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/*
* * v_font . cpp
* * Font management
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 1998 - 2016 Randy Heit
* * Copyright 2005 - 2019 Christoph Oelckers
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
// HEADER FILES ------------------------------------------------------------
# include <stdlib.h>
# include <string.h>
# include <math.h>
# include "templates.h"
# include "m_swap.h"
# include "v_font.h"
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# include "filesystem.h"
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# include "cmdlib.h"
# include "sc_man.h"
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# include "gstrings.h"
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# include "image.h"
# include "utf8.h"
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# include "fontchars.h"
# include "textures.h"
# include "texturemanager.h"
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# include "printf.h"
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# include "palentry.h"
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# include "fontinternals.h"
// MACROS ------------------------------------------------------------------
# define DEFAULT_LOG_COLOR PalEntry(223,223,223)
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//
// Globally visible constants.
//
# define HU_FONTSTART uint8_t('!') // the first font characters
# define HU_FONTEND uint8_t('\377') // the last font characters
// Calculate # of glyphs in font.
# define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1)
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// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int TranslationMapCompare ( const void * a , const void * b ) ;
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int PrintColors [ ] ;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FFont * SmallFont , * SmallFont2 , * BigFont , * BigUpper , * ConFont , * IntermissionFont , * NewConsoleFont , * NewSmallFont ,
* CurrentConsoleFont , * OriginalSmallFont , * AlternativeSmallFont , * OriginalBigFont , * AlternativeBigFont ;
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FFont * FFont : : FirstFont = nullptr ;
int NumTextColors ;
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static bool translationsLoaded ;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
TArray < TranslationParm > TranslationParms [ 2 ] ;
TArray < TranslationMap > TranslationLookup ;
TArray < PalEntry > TranslationColors ;
// CODE --------------------------------------------------------------------
FFont * V_GetFont ( const char * name , const char * fontlumpname )
{
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if ( ! stricmp ( name , " DBIGFONT " ) ) name = " BigFont " ;
else if ( ! stricmp ( name , " CONFONT " ) ) name = " ConsoleFont " ; // several mods have used the name CONFONT directly and effectively duplicated the font.
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FFont * font = FFont : : FindFont ( name ) ;
if ( font = = nullptr )
{
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if ( ! stricmp ( name , " BIGUPPER " ) )
{
font = FFont : : FindFont ( " BIGFONT " ) ;
if ( font ) return font ;
}
int lump = - 1 ;
int folderfile = - 1 ;
TArray < FolderEntry > folderdata ;
FStringf path ( " fonts/%s/ " , name ) ;
// Use a folder-based font only if it comes from a later file than the single lump version.
if ( fileSystem . GetFilesInFolder ( path , folderdata , true ) )
{
// This assumes that any custom font comes in one piece and not distributed across multiple resource files.
