Commit graph

16614 commits

Author SHA1 Message Date
Christoph Oelckers
e06aa28620 - fixed the usedcolor array's base type.
The usedcolors array which counts the number of pixels in a given color in a font used bytes as storage, so any color that just happened to have a count that is a multiple of 256 the color was considered not present.
2019-02-22 18:19:26 +01:00
Christoph Oelckers
3d4b5ae8a3 - small font update. 2019-02-21 18:59:32 +01:00
Nemrtvi
7060f9cc05 Add language menu to Options
In this menu, all languages supported by GZDoom are selectable with one simple click! Credits to @PROPHESSOR for making it!

(This only edits the English and French languages because they are the only languages currently up to date with GZDoom’s development. A Russian translation will follow suit at a later date.)
2019-02-21 17:54:13 +01:00
Nemrtvi
e49a5fdb61 Improved BIGFONT
• Ä: fix shading at the top
• Å: reduce height
• Æ: improve blending between the two glyphs
• Ç: shorten cedilla
• Ê: fix outline color
• Ð: thicken lines and conjoin them with the letter
• Ø: recolor the center of the slash in the lowercase glyph
• Þ: improve shading, condense lowercase glyph
• Ђ: round edges slightly
• Љ: improve blending between the two glyphs
• Њ: improve blending between the two glyphs
• Ћ: improve shading
• Ќ: heighten accent position
• Џ: widen tail

Also overhauls the punctuation, which now completely fits both the Bigfont and the BigUpper font! Big thanks to Jimmy for a huge amount of support!
2019-02-21 17:53:30 +01:00
Christoph Oelckers
2eb312e041 - added a kerning option to FONTDEFS 2019-02-21 01:02:42 +01:00
Christoph Oelckers
2907ba69a0 - implemented OkForLocalization 2019-02-21 00:56:03 +01:00
Christoph Oelckers
48fcdacf06 - more work on graphics substitutiion
* added a CVAR that sets how localizable graphics need to be dealt with.
* pass the substitution string to OkForLocalization so that proper checks can be performed.
* increased item spacing on Doom's list menus to 18 from 16 pixels, because otherwise the diacritic letters would not fit. 20 would have been more ideal but 18 was the limit without compromising its visual style
* added a second text-only main menu because here the spacing cannot be changed. Doing so would render any single-patch main menu non-functional. So here the rules are that if substitution takes place, it will swap out the entire menu class.
* fixed some issues with the summary screen's "entering" and "finished" graphics.
2019-02-21 00:35:27 +01:00
Christoph Oelckers
a0c10df387 - made some adjustments so that the BigFont works as intended.
The auto-calculated height of 24 is too tall, this requires a manual setting here. Also fix the space calculations for the "finished" graphic.
2019-02-21 01:13:42 +01:00
Christoph Oelckers
22781e3cb9 - BigFont update. 2019-02-21 00:43:58 +01:00
Christoph Oelckers
f580d85da6 - fixed typo in menu texts. 2019-02-21 00:24:09 +01:00
Christoph Oelckers
7ea2f135df - did not save the latest changes. 2019-02-21 00:23:49 +01:00
Christoph Oelckers
8bdbd2e915 - fixed layout of summary screen. 2019-02-21 00:16:48 +01:00
Christoph Oelckers
6a742f8d34 - changed all places which used a localized string as a format template for printf, String.Format et.al.
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
2019-02-20 20:20:06 +01:00
Christoph Oelckers
15eb57e00d - finalized graphics substitution feature. 2019-02-20 19:40:17 +01:00
Christoph Oelckers
ecb1c2ee4a - initialize the language right after reading the strings. 2019-02-20 19:30:39 +01:00
Christoph Oelckers
0e449405a4 - fixed string checks in dialogue loader. 2019-02-20 19:12:32 +01:00
Christoph Oelckers
d2ac77e721 - fixed reading of exit text replacements and display of intermission text screens for Unicode. 2019-02-20 19:04:34 +01:00
Christoph Oelckers
74f5211046 - fixed accidental commit of incomplete test code. 2019-02-20 18:54:29 +01:00
Christoph Oelckers
64dc582fbe - reworked texture lookup for localized textures 2019-02-20 00:52:31 +01:00
Christoph Oelckers
a6a091c83a - reworked summary screen to use consistent contents, either all patches or all text but not mixed 2019-02-20 00:44:17 +01:00
Christoph Oelckers
9f59a84a37 - allow text substitution for StaticPatch items in ListMenus 2019-02-20 00:43:31 +01:00
Christoph Oelckers
8587f253a8 - fixed a typo 2019-02-20 00:43:06 +01:00
Christoph Oelckers
4eb8b53d95 - enforce that localized graphics need to be the same size as the one they replace.
This is one of those things where the work needed to make it robust stands in no relation to the gain.
This simply isn't worth the hassle of going through the entire code and fixing every single use of the 2D texture drawing functions.

Unfortunately this means that the graphics items for the menu cannot be replaced this way because their size will most likely differ, but considering that the only candidates for this are the contents of Doom's main menu, the episode menu, the skill menu and the single player summary screen, it's simply not worth it.

In all these cases the IWAD contents can just as easily be replaced with text and user mods which want to offer localized menus will have to work within the confines of the system, e.g. making sure that all menu items are designed to have proper size for substitution to work or by requesting text based menus, which will be added as a modding feature later.
2019-02-20 00:42:02 +01:00
Christoph Oelckers
5f25fbb2e3 - added support for localized texture replacements
This reads the textures and builds the data tables, but doesn´t use the textures yet.
A bit more work is needed first.
2019-02-20 00:22:00 +01:00
Christoph Oelckers
5e288ef2d4 - fixed: Doom used Chex Quest's default settings for menu fonts. 2019-02-20 00:01:20 +01:00
Christoph Oelckers
c13e496107 - a bit of text cleanuo. Removed some unused strings and moved a few not-to-be-translated ones to language.def. 2019-02-19 23:18:46 +01:00
Christoph Oelckers
6b8303ed05 - moved the lump/resource names in the string table to their own file and removed them from other language files.
These are neither supposed to be translated nor overridden by other language tables.
Doing so may break later Dehacked refactorings.
2019-02-19 21:47:54 +01:00
Christoph Oelckers
5e7fb16d05 - preparation work for substituting the menu and intermission screen text graphics for localization 2019-02-19 01:22:12 +01:00
Christoph Oelckers
10a017e104 - fixed: The language ID was set before reading the config.
This essentially rendered saving the language CVAR useless.
2019-02-19 00:29:22 +01:00
Christoph Oelckers
91206f12be - changed zstrformat to allow %c to emit non-ASCII characters as UTF-8. 2019-02-19 00:27:47 +01:00
Christoph Oelckers
b29975503d - fixed issues with text entering
* entering a savegame description did not work anymore
* the length check was too restrictive and always underestimated the available space
* use the console font for entering a savegame description. This has more characters and better contrast for this content.
* the interface to the text enterer used bad measurements.
2019-02-19 00:08:23 +01:00
Christoph Oelckers
c5a6c72719 - fixed uninitialized variable and a few warnings. 2019-02-18 23:36:56 +01:00
Christoph Oelckers
b98c3b766c - added a function that creates a texture for a text in a given font.
Not tested yet, this is for synthesizing localized variant of Doom's textures with text content.
2019-02-18 20:53:56 +01:00
Christoph Oelckers
5970040672 - fixed: The wbstartstruct that gets passed to the level summary screen needs to be static
This variable is needed long after the function which sets it up will be exited. So this either needs to be dynamically allocated or static, and in this case using a static variable is simpler.  However, unlike before, it is only being accessed in the one function that needs to initialize it and pass to the summary screen and nowhere else.
2019-02-18 00:43:40 +01:00
Christoph Oelckers
aa550310f6 - allow the language table to supersede the title patches, if appropriate
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.

This also required removing the 'en' label from the default table,  because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.

Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
2019-02-15 00:29:24 +01:00
Christoph Oelckers
44c8c2a79c - added German Umlauts for the BigFont and fixed the character substitution logic.
For pure uppercase fonts it makes no sense to try a lowercase substitution as a first step.
2019-02-17 23:18:28 +01:00
Christoph Oelckers
3dce45545f - added U-100-U-17f to the console font.
This was mostly just accent edits of existing characters, so this also contains the less important characters.
2019-02-17 21:01:29 +01:00
Christoph Oelckers
45d75745f0 - reworked console font loading to use the glyph sheets directly and allowing to load more than one per font. 2019-02-17 19:15:57 +01:00
Christoph Oelckers
95e62e91bb - split the FFont base class into its own file. 2019-02-17 13:50:57 +01:00
Christoph Oelckers
0963156c0a - did a bit of fine tuning to the character replacement mappings:
* prefer accent-less lower case over uppercase letters if an accented lower case letter cannot be found.
* added accent-less mappings for Latin Extended 1 (0x100-0x17f) and some easy to handle characters between 0x200 and 0x220. This should allow to display all Eastern European text without empty gaps for missing letters.
2019-02-17 13:41:04 +01:00
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