}
}
if (destSize < 0)
{
char name[9];
Wads.GetLumpName (name, SourceLump);
name[8] = 0;
I_FatalError ("The font %s is corrupt", name);
}
}
//==========================================================================
//
// FSpecialFont :: FSpecialFont
//
//==========================================================================
FSpecialFont::FSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump) : FFont(lump)
{
int i;
FTexture **charlumps;
int maxyoffs;
FTexture *pic;
memcpy(this->notranslate, notranslate, 256*sizeof(bool));
Name = copystring(name);
Chars = new CharData[count];
charlumps = new FTexture*[count];
PatchRemap = new BYTE[256];
FirstChar = first;
LastChar = first + count - 1;
FontHeight = 0;
GlobalKerning = false;
Next = FirstFont;
FirstFont = this;
maxyoffs = 0;
for (i = 0; i < count; i++)
{
pic = charlumps[i] = lumplist[i];
if (pic != NULL)
{
int height = pic->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs (yoffs);
if (height > FontHeight)
{
FontHeight = height;
}
}
if (charlumps[i] != NULL)
{
Chars[i].Pic = new FFontChar1 (charlumps[i]);
Chars[i].XMove = Chars[i].Pic->GetScaledWidth();
}
else
{
Chars[i].Pic = NULL;
Chars[i].XMove = INT_MIN;
}
}
// Special fonts normally don't have all characters so be careful here!
if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].Pic != NULL)
{
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
FixXMoves();
LoadTranslations();
delete[] charlumps;
}
//==========================================================================
//
// FSpecialFont :: LoadTranslations
//
//==========================================================================
void FSpecialFont::LoadTranslations()
{
int count = LastChar - FirstChar + 1;
BYTE usedcolors[256], identity[256];
double *luminosity;
int TotalColors;
int i, j;
memset (usedcolors, 0, 256);
for (i = 0; i < count; i++)
{
FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].Pic);
if(pic)
{
pic->SetSourceRemap(NULL); // Force the FFontChar1 to return the same pixels as the base texture
RecordTextureColors (pic, usedcolors);
}
}
// exclude the non-translated colors from the translation calculation
for (i = 0; i < 256; i++)
if (notranslate[i])
usedcolors[i] = false;
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
// Map all untranslated colors into the table of used colors
for (i = 0; i < 256; i++)
{
if (notranslate[i])
{
PatchRemap[i] = TotalColors;
identity[TotalColors] = i;
TotalColors++;
}
}
for (i = 0; i < count; i++)
{
if(Chars[i].Pic)
static_cast<FFontChar1 *>(Chars[i].Pic)->SetSourceRemap(PatchRemap);
}
BuildTranslations (luminosity, identity, &TranslationParms[0][0], TotalColors, NULL);
// add the untranslated colors to the Ranges tables
if (ActiveColors < TotalColors)
{
for (i = 0; i < NumTextColors; i++)
{
FRemapTable *remap = &Ranges[i];
for (j = ActiveColors; j < TotalColors; ++j)
{
remap->Remap[j] = identity[j];
remap->Palette[j] = GPalette.BaseColors[identity[j]];
remap->Palette[j].a = 0xff;
}
}
}
ActiveColors = TotalColors;
delete[] luminosity;
}
//==========================================================================
//
// FFont :: FixXMoves
//
// If a font has gaps in its characters, set the missing characters'
// XMoves to either SpaceWidth or the unaccented or uppercase variant's
// XMove. Missing XMoves must be initialized with INT_MIN beforehand.
//
//==========================================================================
void FFont::FixXMoves()
{
for (int i = 0; i <= LastChar - FirstChar; ++i)
{
if (Chars[i].XMove == INT_MIN)
{
// Try an uppercase character.
if (myislower(i + FirstChar))
{
int upper = i - 32;
if (upper >= 0)
{
Chars[i].XMove = Chars[upper].XMove;
continue;
}
}
// Try an unnaccented character.