folderfile = fileSystem . GetFileContainer ( folderdata [ 0 ] . lumpnum ) ;
}
lump = fileSystem . CheckNumForFullName ( fontlumpname ? fontlumpname : name , true ) ;
if ( lump ! = - 1 & & fileSystem . GetFileContainer ( lump ) > = folderfile )
{
uint32_t head ;
{
auto lumpy = fileSystem . OpenFileReader ( lump ) ;
lumpy . Read ( & head , 4 ) ;
}
if ( ( head & MAKE_ID ( 255 , 255 , 255 , 0 ) ) = = MAKE_ID ( ' F ' , ' O ' , ' N ' , 0 ) | |
head = = MAKE_ID ( 0xE1 , 0xE6 , 0xD5 , 0x1A ) )
{
FFont * CreateSingleLumpFont ( const char * fontname , int lump ) ;
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font = CreateSingleLumpFont ( name , lump ) ;
if ( translationsLoaded ) font - > LoadTranslations ( ) ;
return font ;
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}
}
FTextureID picnum = TexMan . CheckForTexture ( name , ETextureType : : Any ) ;
if ( picnum . isValid ( ) )
{
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auto tex = TexMan . GetGameTexture ( picnum ) ;
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if ( tex & & tex - > GetSourceLump ( ) > = folderfile )
{
FFont * CreateSinglePicFont ( const char * name ) ;
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font = CreateSinglePicFont ( name ) ;
return font ;
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}
}
if ( folderdata . Size ( ) > 0 )
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{
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font = new FFont ( name , nullptr , name , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 ) ;
if ( translationsLoaded ) font - > LoadTranslations ( ) ;
return font ;
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}
}
return font ;
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts ( )
{
FScanner sc ;
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FGameTexture * lumplist [ 256 ] ;
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bool notranslate [ 256 ] ;
bool donttranslate ;
FString namebuffer , templatebuf ;
int i ;
int llump , lastlump = 0 ;
int format ;
int start ;
int first ;
int count ;
int spacewidth ;
int kerning ;
char cursor = ' _ ' ;
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while ( ( llump = fileSystem . FindLump ( " FONTDEFS " , & lastlump ) ) ! = - 1 )
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{
sc . OpenLumpNum ( llump ) ;
while ( sc . GetString ( ) )
{
memset ( lumplist , 0 , sizeof ( lumplist ) ) ;
memset ( notranslate , 0 , sizeof ( notranslate ) ) ;
donttranslate = false ;
namebuffer = sc . String ;
format = 0 ;
start = 33 ;
first = 33 ;
count = 223 ;
spacewidth = - 1 ;
kerning = 0 ;
sc . MustGetStringName ( " { " ) ;
while ( ! sc . CheckString ( " } " ) )
{
sc . MustGetString ( ) ;
if ( sc . Compare ( " TEMPLATE " ) )
{
if ( format = = 2 ) goto wrong ;
sc . MustGetString ( ) ;
templatebuf = sc . String ;
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 ( " CURSOR " ) )
{
sc . MustGetString ( ) ;
cursor = sc . String [ 0 ] ;
}
else if ( sc . Compare ( " SPACEWIDTH " ) )
{
if ( format = = 2 ) goto wrong ;
sc . MustGetNumber ( ) ;
spacewidth = sc . Number ;
format = 1 ;
}
else if ( sc . Compare ( " DONTTRANSLATE " ) )
{
donttranslate = true ;
}
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 ( sc . Compare ( " KERNING " ) )
{
sc . MustGetNumber ( ) ;
kerning = sc . Number ;
}
else
{
if ( format = = 1 ) goto wrong ;
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FGameTexture * * p = & lumplist [ * ( unsigned char * ) sc . String ] ;
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sc . MustGetString ( ) ;
FTextureID texid = TexMan . CheckForTexture ( sc . String , ETextureType : : MiscPatch ) ;
if ( texid . Exists ( ) )
{
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* p = TexMan . GetGameTexture ( texid ) ;
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}
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else if ( fileSystem . GetFileContainer ( sc . LumpNum ) > = fileSystem . GetIwadNum ( ) )
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{
// Print a message only if this isn't in zdoom.pk3
sc . ScriptMessage ( " %s: Unable to find texture in font definition for %s " , sc . String , namebuffer . GetChars ( ) ) ;
}
format = 2 ;
}
}
if ( format = = 1 )
{
FFont * fnt = new FFont ( namebuffer , templatebuf , nullptr , first , count , start , llump , spacewidth , donttranslate ) ;
fnt - > SetCursor ( cursor ) ;
fnt - > SetKerning ( kerning ) ;
}
else if ( format = = 2 )
{
