qzdoom/src/v_font.cpp
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

2066 lines
50 KiB
C++

/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
/* Special file formats handled here:
FON1 "console" fonts have the following header:
char Magic[4]; -- The characters "FON1"
uword CharWidth; -- Character cell width
uword CharHeight; -- Character cell height
The FON1 header is followed by RLE character data for all 256
8-bit ASCII characters.
FON2 "standard" fonts have the following header:
char Magic[4]; -- The characters "FON2"
uword FontHeight; -- Every character in a font has the same height
ubyte FirstChar; -- First character defined by this font.
ubyte LastChar; -- Last character definde by this font.
ubyte bConstantWidth;
ubyte ShadingType;
ubyte PaletteSize; -- size of palette in entries (not bytes!)
ubyte Flags;
There is presently only one flag for FON2:
FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
The FON2 header is followed by variable length data:
word Kerning;
-- only present if FOF_WHOLEFONTKERNING is set
ubyte Palette[PaletteSize+1][3];
-- The last entry is the delimiter color. The delimiter is not used
-- by the font but is used my imagetool when converting the font
-- back to an image. Color 0 is the transparent color and is also
-- used only for converting the font back to an image. The other
-- entries are all presorted in increasing order of brightness.
ubyte CharacterData[...];
-- RLE character data, in order
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <ctype.h>
#include "templates.h"
#include "doomtype.h"
#include "m_swap.h"
#include "v_font.h"
#include "v_video.h"
#include "w_wad.h"
#include "r_data.h"
#include "i_system.h"
#include "gi.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "hu_stuff.h"
#include "r_draw.h"
#include "r_translate.h"
// MACROS ------------------------------------------------------------------
#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
// 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 ();
};
struct TempParmInfo
{
unsigned int StartParm[2];
unsigned int ParmLen[2];
int Index;
};
struct TempColorInfo
{
FName Name;
unsigned int ParmInfo;
PalEntry LogColor;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int 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<TranslationParm> TranslationParms[2];
static TArray<TranslationMap> TranslationLookup;
static TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
FFont *V_GetFont(const char *name)
{
FFont *font = FFont::FindFont (name);
if (font == NULL)
{
int lump = -1;
FString fullname;
if (strlen(name) > 8)
{
fullname.Format("%s.fon", name);
lump = Wads.CheckNumForFullName(fullname);
}
else
{
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 FSinglePicFont (name);
}
}
}
return font;
}
//==========================================================================
//
// SerializeFFontPtr
//
//==========================================================================
FArchive &SerializeFFontPtr (FArchive &arc, FFont* &font)
{
if (arc.IsStoring ())
{
arc << font->Name;
}
else
{
char *name = NULL;
arc << name;
font = V_GetFont(name);
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];
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->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
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->GetScaledWidth() + 1) / 2;
}
else
{
SpaceWidth = 4;
}
BuildTranslations (luminosity, identity, &TranslationParms[0][0], ActiveColors, NULL);
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 (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. Palette is the colors to use for the
// untranslated version of the font.
//
//==========================================================================
void FFont::BuildTranslations (const double *luminosity, const BYTE *identity,
const void *ranges, int total_colors, const PalEntry *palette)
{
int i, j;
const TranslationParm *parmstart = (const TranslationParm *)ranges;
FRemapTable remap(total_colors);
// Create different translations for different color ranges
Ranges.Clear();
for (i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED)
{
if (identity != NULL)
{
memcpy (remap.Remap, identity, ActiveColors);
if (palette != NULL)
{
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
}
else
{
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
for (j = 1; j < ActiveColors; ++j)
{
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
}
}
}
else
{
remap = Ranges[0];
}
Ranges.Push(remap);
continue;
}
assert(parmstart->RangeStart >= 0);
remap.Remap[0] = 0;
remap.Palette[0] = 0;
for (j = 1; j < ActiveColors; j++)
{
int v = int(luminosity[j] * 256.0);
// Find the color range that this luminosity value lies within.
const TranslationParm *parms = parmstart - 1;
do
{
parms++;
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
}
while (parms[1].RangeStart > parms[0].RangeEnd);
// Linearly interpolate to find out which color this luminosity level gets.