int noaccent = stripaccent(i + FirstChar);
if (noaccent != i + FirstChar)
{
noaccent -= FirstChar;
if (noaccent >= 0)
{
Chars[i].XMove = Chars[noaccent].XMove;
continue;
}
}
Chars[i].XMove = SpaceWidth;
}
}
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts()
{
FScanner sc;
FTexture *lumplist[256];
bool notranslate[256];
FString namebuffer, templatebuf;
int i;
int llump,lastlump=0;
int format;
int start;
int first;
int count;
int spacewidth;
char cursor = '_';
while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1)
{
sc.OpenLumpNum(llump);
while (sc.GetString())
{
memset (lumplist, 0, sizeof(lumplist));
memset (notranslate, 0, sizeof(notranslate));
namebuffer = sc.String;
format = 0;
start = 33;
first = 33;
count = 223;
spacewidth = -1;
sc.MustGetStringName ("{");
while (!sc.CheckString ("}"))
{
sc.MustGetString();
if (sc.Compare ("TEMPLATE"))
{
if (format == 2) goto wrong;
sc.MustGetString();
templatebuf = sc.String;
format = 1;
}
else if (sc.Compare ("BASE"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
start = sc.Number;
format = 1;
}
else if (sc.Compare ("FIRST"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
first = sc.Number;
format = 1;
}
else if (sc.Compare ("COUNT"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
count = sc.Number;
format = 1;
}
else if (sc.Compare ("CURSOR"))
{
sc.MustGetString();
cursor = sc.String[0];
}
else if (sc.Compare ("SPACEWIDTH"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
spacewidth = sc.Number;
format = 1;
}
else if (sc.Compare ("NOTRANSLATION"))
{
if (format == 1) goto wrong;
while (sc.CheckNumber() && !sc.Crossed)
{
if (sc.Number >= 0 && sc.Number < 256)
notranslate[sc.Number] = true;
}
format = 2;
}
else
{
if (format == 1) goto wrong;
FTexture **p = &lumplist[*(unsigned char*)sc.String];
sc.MustGetString();
FTextureID texid = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
if (texid.Exists())
{
*p = TexMan[texid];
}
else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.IWAD_FILENUM)
{
// Print a message only if this isn't in zdoom.pk3
sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
}
format = 2;
}
}
if (format == 1)
{
FFont *fnt = new FFont (namebuffer, templatebuf, first, count, start, llump, spacewidth);
fnt->SetCursor(cursor);
}
else if (format == 2)
{
for (i = 0; i < 256; i++)
{
if (lumplist[i] != NULL)
{
first = i;
break;
}
}
for (i = 255; i >= 0; i--)
{
if (lumplist[i] != NULL)
{
count = i - first + 1;
break;
}
}
if (count > 0)
{
FFont *fnt = new FSpecialFont (namebuffer, first, count, &lumplist[first], notranslate, llump);
fnt->SetCursor(cursor);
}
}
else goto wrong;
}
sc.Close();
}
return;
wrong:
sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars());
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ()
{
TArray<FName> names;
int lump, lastlump = 0;
TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
TArray<TranslationParm> parms;
TArray<TempParmInfo> parminfo;
TArray<TempColorInfo> colorinfo;
int c, parmchoice;
TempParmInfo info;
TempColorInfo cinfo;
PalEntry logcolor;
unsigned int i, j;
int k, index;
info.Index = -1;
TranslationParms[0].Clear();
TranslationParms[1].Clear();
TranslationLookup.Clear();
TranslationColors.Clear();
while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1)
{
if (gameinfo.flags & GI_NOTEXTCOLOR)
{
// Chex3 contains a bad TEXTCOLO lump, probably to force all text to be green.
// This renders the Gray, Gold, Red and Yellow color range inoperable, some of
// which are used by the menu. So we have no choice but to skip this lump so that
// all colors work properly.
// The text colors should be the end user's choice anyway.
if (Wads.GetLumpFile(lump) == 1) continue;
}
FScanner sc(lump);
while (sc.GetString())
{
names.Clear();
logcolor = DEFAULT_LOG_COLOR;
// Everything until the '{' is considered a valid name for the
// color range.
names.Push (sc.String);
while (sc.MustGetString(), !sc.Compare ("{"))
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color may not have any other names");
}
names.Push (sc.String);
}
parmchoice = 0;
info.StartParm[0] = parms.Size();
info.StartParm[1] = 0;
info.ParmLen[1] = info.ParmLen[0] = 0;
tparm.RangeEnd = tparm.RangeStart = -1;
while (sc.MustGetString(), !sc.Compare ("}"))
{
if (sc.Compare ("Console:"))
{
if (parmchoice == 1)
{
sc.ScriptError ("Each color may only have one set of console ranges");
}
parmchoice = 1;
info.StartParm[1] = parms.Size();
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
tparm.RangeEnd = tparm.RangeStart = -1;
}
else if (sc.Compare ("Flat:"))
{
sc.MustGetString();
logcolor = V_GetColor (NULL, sc);
2016-03-01 15:47:10 +00:00
}
else
{
// Get first color
c = V_GetColor (NULL, sc);
2016-03-01 15:47:10 +00:00
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);
2016-03-01 15:47:10 +00:00
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)
2016-03-01 15:47:10 +00:00
{
return int(((const TranslationMap *)a)->Name) - int(((const TranslationMap *)b)->Name);
}
//==========================================================================
//
// V_FindFontColor
//
// Returns the color number for a particular named color range.