for ( i = 0 ; i < 256 ; i + + )
{
if ( lumplist [ i ] ! = nullptr )
{
first = i ;
break ;
}
}
for ( i = 255 ; i > = 0 ; i - - )
{
if ( lumplist [ i ] ! = nullptr )
{
count = i - first + 1 ;
break ;
}
}
if ( count > 0 )
{
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FFont * CreateSpecialFont ( const char * name , int first , int count , FGameTexture * * lumplist , const bool * notranslate , int lump , bool donttranslate ) ;
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FFont * fnt = CreateSpecialFont ( namebuffer , first , count , & lumplist [ first ] , notranslate , llump , donttranslate ) ;
fnt - > SetCursor ( cursor ) ;
fnt - > SetKerning ( kerning ) ;
}
}
else goto wrong ;
}
sc . Close ( ) ;
}
return ;
wrong :
sc . ScriptError ( " Invalid combination of properties in font '%s' " , namebuffer . GetChars ( ) ) ;
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ( )
{
TArray < FName > names ;
int lump , lastlump = 0 ;
TranslationParm tparm = { 0 , 0 , { 0 } , { 0 } } ; // Silence GCC (for real with -Wextra )
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 ;
TranslationParms [ 0 ] . Clear ( ) ;
TranslationParms [ 1 ] . Clear ( ) ;
TranslationLookup . Clear ( ) ;
TranslationColors . Clear ( ) ;
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while ( ( lump = fileSystem . FindLump ( " TEXTCOLO " , & lastlump ) ) ! = - 1 )
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{
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FScanner sc ( lump ) ;
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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 ( ) ;
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logcolor = V_GetColor ( nullptr , sc ) ;
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}
else
{
// Get first color
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c = V_GetColor ( nullptr , sc ) ;
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tparm . Start [ 0 ] = RPART ( c ) ;
tparm . Start [ 1 ] = GPART ( c ) ;
tparm . Start [ 2 ] = BPART ( c ) ;
// Get second color
sc . MustGetString ( ) ;
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c = V_GetColor ( nullptr , sc ) ;
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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 TranslationMapCompare ( const void * a , const void * b )
{
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return int ( ( ( const TranslationMap * ) a ) - > Name . GetIndex ( ) ) - int ( ( ( const TranslationMap * ) b ) - > Name . GetIndex ( ) ) ;
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}
//==========================================================================
//
// 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 ;
}
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//==========================================================================
//
// CreateLuminosityTranslationRanges
//
// Create universal remap ranges for hardware rendering.
//
//==========================================================================
static PalEntry * paletteptr ;
static void CreateLuminosityTranslationRanges ( )
{
paletteptr = ( PalEntry * ) ImageArena . Alloc ( 256 * ( ( NumTextColors * 2 ) ) * sizeof ( PalEntry ) ) ;
for ( int l = 0 ; l < 2 ; l + + )
{
auto parmstart = & TranslationParms [ l ] [ 0 ] ;
// Put the data into the image arena where it gets deleted with the rest of the texture data.
for ( int p = 0 ; p < NumTextColors ; p + + )
{
// Intended storage order is Range 1, variant 1 - Range 1, variant 2, Range 2, variant 1, and so on.
// The storage of the ranges forces us to go through this differently...
PalEntry * palette = paletteptr + p * 512 + l * 256 ;
for ( int v = 0 ; v < 256 ; v + + )
{
palette [ v ] . b = palette [ v ] . g = palette [ v ] . r = ( uint8_t ) v ;
}
if ( p ! = CR_UNTRANSLATED ) // This table skips the untranslated entry. Do I need to say that the stored data format is garbage? >)
{
for ( int v = 0 ; v < 256 ; v + + )
{
// 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
palette [ v ] . r = ( uint8_t ) clamp ( r , 0 , 255 ) ;
palette [ v ] . g = ( uint8_t ) clamp ( g , 0 , 255 ) ;
palette [ v ] . b = ( uint8_t ) clamp ( b , 0 , 255 ) ;
}
// Advance to the next color range.
while ( parmstart [ 1 ] . RangeStart > parmstart [ 0 ] . RangeEnd )
{
parmstart + + ;
}
parmstart + + ;
}
}
}
}
//==========================================================================
//
// V_ApplyLuminosityTranslation
//
// Applies the translation to a bitmap for texture generation.
