/* ** v_font.cpp ** Font management ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 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. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include #include #include #include #include #include "templates.h" #include "doomtype.h" #include "m_swap.h" #include "v_font.h" #include "v_video.h" #include "w_wad.h" #include "r_data.h" #include "i_system.h" #include "gi.h" #include "cmdlib.h" #include "sc_man.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // 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; }; // This is a font character that loads a texture and recolors it. class FFontChar1 : public FTexture { public: FFontChar1 (int sourcelump, const BYTE *sourceremap); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); 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, const BYTE *sourceremap, int sourcepos, int width, int height); ~FFontChar2 (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); protected: int SourceLump; int SourcePos; BYTE *Pixels; Span **Spans; const BYTE *SourceRemap; void MakeTexture (); }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static int STACK_ARGS TranslationMapCompare (const void *a, const void *b); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- FFont *FFont::FirstFont = NULL; int NumTextColors; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static const byte myislower[256] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0 }; static TArray TranslationParms[2]; static TArray TranslationLookup; // CODE -------------------------------------------------------------------- //========================================================================== // // SerializeFFontPtr // //========================================================================== FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font) { if (arc.IsStoring ()) { arc << font->Name; } else { char *name = NULL; arc << name; font = FFont::FindFont (name); if (font == NULL) { int lump = Wads.CheckNumForName (name); if (lump != -1) { char head[3]; { FWadLump lumpy = Wads.OpenLumpNum (lump); lumpy.Read (head, 3); } if (head[0] == 'F' && head[1] == 'O' && head[2] == 'N') { font = new FSingleLumpFont (name, lump); } } if (font == NULL) { int picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any); if (picnum <= 0) { picnum = TexMan.AddPatch (name); } if (picnum > 0) { font = new FSingleLumpFont (name, -1); } } if (font == NULL) { Printf ("Could not load font %s\n", name); font = SmallFont; } } delete[] name; } return arc; } //========================================================================== // // FFont :: FFont // // Loads a multi-texture font. // //========================================================================== FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start) { int i, lump; char buffer[12]; int *charlumps; byte usedcolors[256], identity[256]; double *luminosity; int maxyoffs; bool doomtemplate = gameinfo.gametype == GAME_Doom ? strncmp (nametemplate, "STCFN", 5) == 0 : false; Chars = new CharData[count]; charlumps = new int[count]; PatchRemap = new BYTE[256]; Ranges = NULL; FirstChar = first; LastChar = first + count - 1; FontHeight = 0; GlobalKerning = false; memset (usedcolors, 0, 256); Name = copystring (name); Next = FirstFont; FirstFont = this; maxyoffs = 0; for (i = 0; i < count; i++) { sprintf (buffer, nametemplate, i + start); lump = Wads.CheckNumForName (buffer, ns_graphics); if (doomtemplate && lump >= 0 && i + start == 121) { // HACKHACK: Don't load STCFN121 in doom(2), because // it's not really a lower-case 'y' but an upper-case 'I'. // Because a lot of wads with their own font seem to foolishly // copy STCFN121 and make it an 'I' themselves, wads must // provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load. if (Wads.CheckNumForName ("STCFN120", ns_graphics) == -1 || Wads.CheckNumForName ("STCFN122", ns_graphics) == -1) { lump = -1; } } charlumps[i] = lump; if (lump >= 0) { FTexture *pic = TexMan[TexMan.AddPatch (buffer)]; int height = pic->GetHeight(); int yoffs = pic->TopOffset; if (yoffs > maxyoffs) { maxyoffs = yoffs; } height += abs (yoffs); if (height > FontHeight) { FontHeight = height; } RecordTextureColors (pic, usedcolors); } } ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity); for (i = 0; i < count; i++) { if (charlumps[i] >= 0) { Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap); } else { Chars[i].Pic = NULL; } } if ('N'-first>=0 && 'N'-firstGetWidth() + 1) / 2; } else { SpaceWidth = 4; } BuildTranslations (luminosity, identity, &TranslationParms[0][0]); delete[] luminosity; 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 (Ranges) { delete[] Ranges; Ranges = 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 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. // //========================================================================== void FFont::BuildTranslations (const double *luminosity, const BYTE *identity, const void *ranges) { int i, j; const TranslationParm *parmstart = (const TranslationParm *)ranges; BYTE *range; range = Ranges = new byte[NumTextColors * ActiveColors]; // Create different translations for different color ranges for (i = 0; i < NumTextColors; i++) { if (i == CR_UNTRANSLATED) { if (identity != NULL) { memcpy (range, identity, ActiveColors); } else { memcpy (range, Ranges, ActiveColors); } range += ActiveColors; continue; } assert(parmstart->RangeStart >= 0); *range++ = 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 *range++ = ColorMatcher.Pick (r, g, b); } // Advance to the next color range. while (parmstart[1].RangeStart > parmstart[0].RangeEnd) { parmstart++; } parmstart++; } } //========================================================================== // // FFont :: GetColorTranslation // //========================================================================== byte *FFont::GetColorTranslation (EColorRange range) const { if (ActiveColors == 0) return NULL; else if (range >= NumTextColors) range = CR_UNTRANSLATED; return Ranges + ActiveColors * range; } //========================================================================== // // FFont :: GetChar // //========================================================================== FTexture *FFont::GetChar (int code, int *const width) const { if (code < FirstChar || code > LastChar || Chars[code - FirstChar].Pic == NULL) { if (myislower[code]) { code -= 32; if (code < FirstChar || code > LastChar || Chars[code - FirstChar].Pic == NULL) { *width = SpaceWidth; return NULL; } } else { *width = SpaceWidth; return NULL; } } code -= FirstChar; *width = Chars[code].Pic->GetWidth(); return Chars[code].Pic; } //========================================================================== // // FFont :: GetCharWidth // //========================================================================== int FFont::GetCharWidth (int code) const { if (code < FirstChar || code > LastChar || Chars[code - FirstChar].Pic == NULL) { if (myislower[code]) { code -= 32; if (code < FirstChar || code > LastChar || Chars[code - FirstChar].Pic == NULL) { return SpaceWidth; } } else { return SpaceWidth; } } return Chars[code - FirstChar].Pic->GetWidth(); } //========================================================================== // // FFont :: FFont - default constructor // //========================================================================== FFont::FFont () { Chars = NULL; Ranges = NULL; PatchRemap = NULL; Name = NULL; } //========================================================================== // // FSingleLumpFont :: FSingleLumpFont // // Loads a FON1 or FON2 font resource or a single texture. // //========================================================================== FSingleLumpFont::FSingleLumpFont (const char *name, int lump) { Name = copystring (name); // If lump is -1, then the font name is really a texture name, so // the font should be a redirect to the texture. // If lump is >= 0, then the font is really a font. if (lump < 0) { int picnum = TexMan.CheckForTexture (name, FTexture::TEX_Any); if (picnum > 0) { CreateFontFromPic (picnum); } else { I_FatalError ("%s is not a font or texture", name); } } else { FMemLump data1 = Wads.ReadLump (lump); const BYTE *data = (const BYTE *)data1.GetMem(); 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 (int 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 :: LoadFON1 // // FON1 is used for the console font. // //========================================================================== void FSingleLumpFont::LoadFON1 (int lump, const BYTE *data) { double luminosity[256]; int w, h; Chars = new CharData[256]; w = data[4] + data[5]*256; h = data[6] + data[7]*256; FontHeight = h; SpaceWidth = w; FirstChar = 0; LastChar = 255; GlobalKerning = 0; PatchRemap = new BYTE[256]; CheckFON1Chars (lump, data, luminosity); BuildTranslations (luminosity, NULL, &TranslationParms[1][0]); } //========================================================================== // // 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; BYTE identity[256]; double luminosity[256]; WORD *widths; const