Commit graph

16666 commits

Author SHA1 Message Date
Christoph Oelckers
9102fb86a5 - moved FSpecialFont to its own file. 2019-02-17 12:53:12 +01:00
Christoph Oelckers
1f0c01459a - split FSinglePicFont into its own file. 2019-02-17 12:29:08 +01:00
Christoph Oelckers
7f1f25d998 - split the FSingleLumpFont class into its own file. 2019-02-17 12:00:04 +01:00
Christoph Oelckers
9dfffb6697 - moved font code into a subdirectory. 2019-02-17 11:43:04 +01:00
Christoph Oelckers
d5977e1802 - set a kerning of -1 for both BigFonts. 2019-02-17 10:30:44 +01:00
Christoph Oelckers
78d0fa9269 - fixed Windows startup.
* the window class name was still ASCII, thanks to some totally pointless and ultimately dangerous type cast to LPCTSTR which rendered all type checks ineffective.
* use wWinMain instead of WinMain so that a Unicode argv gets created. For whatever reason, the ANSI startup leaves this variable empty.
* added a 'disablecrashlog' CCMD for Windows. It is a lot more useful with a debugger present to get the standard crash notification from the system which allows opening a debugger than the crash log and no option to open a debugger.
2019-02-17 10:10:41 +01:00
Christoph Oelckers
f512f29270 - fixed crash log display.
This still contained pieces where a multibyte string was passed through SendMessage and WM_SETTEXT. All these have been replaced with SetWindowTextW.
This commit also removes the never used crash log upload code and all associated assets because it is extremely unlikely that such a feature will ever be implemented.
2019-02-17 08:50:49 +01:00
Christoph Oelckers
d39a624942 - fixed the player name display.
This was broken by several small unicode-incompatible code fragments.
This commit also removes the input limit for the player name and the savegame description. With multibyte encoding, limiting them to a fixed length did not work right.
Currently these will just overflow the fields if the text becomes too long, this needs some additional work.
2019-02-16 22:57:02 +01:00
Christoph Oelckers
deb233677e - made the menu's text input handler Unicode capable.
Also make sure that the savegame description remains readable. Unlike in-game text this can be done without double-encoding existing UTF-8.
2019-02-16 21:29:46 +01:00
Christoph Oelckers
54cb16ad8e - made the chat input Unicode-capable.
Also changed this to use the console font because it is far better equipped with special characters than the small font.
2019-02-16 18:49:38 +01:00
Christoph Oelckers
d15e3391a0 Merge remote-tracking branch 'remotes/origin/master' into localization
# Conflicts:
#	src/v_font.cpp
2019-02-16 17:35:15 +01:00
Nemrtvi
f472592ec4 Fix offsets of all small caps characters
These new lumps are shifted downwards by 3 pixels so that they line up with the bottom part of the capital letters.
2019-02-16 17:18:38 +01:00
Rachael Alexanderson
0fc4640cc9 - fix building in 32 bit windows 2019-02-16 11:12:10 -05:00
Rachael Alexanderson
9f62289507 Merge branch 'master' of https://github.com/coelckers/gzdoom into localization 2019-02-16 10:50:49 -05:00
Christoph Oelckers
64685705d0 - made the console Unicode-capable.
This also necessitated some character remapping in the console font to move the Windows-1252 extra characters to their proper Unicode code points.
2019-02-16 13:05:19 +01:00
Christoph Oelckers
8018ebfab5 - use the Unicode version of Windows's clipboard functions. 2019-02-16 09:50:00 +01:00
Christoph Oelckers
b4d96aaef9 - made Windows backend parts of the console Unicode capable. 2019-02-15 22:05:26 +01:00
Christoph Oelckers
48f39f2fad - completed the BigUpper font. 2019-02-15 19:16:08 +01:00
Ne Mrtvi
0356c2fc67 New BIGFONT, uppercase and lowercase
Now that GZDoom supports uppercase and lowercase characters in the BIGFONT format, this commit actually adds those characters. It contains full support for both the English and Russian (minus the letter Ё) alphabets for both Doom and Strife. As for the existing punctuation graphic lumps in Strife, all extra space is removed, and the sprite offsets are adjusted instead.

This also adjusts the English language file so that all menu header texts utilize these new characters. As a tiny extra, it also adds the letter Ё to the Strife smallfont.

(Credits to Skulltag for the uppercase B, Amuscaria for the uppercase X and Z, and @jnechaevsky for all Russian characters, taken from Russian Doom!)
2019-02-15 19:00:19 +01:00
Christoph Oelckers
9fba9eee18 Merge branch 'localization' of https://github.com/coelckers/gzdoom into localization 2019-02-15 10:20:14 +01:00
Christoph Oelckers
c49665684b - fixed DHudMessageTypeOnFadeOut's character counter to be UTF-8 compatible.
This was reading the string by byte and not by character and could end up printing incomplete UTF-8 data.
2019-02-15 08:52:56 +01:00
Christoph Oelckers
340d7bce8d - added some character counting utilities to FString. 2019-02-15 08:51:41 +01:00
Christoph Oelckers
6e9b62a43e Merge branch 'master' into localization 2019-02-14 22:24:12 +01:00
Christoph Oelckers
868ac5adf8 - switched the Windows backend to use the Windows Unicode API.
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.