//
//==========================================================================
void V_ApplyLuminosityTranslation ( int translation , uint8_t * pixel , int size )
{
int colorrange = ( translation > > 16 ) & 0x3fff ;
if ( colorrange > = NumTextColors * 2 ) return ;
int lum_min = ( translation > > 8 ) & 0xff ;
int lum_max = translation & 0xff ;
int lum_range = ( lum_max - lum_min + 1 ) ;
PalEntry * remap = paletteptr + colorrange * 256 ;
for ( int i = 0 ; i < size ; i + + , pixel + = 4 )
{
// we must also process the transparent pixels here to ensure proper filtering on the characters' edges.
int gray = PalEntry ( 255 , pixel [ 2 ] , pixel [ 1 ] , pixel [ 0 ] ) . Luminance ( ) ;
int lumadjust = ( gray - lum_min ) * 255 / lum_range ;
int index = clamp ( lumadjust , 0 , 255 ) ;
PalEntry newcol = remap [ index ] ;
// extend the range if we find colors outside what initial analysis provided.
if ( gray < lum_min )
{
newcol . r = newcol . r * gray / lum_min ;
newcol . g = newcol . g * gray / lum_min ;
newcol . b = newcol . b * gray / lum_min ;
}
else if ( gray > lum_max )
{
newcol . r = clamp ( newcol . r * gray / lum_max , 0 , 255 ) ;
newcol . g = clamp ( newcol . g * gray / lum_max , 0 , 255 ) ;
newcol . b = clamp ( newcol . b * gray / lum_max , 0 , 255 ) ;
}
pixel [ 0 ] = newcol . b ;
pixel [ 1 ] = newcol . g ;
pixel [ 2 ] = newcol . r ;
}
}
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//==========================================================================
//
// 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 uint8_t * & color_value , int normalcolor , int boldcolor )
{
const uint8_t * ch = color_value ;
int newcolor = * ch + + ;
if ( newcolor = = ' - ' ) // Normal
{
newcolor = normalcolor ;
}
else if ( newcolor = = ' + ' ) // Bold
{
newcolor = boldcolor ;
}
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else if ( newcolor = = ' ! ' ) // Team chat
{
newcolor = PrintColors [ PRINT_TEAMCHAT ] ;
}
else if ( newcolor = = ' * ' ) // Chat
{
newcolor = PrintColors [ PRINT_CHAT ] ;
}
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else if ( newcolor = = ' [ ' ) // Named
{
const uint8_t * 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 - ( newcolor = = ' \0 ' ) ;
return CR_UNDEFINED ;
}
color_value = ch ;
return EColorRange ( newcolor ) ;
}
//==========================================================================
//
// V_InitFonts
//
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// Fixme: This really needs to be a bit more flexible
// and less rigidly tied to the original game data.
//
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//==========================================================================
void V_InitFonts ( )
{
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CreateLuminosityTranslationRanges ( ) ;
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V_InitCustomFonts ( ) ;
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FFont * CreateHexLumpFont ( const char * fontname , int lump ) ;
FFont * CreateHexLumpFont2 ( const char * fontname , int lump ) ;
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auto lump = fileSystem . CheckNumForFullName ( " newconsolefont.hex " , 0 ) ; // This is always loaded from gzdoom.pk3 to prevent overriding it with incomplete replacements.
if ( lump = = - 1 ) I_FatalError ( " newconsolefont.hex not found " ) ; // This font is needed - do not start up without it.