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
remap.Palette[j] = PalEntry(255,r,g,b);
}
Ranges.Push(remap);
// Advance to the next color range.
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
{
parmstart++;
}
parmstart++;
}
}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
FRemapTable *FFont::GetColorTranslation (EColorRange range) const
{
if (ActiveColors == 0)
return NULL;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
return &Ranges[range];
}
//==========================================================================
//
// FFont :: 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->GetScaledWidth();
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->GetScaledWidth();
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
FFont::FFont ()
{
Chars = NULL;
PatchRemap = NULL;
Name = NULL;
}
//==========================================================================
//
// FSingleLumpFont :: FSingleLumpFont
//
// Loads a FON1 or FON2 font resource.
//
//==========================================================================
FSingleLumpFont::FSingleLumpFont (const char *name, int lump)
{
assert(lump >= 0);
Name = copystring (name);
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], ActiveColors, NULL);
}
//==========================================================================
//
// 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];
PalEntry local_palette[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];
count = LastChar - FirstChar + 1;
Chars = new CharData[count];
widths2 = new int[count];
if (data[11] & 1)
{ // Font specifies a kerning value.
GlobalKerning = LittleShort(*(SWORD *)&data[12]);
widths = (WORD *)(data + 14);
}
else
{ // Font does not specify a kerning value.
GlobalKerning = 0;
widths = (WORD *)(data + 12);
}
totalwidth = 0;
if (data[8])
{ // Font is mono-spaced.
totalwidth = LittleShort(widths[0]);
for (i = 0; i < count; ++i)
{
widths2[i] = totalwidth;
}
totalwidth *= count;
palette = (BYTE *)&widths[1];
}
else
{ // Font has varying character widths.
for (i = 0; i < count; ++i)
{
widths2[i] = LittleShort(widths[i]);
totalwidth += widths2[i];
}
palette = (BYTE *)(widths + i);
}
if (FirstChar <= ' ' && LastChar >= ' ')
{
SpaceWidth = widths2[' '-FirstChar];
}
else if (FirstChar <= 'N' && LastChar >= 'N')
{
SpaceWidth = (widths2['N' - FirstChar] + 1) / 2;
}
else
{
SpaceWidth = totalwidth * 2 / (3 * count);
}
FixupPalette (identity, luminosity, palette, data[9] == 0, local_palette);
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], ActiveColors, local_palette);
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, PalEntry *out_palette)
{
int i;
double maxlum = 0.0;
double minlum = 100000000.0;
double diver;
identity[0] = 0;
palette += 3; // Skip the transparent color
for (i = 1; i <= ActiveColors; ++i, palette += 3)
{
int r = palette[0];
int g = palette[1];
int b = palette[2];
double lum = r*0.299 + g*0.587 + b*0.114;
identity[i] = ColorMatcher.Pick (r, g, b);
luminosity[i] = lum;
out_palette[i].r = r;
out_palette[i].g = g;
out_palette[i].b = b;
out_palette[i].a = 255;
if (lum > maxlum)
maxlum = lum;
if (lum < minlum)
minlum = lum;
}
out_palette[0] = 0;
if (rescale)
{
diver = 1.0 / (maxlum - minlum);
}
else
{
diver = 1.0 / 255.0;
}
for (i = 1; i <= ActiveColors; ++i)
{
luminosity[i] = (luminosity[i] - minlum) * diver;
}
}
//==========================================================================
//
// FSinglePicFont :: FSinglePicFont
//
// Creates a font to wrap a texture so that you can use hudmessage as if it
// were a hudpic command. It does not support translation, but animation
// is supported, unlike all the real fonts.
//
//==========================================================================
FSinglePicFont::FSinglePicFont(const char *picname)
{
int picnum = TexMan.CheckForTexture (picname, FTexture::TEX_Any);
if (picnum <= 0)
{
I_FatalError ("%s is not a font or texture", picname);
}
FTexture *pic = TexMan[picnum];
Name = copystring(picname);
FontHeight = pic->GetHeight();
SpaceWidth = pic->GetWidth();
GlobalKerning = 0;
FirstChar = LastChar = 'A';
ActiveColors = 0;
PicNum = picnum;
Next = FirstFont;
FirstFont = this;
}
//==========================================================================
//
// FSinglePicFont :: GetChar
//
// Returns the texture if code is 'a' or 'A', otherwise NULL.
