- copyright

This commit is contained in:
Christoph Oelckers 2020-06-28 09:03:31 +02:00
parent 67fa7f8275
commit 6be1a9a9e4
16 changed files with 16 additions and 70 deletions

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@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

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@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition

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@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

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@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition

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@ -1,6 +1,7 @@
//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
@ -167,76 +168,6 @@ void genspriteremaps(void)
}
}
//==========================================================================
//
// Sets up the game fonts.
//
//==========================================================================
void InitFonts()
{
GlyphSet fontdata;
// Small font
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(TILE_STARTALPHANUM + i);
if (tile && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
fontdata.Insert('!' + i, tile);
}
SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, -1, false, false, false, &fontdata);
fontdata.Clear();
// Big font
// This font is VERY messy...
fontdata.Insert('_', tileGetTexture(TILE_BIGALPHANUM - 11));
fontdata.Insert('-', tileGetTexture(TILE_BIGALPHANUM - 11));
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(TILE_BIGALPHANUM - 10 + i));
for (int i = 0; i < 26; i++) fontdata.Insert('A' + i, tileGetTexture(TILE_BIGALPHANUM + i));
fontdata.Insert('.', tileGetTexture(TILE_BIGPERIOD));
fontdata.Insert(',', tileGetTexture(TILE_BIGCOMMA));
fontdata.Insert('!', tileGetTexture(TILE_BIGX_));
fontdata.Insert('?', tileGetTexture(TILE_BIGQ));
fontdata.Insert(';', tileGetTexture(TILE_BIGSEMI));
fontdata.Insert(':', tileGetTexture(TILE_BIGCOLIN));
fontdata.Insert('\\', tileGetTexture(TILE_BIGALPHANUM + 68));
fontdata.Insert('/', tileGetTexture(TILE_BIGALPHANUM + 68));
fontdata.Insert('%', tileGetTexture(TILE_BIGALPHANUM + 69));
fontdata.Insert('`', tileGetTexture(TILE_BIGAPPOS));
fontdata.Insert('"', tileGetTexture(TILE_BIGAPPOS));
fontdata.Insert('\'', tileGetTexture(TILE_BIGAPPOS));
BigFont = new ::FFont("BigFont", nullptr, "defbigfont", 0, 0, 0, -1, -1, false, false, false, &fontdata);
fontdata.Clear();
// Tiny font
for (int i = 0; i < 95; i++)
{
auto tile = tileGetTexture(TILE_MINIFONT + i);
if (tile && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0)
fontdata.Insert('!' + i, tile);
}
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, -1, false, false, false, &fontdata);
fontdata.Clear();
// SBAR index font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(TILE_THREEBYFIVE + i));
fontdata.Insert(':', tileGetTexture(TILE_THREEBYFIVE + 10));
fontdata.Insert('/', tileGetTexture(TILE_THREEBYFIVE + 11));
fontdata.Insert('%', tileGetTexture(TILE_MINIFONT + '%' - '!'));
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
IndexFont = new ::FFont("IndexFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata);
fontdata.Clear();
// digital font
for (int i = 0; i < 10; i++) fontdata.Insert('0' + i, tileGetTexture(TILE_DIGITALNUM + i));
fontdata.Insert(1, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
DigiFont = new ::FFont("DigiFont", nullptr, nullptr, 0, 0, 0, -1, -1, false, false, false, &fontdata);
}
END_DUKE_NS

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@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition

View file

@ -2,6 +2,7 @@
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition