raze-gles/source/common/2d/v_drawtext.cpp

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/*
** v_text.cpp
** Draws text to a canvas. Also has a text line-breaker thingy.
**
**---------------------------------------------------------------------------
** 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 <stdarg.h>
#include <ctype.h>
#include <wctype.h>
#include "v_text.h"
#include "utf8.h"
#include "v_draw.h"
#include "gstrings.h"
#include "vm.h"
#include "printf.h"
int ListGetInt(VMVa_List &tags);
//==========================================================================
//
// Create a texture from a text in a given font.
//
//==========================================================================
#if 0
FGameTexture * BuildTextTexture(FFont *font, const char *string, int textcolor)
{
int w;
const uint8_t *ch;
int cx;
int cy;
int trans = -1;
int kerning;
FGameTexture *pic;
kerning = font->GetDefaultKerning();
ch = (const uint8_t *)string;
cx = 0;
cy = 0;
IntRect box;
while (auto c = GetCharFromString(ch))
{
if (c == TEXTCOLOR_ESCAPE)
{
// Here we only want to measure the texture so just parse over the color.
V_ParseFontColor(ch, 0, 0);
continue;
}
if (c == '\n')
{
cx = 0;
cy += font->GetHeight();
continue;
}
if (nullptr != (pic = font->GetChar(c, CR_UNTRANSLATED, &w, nullptr)))
{
auto img = pic->GetImage();
auto offsets = img->GetOffsets();
int x = cx - offsets.first;
int y = cy - offsets.second;
int ww = img->GetWidth();
int h = img->GetHeight();
box.AddToRect(x, y);
box.AddToRect(x + ww, y + h);
}
cx += (w + kerning);
}
cx = -box.left;
cy = -box.top;
TArray<TexPart> part(strlen(string));
while (auto c = GetCharFromString(ch))
{
if (c == TEXTCOLOR_ESCAPE)
{
EColorRange newcolor = V_ParseFontColor(ch, textcolor, textcolor);
if (newcolor != CR_UNDEFINED)
{
trans = font->GetColorTranslation(newcolor);
textcolor = newcolor;
}
continue;
}
if (c == '\n')
{
cx = 0;
cy += font->GetHeight();
continue;
}
if (nullptr != (pic = font->GetChar(c, textcolor, &w, nullptr)))
{
auto img = pic->GetImage();
auto offsets = img->GetOffsets();
int x = cx - offsets.first;
int y = cy - offsets.second;
auto &tp = part[part.Reserve(1)];
tp.OriginX = x;
tp.OriginY = y;
tp.Image = img;
tp.Translation = range;
}
cx += (w + kerning);
}
FMultiPatchTexture *image = new FMultiPatchTexture(box.width, box.height, part, false, false);
image->SetOffsets(-box.left, -box.top);
FImageTexture *tex = new FImageTexture(image, "");
tex->SetUseType(ETextureType::MiscPatch);
TexMan.AddTexture(tex);
return tex;
}
#endif
//==========================================================================
//
// DrawChar
//
// Write a single character using the given font
//
//==========================================================================
void DrawChar(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...)
{
if (font == NULL)
return;
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
FGameTexture* pic;
int dummy;
if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
{
DrawParms parms;
Va_List tags;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(drawer, pic, x, y, tag_first, tags, &parms, false);
va_end(tags.list);
if (!res)
{
return;
}
bool palettetrans = (normalcolor == CR_NATIVEPAL && parms.TranslationId != 0);
PalEntry color = 0xffffffff;
if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
drawer->AddTexture(pic, parms);
}
}
void DrawChar(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args)
{
if (font == NULL)
return;
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
FGameTexture *pic;
int dummy;
if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
{
DrawParms parms;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(drawer, pic, x, y, tag, args, &parms, false);
if (!res) return;
bool palettetrans = (normalcolor == CR_NATIVEPAL && parms.TranslationId != 0);
PalEntry color = 0xffffffff;
if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
drawer->AddTexture(pic, parms);
}
}
DEFINE_ACTION_FUNCTION(_Screen, DrawChar)
{
PARAM_PROLOGUE;
PARAM_POINTER(font, FFont);
PARAM_INT(cr);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_INT(chr);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
VMVa_List args = { param + 5, 0, numparam - 6, va_reginfo + 5 };
DrawChar(twod, font, cr, x, y, chr, args);
return 0;
}
//==========================================================================
//
// DrawText
//
// Write a string using the given font
//
//==========================================================================
// This is only needed as a dummy. The code using wide strings does not need color control.