//
//==========================================================================
FTexture *FSinglePicFont::GetChar (int code, int *const width) const
{
*width = SpaceWidth;
if (code == 'a' || code == 'A')
{
return TexMan(PicNum);
}
else
{
return NULL;
}
}
//==========================================================================
//
// FSinglePicFont :: GetCharWidth
//
// Don't expect the text functions to work properly if I actually allowed
// the character width to vary depending on the animation frame.
//
//==========================================================================
int FSinglePicFont::GetCharWidth (int code) const
{
return SpaceWidth;
}
//==========================================================================
//
// FFontChar1 :: FFontChar1
//
// Used by fonts made from textures.
//
//==========================================================================
FFontChar1::FFontChar1 (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
CopySize(BaseTexture);
Pixels = NULL;
}
//==========================================================================
//
// FFontChar1 :: GetPixels
//
//==========================================================================
const BYTE *FFontChar1::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
// FFontChar1 :: MakeTexture
//
//==========================================================================
void FFontChar1::MakeTexture ()
{
// Make the texture as normal, then remap it so that all the colors
// are at the low end of the palette
Pixels = new BYTE[Width*Height];
const BYTE *pix = BaseTexture->GetPixels();
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];
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->GetScaledHeight();
int yoffs = pic->GetScaledTopOffset();
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->GetScaledWidth() + 1) / 2;
}
else
{
SpaceWidth = 4;
}
BuildTranslations (luminosity, identity, &TranslationParms[0][0], TotalColors, NULL);
// add the untranslated colors to the Ranges tables
if (ActiveColors < TotalColors)
{
for (i = 0; i < NumTextColors; i++)
{
FRemapTable *remap = &Ranges[i];
for (j = ActiveColors; j < TotalColors; ++j)
{
remap->Remap[j] = identity[j];
remap->Palette[j] = GPalette.BaseColors[identity[j]];
}
}
}
ActiveColors = TotalColors;
delete[] luminosity;
delete[] charlumps;
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts()
{
FScanner sc;
int lumplist[256];
bool notranslate[256];
char namebuffer[16], templatebuf[16];
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 ()
{
TArray<FName> names;
int lump, lastlump = 0;
TranslationParm tparm = { 0 }; // Silence GCC
TArray<TranslationParm> parms;
TArray<TempParmInfo> parminfo;
TArray<TempColorInfo> colorinfo;
int c, parmchoice;
TempParmInfo info;
TempColorInfo cinfo;
PalEntry logcolor;
unsigned int i, j;
int k, index;
info.Index = -1;
while ((lump = Wads.FindLump ("TEXTCOLO", &lastlump)) != -1)
{
FScanner sc(lump, "textcolors.txt");
while (sc.GetString())
{
names.Clear();
logcolor = DEFAULT_LOG_COLOR;
// Everything until the '{' is considered a valid name for the
// color range.
names.Push (sc.String);
while (sc.MustGetString(), !sc.Compare ("{"))
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color may not have any other names");
}
names.Push (sc.String);
}
parmchoice = 0;
info.StartParm[0] = parms.Size();
info.StartParm[1] = 0;
info.ParmLen[1] = info.ParmLen[0] = 0;
tparm.RangeEnd = tparm.RangeStart = -1;
while (sc.MustGetString(), !sc.Compare ("}"))
{
if (sc.Compare ("Console:"))
{
if (parmchoice == 1)
{
sc.ScriptError ("Each color may only have one set of console ranges");
}
parmchoice = 1;
info.StartParm[1] = parms.Size();
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
tparm.RangeEnd = tparm.RangeStart = -1;
}
else if (sc.Compare ("Flat:"))
{
sc.MustGetString();
logcolor = V_GetColor (NULL, sc.String);
}
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;
colorinfo[j].LogColor = logcolor;
break;
}
}
if (j == colorinfo.Size())
{
cinfo.Name = names[i];
cinfo.LogColor = logcolor;
colorinfo.Push (cinfo);
}
}
}
}
// Make permananent copies of all the color information we found.