NewConsoleFont = CreateHexLumpFont ( " NewConsoleFont " , lump ) ;
NewSmallFont = CreateHexLumpFont2 ( " NewSmallFont " , lump ) ;
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CurrentConsoleFont = NewConsoleFont ;
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// load the heads-up font
if ( ! ( SmallFont = V_GetFont ( " SmallFont " , " SMALLFNT " ) ) )
{
if ( fileSystem . CheckNumForName ( " FONTA_S " ) > = 0 )
{
int wadfile = - 1 ;
auto a = fileSystem . CheckNumForName ( " FONTA33 " , ns_graphics ) ;
if ( a ! = - 1 ) wadfile = fileSystem . GetFileContainer ( a ) ;
if ( wadfile > fileSystem . GetIwadNum ( ) )
{
// The font has been replaced, so we need to create a copy of the original as well.
SmallFont = new FFont ( " SmallFont " , " FONTA%02u " , nullptr , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 ) ;
SmallFont - > SetCursor ( ' [ ' ) ;
}
else
{
SmallFont = new FFont ( " SmallFont " , " FONTA%02u " , " defsmallfont " , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 ) ;
SmallFont - > SetCursor ( ' [ ' ) ;
}
}
else if ( fileSystem . CheckNumForName ( " STCFN033 " , ns_graphics ) > = 0 )
{
int wadfile = - 1 ;
auto a = fileSystem . CheckNumForName ( " STCFN065 " , ns_graphics ) ;
if ( a ! = - 1 ) wadfile = fileSystem . GetFileContainer ( a ) ;
if ( wadfile > fileSystem . GetIwadNum ( ) )
{
// The font has been replaced, so we need to create a copy of the original as well.
SmallFont = new FFont ( " SmallFont " , " STCFN%.3d " , nullptr , HU_FONTSTART , HU_FONTSIZE , HU_FONTSTART , - 1 , - 1 , false , false , true ) ;
}
else
{
SmallFont = new FFont ( " SmallFont " , " STCFN%.3d " , " defsmallfont " , HU_FONTSTART , HU_FONTSIZE , HU_FONTSTART , - 1 , - 1 , false , false , true ) ;
}
}
}
// Create the original small font as a fallback for incomplete definitions.
if ( fileSystem . CheckNumForName ( " FONTA_S " ) > = 0 )
{
OriginalSmallFont = new FFont ( " OriginalSmallFont " , " FONTA%02u " , " defsmallfont " , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 , - 1 , false , true ) ;
OriginalSmallFont - > SetCursor ( ' [ ' ) ;
}
else if ( fileSystem . CheckNumForName ( " STCFN033 " , ns_graphics ) > = 0 )
{
OriginalSmallFont = new FFont ( " OriginalSmallFont " , " STCFN%.3d " , " defsmallfont " , HU_FONTSTART , HU_FONTSIZE , HU_FONTSTART , - 1 , - 1 , false , true ) ;
}
if ( ! ( SmallFont2 = V_GetFont ( " SmallFont2 " ) ) ) // Only used by Strife
{
if ( fileSystem . CheckNumForName ( " STBFN033 " , ns_graphics ) > = 0 )
{
SmallFont2 = new FFont ( " SmallFont2 " , " STBFN%.3d " , " defsmallfont2 " , HU_FONTSTART , HU_FONTSIZE , HU_FONTSTART , - 1 ) ;
}
}
//This must be read before BigFont so that it can be properly substituted.
BigUpper = V_GetFont ( " BigUpper " ) ;
if ( ! ( BigFont = V_GetFont ( " BigFont " ) ) )
{
if ( fileSystem . CheckNumForName ( " FONTB_S " ) > = 0 )
{
BigFont = new FFont ( " BigFont " , " FONTB%02u " , " defbigfont " , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 ) ;
}
}
if ( ! BigFont )
{
// Load the generic fallback if no BigFont is found.