BYTE *palette; const BYTE *data_p; FontHeight = data[4] + data[5]*256; FirstChar = data[6]; LastChar = data[7]; ActiveColors = data[10]; Ranges = NULL; count = LastChar - FirstChar + 1; Chars = new CharData[count]; widths2 = new int[count]; if (data[11] & 1) { GlobalKerning = LittleShort(*(SWORD *)&data[12]); widths = (WORD *)(data + 14); } else { GlobalKerning = 0; widths = (WORD *)(data + 12); } totalwidth = 0; if (data[8]) { totalwidth = LittleShort(widths[0]); for (i = 0; i < count; ++i) { widths2[i] = totalwidth; } totalwidth *= count; palette = (BYTE *)&widths[1]; } else { 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); } FixupPalette (identity, luminosity, palette, data[9] == 0); data_p = palette + (ActiveColors+1)*3; for (i = 0; i < count; ++i) { int destSize = widths2[i] * FontHeight; if (destSize <= 0) { Chars[i].Pic = NULL; } else { Chars[i].Pic = new FFontChar2 (lump, NULL, 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); } } BuildTranslations (luminosity, identity, &TranslationParms[0][0]); delete[] widths2; } //========================================================================== // // 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 (int lump, const BYTE *data, double *luminosity) { 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; Chars[i].Pic = new FFontChar2 (lump, PatchRemap, data_p - data, SpaceWidth, FontHeight); // 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) { 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) { int r = palette[0]; int g = palette[1]; int b = palette[2]; double lum = r*0.299 + g*0.587 + b*0.114; palette += 3; identity[i] = ColorMatcher.Pick (r, g, b); luminosity[i] = lum; if (lum > maxlum) maxlum = lum; if (lum < minlum) minlum = lum; } 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; } } //========================================================================== // // FFontChar1 :: FFontChar1 // // Used by fonts made from textures. // //========================================================================== FFontChar1::FFontChar1 (int sourcelump, const BYTE *sourceremap) : SourceRemap (sourceremap) { UseType = FTexture::TEX_FontChar; Wads.GetLumpName(Name, sourcelump); Name[8] = 0; BaseTexture = TexMan[Name]; // it has already been added! Name[0] = 0; // Make this texture unnamed // now copy all the properties from the base texture Width = BaseTexture->GetWidth(); Height = BaseTexture->GetHeight(); TopOffset = BaseTexture->TopOffset; LeftOffset = BaseTexture->LeftOffset; WidthBits = BaseTexture->WidthBits; HeightBits = BaseTexture->HeightBits; ScaleX = BaseTexture->ScaleX; ScaleY = BaseTexture->ScaleY; WidthMask = (1 << WidthBits) - 1; 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(); 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 :: 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, const BYTE *sourceremap, int sourcepos, int width, int height) : SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0), SourceRemap(sourceremap) { UseType = TEX_FontChar; Width = width; Height = height; TopOffset = 0; LeftOffset = 0; 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) { *spans_out = Spans[column]; } return Pixels + column*Height; } //========================================================================== // // FFontChar2 :: MakeTexture // //========================================================================== void FFontChar2::MakeTexture () { FWadLump lump = Wads.OpenLumpNum (SourceLump); int destSize = Width * Height; BYTE max = 255; // This is to "fix" bad fonts { BYTE buff[8]; lump.Read (buff, 4); if (buff[3] == '2') { lump.Read (buff, 7); max = buff[6]; lump.Seek (SourcePos - 11, SEEK_CUR); } 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; for (int y = Height; y != 0; --y) { for (int x = Width; x != 0; ) { if (runlen != 0) { BYTE color; lump >> color; *dest_p = MIN (color, max); if (SourceRemap != NULL) { *dest_p = SourceRemap[*dest_p]; } 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; } if (destSize < 0) { char name[9]; Wads.GetLumpName (name, SourceLump); name[8] = 0; I_FatalError ("The font %s is corrupt", name); } if (Spans == NULL) { Spans = CreateSpans (Pixels); } } //=========================================================================== // // 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, int *lumplist, const bool *notranslate); }; //========================================================================== // // FSpecialFont :: FSpecialFont // //========================================================================== FSpecialFont::FSpecialFont (const char *name, int first, int count, int *lumplist, const bool *notranslate) { int i, j, lump; char buffer[12]; int *charlumps; byte usedcolors[256], identity[256]; double *luminosity; int maxyoffs; int TotalColors; Name=copystring(name); Chars = new CharData[count]; charlumps = new int[count]; PatchRemap = new BYTE[256]; Ranges = NULL; FirstChar = first; LastChar = first + count - 1; FontHeight = 0; GlobalKerning = false; memset (usedcolors, 0, 256); Next = FirstFont; FirstFont = this; maxyoffs = 0; for (i = 0; i < count; i++) { lump = charlumps[i] = lumplist[i]; if (lump >= 0) { Wads.GetLumpName(buffer, lump); FTexture *pic = TexMan[TexMan.AddPatch (buffer)]; int height = pic->GetHeight(); int yoffs = pic->TopOffset; if (yoffs > maxyoffs) { maxyoffs = yoffs; } height += abs (yoffs); if (height > FontHeight) { FontHeight = height; } 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 (charlumps[i] >= 0) { Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap); } else { Chars[i].Pic = NULL; } } // Special fonts normally don't have all characters so be careful here! if ('N'-first>=0 && 'N'-firstGetWidth() + 1) / 2; } else { SpaceWidth = 4; } BuildTranslations (luminosity, identity, &TranslationParms[0][0]); // add the untranslated colors to the Ranges table if (ActiveColors < TotalColors) { int factor = 1; byte *oldranges = Ranges; Ranges = new byte[NumTextColors * TotalColors * factor]; for (i = 0; i < CR_UNTRANSLATED; i++) { memcpy (&Ranges[i * TotalColors * factor], &oldranges[i * ActiveColors * factor], ActiveColors * factor); for (j = ActiveColors; j < TotalColors; j++) { Ranges[TotalColors*i + j] = identity[j]; } } delete[] oldranges; } ActiveColors = TotalColors; delete[] luminosity; delete[] charlumps; } //========================================================================== // // V_InitCustomFonts // // Initialize a list of custom multipatch fonts // //========================================================================== void V_InitCustomFonts() { int lumplist[256]; bool notranslate[256]; char namebuffer[16], templatebuf[16]; int adder=0; int i; int llump,lastlump=0; int format; int start; int first; int count; while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1) { SC_OpenLumpNum (llump, "FONTDEFS"); while (SC_GetString()) { memset (lumplist, -1, sizeof(lumplist)); memset (notranslate, 0, sizeof(notranslate)); strncpy (namebuffer, sc_String, 15); namebuffer[15] = 0; format = 0; start = 33; first = 33; count = 223; SC_MustGetStringName ("{"); while (!SC_CheckString ("}")) { SC_MustGetString(); if (SC_Compare ("TEMPLATE")) { if (format == 2) goto wrong; SC_MustGetString(); strncpy (templatebuf, sc_String, 16); templatebuf[15] = 0; 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 ("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; int *p = &lumplist[*(unsigned char*)sc_String]; SC_MustGetString(); *p = Wads.CheckNumForName (sc_String); format=2; } } if (format==1) { new FFont (namebuffer, templatebuf, first, count, start); } else if (format==2) { for (i = 0; i < 256; i++) { if (lumplist[i] != -1) { first = i; break; } } for (i = 255; i >= 0; i--) { if (lumplist[i] != -1) { count = i - first + 1; break; } } if (count>0) { new FSpecialFont (namebuffer, first, count, &lumplist[first], notranslate); } } else goto wrong; } SC_Close (); } return; wrong: SC_ScriptError ("Invalid combination of properties in font '%s'", namebuffer); } //========================================================================== // // V_InitFontColors // // Reads the list of color translation definitions into memory. // //========================================================================== void V_InitFontColors () { struct TempParmInfo { unsigned int StartParm[2]; unsigned int ParmLen[2]; int Index; }; struct TempColorInfo { FName Name; unsigned int ParmInfo; }; TArray names; int lump, lastlump = 0; TranslationParm tparm; TArray parms; TArray parminfo; TArray colorinfo; int c, parmchoice; TempParmInfo info; TempColorInfo cinfo; unsigned int i, j; int k, index; info.Index = -1; while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1) { SC_OpenLumpNum (lump, "textcolors.txt"); while (SC_GetString()) { names.Clear(); // 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 { // 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; break; } } if (j == colorinfo.Size()) { cinfo.Name = names[i]; colorinfo.Push (cinfo); } } } SC_Close (); } // 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]); } } 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; }