for (i = 0, index = 0; i < colorinfo.Size(); ++i)
{
TranslationMap tmap;
TempParmInfo *pinfo;
tmap.Name = colorinfo[i].Name;
pinfo = &parminfo[colorinfo[i].ParmInfo];
if (pinfo->Index < 0)
{
// Write out the set of remappings for this color.
for (k = 0; k < 2; ++k)
{
for (j = 0; j < pinfo->ParmLen[k]; ++j)
{
TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]);
}
}
TranslationColors.Push (colorinfo[i].LogColor);
pinfo->Index = index++;
}
tmap.Number = pinfo->Index;
TranslationLookup.Push (tmap);
}
// Leave a terminating marker at the ends of the lists.
tparm.RangeStart = -1;
TranslationParms[0].Push (tparm);
TranslationParms[1].Push (tparm);
// Sort the translation lookups for fast binary searching.
qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare);
NumTextColors = index;
assert (NumTextColors >= NUM_TEXT_COLORS);
}
//==========================================================================
//
// TranslationMapCompare
//
//==========================================================================
static int 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;
}
//==========================================================================
//
// V_LogColorFromColorRange
//
// Returns the color to use for text in the startup/error log window.
//
//==========================================================================
PalEntry V_LogColorFromColorRange (EColorRange range)
{
if ((unsigned int)range >= TranslationColors.Size())
{ // Return default color
return DEFAULT_LOG_COLOR;
}
return TranslationColors[range];
}
//==========================================================================
//
// V_ParseFontColor
//
// Given a pointer to a color identifier (presumably just after a color
// escape character), return the color it identifies and advances
// color_value to just past it.
//
//==========================================================================
EColorRange V_ParseFontColor (const BYTE *&color_value, int normalcolor, int boldcolor)
{
const BYTE *ch = color_value;
int newcolor = *ch++;
if (newcolor == '-') // Normal
{
newcolor = normalcolor;
}
else if (newcolor == '+') // Bold
{
newcolor = boldcolor;
}
else if (newcolor == '[') // Named
{
const BYTE *namestart = ch;
while (*ch != ']' && *ch != '\0')
{
ch++;
}
FName rangename((const char *)namestart, int(ch - namestart), true);
if (*ch != '\0')
{
ch++;
}
newcolor = V_FindFontColor (rangename);
}
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
{
newcolor -= 'A';
}
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
{
newcolor -= 'a';
}
else // Incomplete!
{
color_value = ch - (*ch == '\0');
return CR_UNDEFINED;
}
color_value = ch;
return EColorRange(newcolor);
}
//==========================================================================
//
// V_InitFonts
//
//==========================================================================
void V_InitFonts()
{
V_InitFontColors ();
V_InitCustomFonts ();
// load the heads-up font
if (!(SmallFont = FFont::FindFont("SmallFont")))
{
if (Wads.CheckNumForName ("FONTA_S") >= 0)
{
SmallFont = new FFont ("SmallFont", "FONTA%02u", HU_FONTSTART, HU_FONTSIZE, 1);
}
else
{
SmallFont = new FFont ("SmallFont", "STCFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
}
}
if (!(SmallFont2=FFont::FindFont("SmallFont2")))
{
if (Wads.CheckNumForName ("STBFN033", ns_graphics) >= 0)
{
SmallFont2 = new FFont ("SmallFont2", "STBFN%.3d", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART);
}
else
{
SmallFont2 = SmallFont;
}
}
if (!(BigFont=FFont::FindFont("BigFont")))
{
if (gameinfo.gametype == GAME_Doom)
{
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("DBIGFONT"));
}
else if (gameinfo.gametype == GAME_Strife)
{
BigFont = new FSingleLumpFont ("BigFont", Wads.GetNumForName ("SBIGFONT"));
}
else
{
BigFont = new FFont ("BigFont", "FONTB%02u", HU_FONTSTART, HU_FONTSIZE, 1);
}
}
if (!(ConFont=FFont::FindFont("ConsoleFont")))
{
ConFont = new FSingleLumpFont ("ConsoleFont", Wads.GetNumForName ("CONFONT"));
}
}