BigFont = V_GetFont ( " BigFont " , " ZBIGFONT " ) ;
}
if ( fileSystem . CheckNumForName ( " FONTB_S " ) > = 0 )
{
OriginalBigFont = new FFont ( " OriginalBigFont " , " FONTB%02u " , " defbigfont " , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 , - 1 , false , true ) ;
}
else
{
OriginalBigFont = new FFont ( " OriginalBigFont " , nullptr , " bigfont " , HU_FONTSTART , HU_FONTSIZE , 1 , - 1 , - 1 , false , true ) ;
}
// let PWAD BIGFONTs override the stock BIGUPPER font. (This check needs to be made smarter.)
if ( BigUpper & & BigFont - > Type ! = FFont : : Folder & & BigUpper - > Type = = FFont : : Folder )
{
delete BigUpper ;
BigUpper = BigFont ;
}
if ( BigUpper = = nullptr )
{
BigUpper = BigFont ;
}
if ( ! ( ConFont = V_GetFont ( " ConsoleFont " , " CONFONT " ) ) )
{
ConFont = SmallFont ;
}
if ( ! ( IntermissionFont = FFont : : FindFont ( " IntermissionFont " ) ) )
{
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if ( TexMan . CheckForTexture ( " WINUM0 " , ETextureType : : MiscPatch ) . isValid ( ) )
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{
IntermissionFont = FFont : : FindFont ( " IntermissionFont_Doom " ) ;
}
if ( IntermissionFont = = nullptr )
{
IntermissionFont = BigFont ;
}
}
// This can only happen if gzdoom.pk3 is corrupted. ConFont should always be present.
if ( ConFont = = nullptr )
{
I_FatalError ( " Console font not found. " ) ;
}
// SmallFont and SmallFont2 have no default provided by the engine. BigFont only has in non-Raven games.
if ( OriginalSmallFont = = nullptr )
{
OriginalSmallFont = ConFont ;
}
if ( SmallFont = = nullptr )
{
SmallFont = OriginalSmallFont ;
}
if ( SmallFont2 = = nullptr )
{
SmallFont2 = SmallFont ;
}
if ( BigFont = = nullptr )
{
BigFont = OriginalBigFont ;
}
AlternativeSmallFont = OriginalSmallFont ;
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AlternativeBigFont = OriginalBigFont ;
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}
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void V_LoadTranslations ( )
{
for ( auto font = FFont : : FirstFont ; font ; font = font - > Next )
{
if ( ! font - > noTranslate ) font - > LoadTranslations ( ) ;
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else font - > ActiveColors = 0 ;
}
if ( BigFont )
{
uint32_t colors [ 256 ] = { } ;
BigFont - > RecordAllTextureColors ( colors ) ;
if ( OriginalBigFont ! = nullptr ) OriginalBigFont - > SetDefaultTranslation ( colors ) ;
}
if ( SmallFont )
{
uint32_t colors [ 256 ] = { } ;
SmallFont - > RecordAllTextureColors ( colors ) ;
if ( OriginalSmallFont ! = nullptr ) OriginalSmallFont - > SetDefaultTranslation ( colors ) ;
NewSmallFont - > SetDefaultTranslation ( colors ) ;
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}
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translationsLoaded = true ;
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}
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void V_ClearFonts ( )
{
while ( FFont : : FirstFont ! = nullptr )
{
delete FFont : : FirstFont ;
}
FFont : : FirstFont = nullptr ;
AlternativeSmallFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr ;
}
//==========================================================================
//
// CleanseString
//
// Does some mild sanity checking on a string: If it ends with an incomplete
// color escape, the escape is removed.
//
//==========================================================================
char * CleanseString ( char * str )
{
char * escape = strrchr ( str , TEXTCOLOR_ESCAPE ) ;
if ( escape ! = NULL )
{
if ( escape [ 1 ] = = ' \0 ' )
{
* escape = ' \0 ' ;
}
else if ( escape [ 1 ] = = ' [ ' )
{
char * close = strchr ( escape + 2 , ' ] ' ) ;
if ( close = = NULL )
{
* escape = ' \0 ' ;
}
}
}
return str ;
}