qzdoom/src/v_font.cpp

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/*
** 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.
**---------------------------------------------------------------------------
**
*/
#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 "r_data.h"
#include "i_system.h"
#include "gi.h"
#include "cmdlib.h"
#include "sc_man.h"
// 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
};
// 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, 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;
void MakeTexture ();
};
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
};
FFont *FFont::FirstFont = NULL;
#if defined(_MSC_VER) && _MSC_VER < 1310
template<> FArchive &operator<< (FArchive &arc, FFont* &font)
#else
FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
#endif
{
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 (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'-first<count && Chars['N' - first].Pic)
{
SpaceWidth = (Chars['N' - first].Pic->GetWidth() + 1) / 2;
}
else
{
SpaceWidth = 4;
}
BuildTranslations (luminosity, identity);
delete[] luminosity;
delete[] charlumps;
}
FFont::~FFont ()
{
if (Chars)
{
int count = LastChar - FirstChar + 1;
for (int i = 0; i < count; ++i)
{
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
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;
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
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 *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;
}
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++;
}
}
}
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;
}
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;
2006-04-11 16:27:41 +00:00
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);
2006-04-11 16:27:41 +00:00
for (i = 1; i < j; i++)
{
(*luminosity)[i] = ((*luminosity)[i] - min) * diver;
}
return j;
}
// Build translations for most text in the game. The console font uses
// BuildTranslations2, which fades to white.
void FFont::BuildTranslations (const double *luminosity, const BYTE *identity)
{
static const TranslationParm transParm[NUM_TEXT_COLORS][3] =
{
{ { 0, 256, { 71, 0, 0 }, { 255, 184, 184 } } }, // CR_BRICK
{ { 0, 256, { 51, 43, 19 }, { 255, 235, 223 } } }, // CR_TAN
{ { 0, 256, { 39, 39, 39 }, { 239, 239, 239 } } }, // CR_GRAY
{ { 0, 256, { 11, 23, 7 }, { 119, 255, 111 } } }, // CR_GREEN
{ { 0, 256, { 83, 63, 47 }, { 191, 167, 143 } } }, // CR_BROWN
{ { 0, 256, { 115, 43, 0 }, { 255, 255, 115 } } }, // CR_GOLD
{ { 0, 256, { 63, 0, 0 }, { 255, 0, 0 } } }, // CR_RED
{ { 0, 256, { 0, 0, 39 }, { 0, 0, 255 } } }, // CR_BLUE
{ { 0, 256, { 32, 0, 0 }, { 255, 128, 0 } } }, // CR_ORANGE
{ { 0, 256, { 36, 36, 36 }, { 255, 255, 255 } } }, // CR_WHITE
{ { 0, 64, { 39, 39, 39 }, { 81, 81, 81 } }, // CR_YELLOW
{ 80, 192, { 134, 83, 24 }, { 235, 159, 24 } },
{ 208, 256, { 243, 168, 42 }, { 252, 208, 67 } } },
{}, // CR_UNTRANSLATED
{ { 0, 256, { 19, 19, 19 }, { 80, 80, 80 } } }, // CR_BLACK
{ { 0, 256, { 0, 0, 115 }, { 180, 180, 255 } } }, // CR_LIGHTBLUE
{ { 0, 256, { 207, 131, 83 }, { 255, 215, 187 } } }, // CR_CREAM
{ { 0, 256, { 47, 55, 31 }, { 123, 127, 80 } } }, // CR_OLIVE
{ { 0, 256, { 11, 23, 7 }, { 67, 147, 55 } } }, // CR_DARKGREEN
{ { 0, 256, { 43, 0, 0 }, { 175, 43, 43 } } }, // CR_DARKRED
{ { 0, 256, { 31, 23, 11 }, { 163, 107, 63 } } }, // CR_DARKBROWN