//
//==========================================================================
EColorRange V_FindFontColor (FName name)
{
int min = 0, max = TranslationLookup.Size() - 1;
while (min <= max)
{
unsigned int mid = (min + max) / 2;
const TranslationMap *probe = &TranslationLookup[mid];
if (probe->Name == name)
{
return EColorRange(probe->Number);
}
else if (probe->Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return CR_UNTRANSLATED;
}
//==========================================================================
//
// V_LogColorFromColorRange
//
// Returns the color to use for text in the startup/error log window.
//
//==========================================================================
PalEntry V_LogColorFromColorRange (EColorRange range)
{
if ((unsigned int)range >= TranslationColors.Size())
{ // Return default color
return DEFAULT_LOG_COLOR;
}
return TranslationColors[range];
}
//==========================================================================
//
// V_ParseFontColor
//
// Given a pointer to a color identifier (presumably just after a color
// escape character), return the color it identifies and advances
// color_value to just past it.
//
//==========================================================================
EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int boldcolor)
{
const BYTE *ch = color_value;
int newcolor = *ch++;
if (newcolor == '-') // Normal
{
newcolor = normalcolor;
}
else if (newcolor == '+') // Bold
{
newcolor = boldcolor;
}
else if (newcolor == '!') // Team chat
{
newcolor = PrintColors[PRINT_TEAMCHAT];
}
else if (newcolor == '*') // Chat
{
newcolor = PrintColors[PRINT_CHAT];
}
else if (newcolor == '[') // Named
{
const BYTE *namestart = ch;
while (*ch != ']' && *ch != '\0')
{
ch++;
}
FName rangename((const char *)namestart, int(ch - namestart), true);
if (*ch != '\0')
{
ch++;
}
newcolor = V_FindFontColor (rangename);
}
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
{
newcolor -= 'A';
}
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
{
newcolor -= 'a';
}
else // Incomplete!
{
color_value = ch - (*ch == '\0');
return CR_UNDEFINED;
}
color_value = ch;
return EColorRange(newcolor);
}
//==========================================================================
//
// V_InitFonts
//
//==========================================================================
void V_InitFonts()
{
V_InitCustomFonts ();
// load the heads-up font
if (!(SmallFont = FFont::FindFont("SmallFont")))
{
int i;
if ((i = Wads.CheckNumForName("SMALLFNT")) >= 0)
{
SmallFont = new FSingleLumpFont("SmallFont", i);
}
else if (Wads.CheckNumForName ("FONTA_S") >= 0)
{
SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1, -1);
SmallFont->SetCursor('[');
}
else
{
SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
}
if (!(SmallFont2 = FFont::FindFont("SmallFont2"))) // Only used by Strife
{
if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
{
SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
else
{
SmallFont2 = SmallFont;
}
}
if (!(BigFont = FFont::FindFont("BigFont")))
{
int lump = Wads.CheckNumForName("BIGFONT");
if (lump >= 0)
{
BigFont = new FSingleLumpFont("BigFont", lump);
}
else if (gameinfo.gametype & GAME_DoomChex)
{
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
}
else if (gameinfo.gametype == GAME_Strife)
{
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
}
else
{
lump = Wads.CheckNumForName("HBIGFONT");
if (lump >= 0)
{
BigFont = new FSingleLumpFont("BigFont", lump);
}
else
{
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1, -1);
}
}
}
if (!(ConFont = FFont::FindFont("ConsoleFont")))
{
ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
}
if (!(IntermissionFont = FFont::FindFont("IntermissionFont")))
{
if (gameinfo.gametype & GAME_DoomChex)
{
IntermissionFont = FFont::FindFont("IntermissionFont_Doom");
}
if (IntermissionFont == NULL)
{
IntermissionFont = BigFont;
}
}
}
void V_ClearFonts()
{
while (FFont::FirstFont != NULL)
{
delete FFont::FirstFont;
}
FFont::FirstFont = NULL;
SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = NULL;
}
void V_RetranslateFonts()
{
FFont *font = FFont::FirstFont;
while(font)
{
font->LoadTranslations();
font = font->Next;
}
}