EColorRange V_ParseFontColor(const char32_t *&color_value, int normalcolor, int boldcolor) { return CR_UNTRANSLATED; }
template<class chartype>
void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, const chartype *string, DrawParms &parms)
{
int w;
const chartype *ch;
int c;
double cx;
double cy;
int boldcolor;
int trans = -1;
int kerning;
FGameTexture *pic;
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double scalex = parms.scalex * parms.patchscalex;
double scaley = parms.scaley * parms.patchscaley;
if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
parms.celly = int (parms.celly * scaley);
bool palettetrans = (normalcolor == CR_NATIVEPAL && parms.TranslationId != 0);
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
boldcolor = normalcolor ? normalcolor - 1 : NumTextColors - 1;
PalEntry colorparm = parms.color;
PalEntry color = 0xffffffff;
trans = palettetrans? -1 : font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
kerning = font->GetDefaultKerning();
ch = string;
cx = x;
cy = y;
if (parms.monospace == EMonospacing::CellCenter)
cx += parms.spacing / 2;
else if (parms.monospace == EMonospacing::CellRight)
cx += parms.spacing;
auto currentcolor = normalcolor;
while (ch - string < parms.maxstrlen)
{
c = GetCharFromString(ch);
if (!c)
break;
if (c == TEXTCOLOR_ESCAPE)
{
EColorRange newcolor = V_ParseFontColor(ch, normalcolor, boldcolor);
if (newcolor != CR_UNDEFINED)
{
trans = font->GetColorTranslation(newcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
currentcolor = newcolor;
}
continue;
}
if (c == '\n')
{
cx = x;
cy += parms.celly;
continue;
}
if (NULL != (pic = font->GetChar(c, currentcolor, &w)))
{
// if palette translation is used, font colors will be ignored.
if (!palettetrans) parms.TranslationId = trans;
SetTextureParms(drawer, &parms, pic, cx, cy);
if (parms.cellx)
{
w = parms.cellx;
parms.destwidth = parms.cellx;
parms.destheight = parms.celly;
}
if (parms.monospace == EMonospacing::CellLeft)
parms.left = 0;
else if (parms.monospace == EMonospacing::CellCenter)
parms.left = w / 2.;
else if (parms.monospace == EMonospacing::CellRight)
parms.left = w;
drawer->AddTexture(pic, parms);
}
if (parms.monospace == EMonospacing::Off)
{
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cx += (w + kerning + parms.spacing) * scalex;
}
else
{
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cx += (parms.spacing) * scalex;
}
}
}
// For now the 'drawer' parameter is a placeholder - this should be the way to handle it later to allow different drawers.
void DrawText(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const char* string, int tag_first, ...)
{
Va_List tags;
DrawParms parms;
if (font == NULL || string == NULL)
return;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag_first, tags, &parms, true);
va_end(tags.list);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)string, parms);
}
void DrawText(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const char32_t* string, int tag_first, ...)
{
Va_List tags;
DrawParms parms;
if (font == NULL || string == NULL)
return;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag_first, tags, &parms, true);
va_end(tags.list);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, string, parms);
}
void DrawText(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, const char *string, VMVa_List &args)
{
DrawParms parms;
if (font == NULL || string == NULL)
return;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag, args, &parms, true);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)string, parms);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawText)
{
PARAM_PROLOGUE;
PARAM_POINTER_NOT_NULL(font, FFont);
PARAM_INT(cr);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_STRING(chr);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
VMVa_List args = { param + 5, 0, numparam - 6, va_reginfo + 5 };
const char *txt = chr[0] == '$' ? GStrings(&chr[1]) : chr.GetChars();
DrawText(twod, font, cr, x, y, txt, args);
return 0;
}