{ { 0, 256, { 35, 0, 35 }, { 207, 0, 207 } } }, // CR_PURPLE
{ { 0, 256, { 35, 35, 35 }, { 139, 139, 139 } } }, // CR_DARKGRAY
};
int i, j, k;
BYTE *range;
range = Ranges = new byte[NUM_TEXT_COLORS * ActiveColors];
// Create different translations for different color ranges
for (i = 0; i < NUM_TEXT_COLORS; i++)
{
if (i == CR_UNTRANSLATED)
{
memcpy (range, identity, ActiveColors);
range += ActiveColors;
continue;
}
*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 = &transParm[i][0];
for (k = 0; k < 2; ++k, ++parms)
{
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
}
// 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);
}
}
}
byte *FFont::GetColorTranslation (EColorRange range) const
{
if (ActiveColors == 0)
return NULL;
else if (range < NUM_TEXT_COLORS)
return Ranges + ActiveColors * range;
else
return Ranges + ActiveColors * CR_UNTRANSLATED;
}
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;
}
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 ()
{
Chars = NULL;
Ranges = NULL;
PatchRemap = NULL;
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
Name = NULL;
}
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;
}
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;
}
void FSingleLumpFont::LoadFON1 (int lump, const BYTE *data)
{
const BYTE *data_p;
int w, h, i;
Chars = new CharData[256];
w = data[4] + data[5]*256;
h = data[6] + data[7]*256;
FontHeight = h;
SpaceWidth = w;
ActiveColors = 255;
FirstChar = 0;
LastChar = 255;
GlobalKerning = 0;
BuildTranslations2 ();
data_p = data + 8;
for (i = 0; i < 256; i++)
{
int destSize = w*h;
Chars[i].Pic = new FFontChar2 (lump, data_p - data, w, h);
// Advance to next char's data
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);
}
}
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, 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);
delete[] widths2;
}
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;
}
}
void FSingleLumpFont::BuildTranslations2 ()
{
// Create different translations for different color ranges
// These are not the same as FFont::BuildTranslations()
// These translations are used by the console font.
// The bottom half of the character's palette uses a darker range.
static const BYTE transParmLo[NUM_TEXT_COLORS][2][3] =
{
{ { 71, 0, 0 }, { 163, 92, 92 } }, // CR_BRICK
{ { 51, 43, 19 }, { 153, 139, 121 } }, // CR_TAN
{ { 39, 39, 39 }, { 139, 139, 139 } }, // CR_GRAY
{ { 0, 0, 0 }, { 0, 127, 0 } }, // CR_GREEN
{ { 0, 0, 0 }, { 127, 64, 0 } }, // CR_BROWN
{ { 0, 0, 0 }, { 127, 192, 64 } }, // CR_GOLD
{ { 0, 0, 0 }, { 127, 0, 0 } }, // CR_RED
{ { 0, 0, 0 }, { 0, 0, 127 } }, // CR_BLUE
{ { 32, 0, 0 }, { 144, 64, 0 } }, // CR_ORANGE
{ { 0, 0, 0 }, { 127, 127, 127 } }, // CR_WHITE
{ { 0, 0, 0 }, { 127, 127, 0 } }, // CR_YELLOW
{}, // CR_UNTRANSLATED
{ { 0, 0, 0 }, { 50, 50, 50 } }, // CR_BLACK
{ { 0, 0, 60 }, { 80, 80, 255 } }, // CR_LIGHTBLUE
{ { 43, 35, 15 }, { 191, 123, 75 } }, // CR_CREAM
{ { 55, 63, 39 }, { 123, 127, 99 } }, // CR_OLIVE
{ { 0, 0, 0 }, { 0, 88, 0 } }, // CR_DARKGREEN
{ { 0, 0, 0 }, { 115, 0, 0 } }, // CR_DARKRED
{ { 43, 35, 15 }, { 119, 48, 0 } }, // CR_DARKBROWN
{ { 0, 0, 0 }, { 159, 0, 155 } }, // CR_PURPLE
{ { 0, 0, 0 }, { 100, 100, 100 } }, // CR_DARKGRAY
};
// And the top half of the character's palette uses a lighter range that
// generally fades to white.