So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
2019-02-14 22:23:33 +01:00
Christoph Oelckers
5f574033b5 pass full Unicode characters to EV_GUI_Char for Linux and macOS.
The Linux backend looked like it didn't handle anything non-ASCII at all, but this all needs to be tested.
Windows will be a bit more work because it requires using the Unicode API for creating the main window.
2019-02-14 14:29:49 +01:00
Rachael Alexanderson
0d2a24876b - Remove "gitversion.h" from "version.h" - should result in faster compiles after a commit in Windows
- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
2019-02-13 21:34:44 -05:00
alexey.lysiuk
be6ce43045 - added ability to customize font of automap marks
Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx
2019-02-13 21:47:53 +01:00
Christoph Oelckers
914818cb88 - fixed run health clamping.
This didn't scale the move factors properly.
2019-02-13 20:12:13 +01:00
Christoph Oelckers
6ff6a6af00 - made gameaction read only
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
2019-02-13 14:59:55 +01:00
Christoph Oelckers
8efc3188b9 - fixed map name setup
This was broken when localization for Hexen was added.
2019-02-13 00:47:03 +01:00
Christoph Oelckers
ef050d700c - Fixed loading of folder based fonts and added a config lump per font.
This is done by putting a font.inf file into the folder.
Current options are "Kerning", "Scale", "FontHeight" and "SpaceWidth"
2019-02-13 00:02:39 +01:00
Christoph Oelckers
32f0e650fa - added Doom and Strife BigFont characters.
This isn't tested!
2019-02-12 20:56:08 +01:00
Christoph Oelckers
e526cebc8e Merge remote-tracking branch 'origin/master' into localization 2019-02-12 00:20:00 +01:00
Christoph Oelckers
0b8fb3ac1a - cleanup of font init to have less special cases
To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.

Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
2019-02-12 00:19:44 +01:00
alexey.lysiuk
eaf0ac1f7b - added compatibility entries for maps affected by buggy CheckSwitchRange behavior 2019-02-11 17:57:03 +01:00
alexey.lysiuk
d4d010ac32 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
fe981c68d3 - changed font loader to detect fonts in folders and to find all default fonts in folders. 2019-02-11 01:58:51 +01:00
Christoph Oelckers
e4690b4cd8 - exported all Hexen map names and intermission texts to the language table.
As IWAD content this is in zd_extra.pk3.
2019-02-11 01:33:09 +01:00
Christoph Oelckers
6d19374ae8 Only replace Strife dialogue content if the default strings from zd_extra.pk3 are present.
If not, use the dialogue file's content directly.
2019-02-11 00:46:13 +01:00
Christoph Oelckers
3a440a5fa7 - moved the displayed text in strfhelp.o to the string table. 2019-02-11 00:43:57 +01:00
Christoph Oelckers
4bacde36c0 - moved Strife's map names to the string table. 2019-02-11 00:27:08 +01:00
Christoph Oelckers
af5a2fe522 - removed the ActiveSequences counter.
It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.
2019-02-10 20:30:40 +01:00
Christoph Oelckers
072018bda2 - cleaned up .gitignore.
This still contained a lot of data from the pre-CMake build setup for Windows. None of these paths is relevant anymore.
2019-02-10 14:12:06 +01:00
Christoph Oelckers
5e6a96d021 - fixed path of texture directory. 2019-02-10 14:08:27 +01:00
Christoph Oelckers
afc17d6bcc - removed $ from string label. 2019-02-10 13:59:26 +01:00
Christoph Oelckers
dab7d37a02 - use proper casing for the game texts so that they can also work with a complete font. 2019-02-10 10:21:51 +01:00
Christoph Oelckers
993a16787c - removed the special exception for those weird "No..." messages and moved the only one that isn't garbage to the language lump. 2019-02-10 09:59:05 +01:00
Christoph Oelckers
9af171f308 - re-added the existing characters of the Raven font for Hexen and fixed the palette for the Cyrillic ones.
These were identical with the Heretic versions.
2019-02-09 23:57:05 +01:00
Sasha Red
c51ae7523f Added Russian Unicode alphabet for Hexen, Heretic, and Strife
The BIGFONT system works in both Heretic and Hexen; however, as Doom and Strife still depend on a lump format, they lack it.

(Also renamed the “game-raven” directory to “game-heretic”—the lumps in that folder are made for the Heretic palette, and become riddled with artifacts when loaded in Hexen).
2019-02-09 21:59:25 +01:00
Christoph Oelckers
e57b16b9e7 - exported the character names of Strife's dialogues. 2019-02-09 13:15:30 +01:00