static const BYTE transParmHi[NUM_TEXT_COLORS][2][3] =
{
{ { 128, 0, 0 }, { 255, 254, 254 } }, // CR_BRICK
{ { 153, 139, 121 }, { 255, 255, 255 } }, // CR_TAN
{ { 80, 80, 80 }, { 255, 255, 255 } }, // CR_GRAY
{ { 0, 255, 0 }, { 254, 255, 254 } }, // CR_GREEN
{ { 67, 47, 31 }, { 255, 231, 207 } }, // CR_BROWN
{ { 223, 191, 0 }, { 223, 255, 254 } }, // CR_GOLD
{ { 255, 0, 0 }, { 255, 254, 254 } }, // CR_RED
{ { 64, 64, 255 }, { 222, 222, 255 } }, // CR_BLUE
{ { 255, 127, 0 }, { 255, 254, 254 } }, // CR_ORANGE
{ { 128, 128, 128 }, { 255, 255, 255 } }, // CR_WHITE
{ { 255, 255, 0 }, { 255, 255, 255 } }, // CR_YELLOW
{}, // CR_UNTRANSLATED
{ { 10, 10, 10 }, { 80, 80, 80 } }, // CR_BLACK
{ { 128, 128, 255 }, { 255, 255, 255 } }, // CR_LIGHTBLUE
{ { 255, 179, 131 }, { 255, 255, 255 } }, // CR_CREAM
{ { 103, 107, 79 }, { 209, 216, 168 } }, // CR_OLIVE
{ { 0, 140, 0 }, { 220, 255, 220 } }, // CR_DARKGREEN
{ { 128, 0, 0 }, { 255, 220, 220 } }, // CR_DARKRED
{ { 115, 87, 67 }, { 247, 189, 88 } }, // CR_DARKBROWN
{ { 255, 0, 255 }, { 255, 255, 255 } }, // CR_PURPLE
{ { 64, 64, 64 }, { 180, 180, 180 } }, // CR_DARKGRAY
};
assert (ActiveColors == 255);
byte *range;
range = Ranges = new byte[NUM_TEXT_COLORS * ActiveColors];
int i, j, r, g, b;
for (i = 0; i < NUM_TEXT_COLORS; i++)
{
const BYTE (*parm)[3];
if (i == CR_UNTRANSLATED)
{
memcpy (range, Ranges + CR_WHITE * ActiveColors, ActiveColors);
range += ActiveColors;
continue;
}
parm = &transParmLo[i][0];
for (j = 0; j < 127; j++)
{
r = parm[0][0] + (parm[1][0] - parm[0][0]) * j / 126;
g = parm[0][1] + (parm[1][1] - parm[0][1]) * j / 126;
b = parm[0][2] + (parm[1][2] - parm[0][2]) * j / 126;
*range++ = ColorMatcher.Pick (r, g, b);
}
parm = &transParmHi[i][0];
for (j = 0; j < 128; j++)
{
r = parm[0][0] + (parm[1][0] - parm[0][0]) * j / 127;
g = parm[0][1] + (parm[1][1] - parm[0][1]) * j / 127;
b = parm[0][2] + (parm[1][2] - parm[0][2]) * j / 127;
*range++ = ColorMatcher.Pick (r, g, b);
}
}
}
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;
}
const BYTE *FFontChar1::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
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]];
}
}
const BYTE *FFontChar1::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
BaseTexture->GetColumn(column, spans_out);
return Pixels + column*Height;
}
void FFontChar1::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
FFontChar1::~FFontChar1 ()
{
Unload ();
}
FFontChar2::FFontChar2 (int sourcelump, int sourcepos, int width, int height)
: SourceLump (sourcelump), SourcePos (sourcepos), Pixels (0), Spans (0)
{
UseType = TEX_FontChar;
Width = width;
Height = height;
TopOffset = 0;
LeftOffset = 0;
CalcBitSize ();
}
FFontChar2::~FFontChar2 ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
void FFontChar2::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FFontChar2::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
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;
}
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);
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);
}
}
}
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 (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'-first<count && Chars['N' - first].Pic)
{
SpaceWidth = (Chars['N' - first].Pic->GetWidth() + 1) / 2;
}
else
{
SpaceWidth = 4;
}
BuildTranslations (luminosity, identity);
// add the untranslated colors to the Ranges table
if (ActiveColors < TotalColors)
{
int factor = 1;
byte *oldranges = Ranges;
Ranges = new byte[NUM_TEXT_COLORS * 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;
}
//===========================================================================
//
// 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;
2006-04-23 09:02:19 +00:00
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);
}