- set up the computer font as SmallFont2.

Unlike the sheet font, this one is needed.
This commit is contained in:
Christoph Oelckers 2020-08-22 16:24:42 +02:00
parent 7e7f9670c1
commit 6f039164a3
2 changed files with 26 additions and 57 deletions

View file

@ -76,60 +76,6 @@ void InitFonts()
GlyphSet fontdata;
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
auto tile = tileGetTexture(159);
auto pixels = tile->GetTexture()->Get8BitPixels(false);
// Convert the sheet font to a proportional font by checking the actual character sizes.
for (int i = 1; i < 128; i++)
{
int xpos = (i % 16) * 8;
int ypos = (i / 16) * 8;
bool rowset[8]{};
for (int x = 0; x < 8; x++)
{
for (int y = 0; y < 8; y++)
{
int pixel = pixels[xpos + x + 128 * (ypos + y)];
if (pixel)
{
rowset[x] = true;
break;
}
}
}
int left = 0;
int right = 7;
/* probably not such a good idea after all...
while (left <= right)
{
bool didit = false;
if (!rowset[left]) left++, didit = true;
if (!rowset[right]) right--, didit = true;
if (!didit) break;
}*/
if (left < right)
{
xpos += left;
int width = right - left + 1;
int height = 8;
TArray<TexPartBuild> part(1, true);
part[0].OriginX = -xpos;
part[0].OriginY = -ypos;
part[0].TexImage = static_cast<FImageTexture*>(tile->GetTexture());
FMultiPatchTexture* image = new FMultiPatchTexture(width, height, part, false, false);
FImageTexture* tex = new FImageTexture(image);
auto gtex = MakeGameTexture(tex, nullptr, ETextureType::FontChar);
gtex->SetWorldPanning(true);
gtex->SetOffsets(0, 0, 0);
gtex->SetOffsets(1, 0, 0);
TexMan.AddGameTexture(gtex);
fontdata.Insert(i, gtex);
}
}
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
fontdata.Clear();
for (int i = 0; i < 26; i++)
{
fontdata.Insert('A' + i, tileGetTexture(3522 + i));
@ -143,6 +89,7 @@ void InitFonts()
fontdata.Insert('?', tileGetTexture(3550));
fontdata.Insert(',', tileGetTexture(3551));
fontdata.Insert('`', tileGetTexture(3552));
fontdata.Insert('\'', tileGetTexture(3552));
fontdata.Insert('"', tileGetTexture(3553));
fontdata.Insert('-', tileGetTexture(3554));
fontdata.Insert('_', tileGetTexture(3554));
@ -154,6 +101,30 @@ void InitFonts()
SmallFont->SetKerning(1);
fontdata.Clear();
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
for (int i = 0; i < 26; i++)
{
fontdata.Insert('A' + i, tileGetTexture(3624 + i));
}
for (int i = 0; i < 10; i++)
{
fontdata.Insert('0' + i, tileGetTexture(3657 + i));
}
fontdata.Insert('!', tileGetTexture(3651));
fontdata.Insert('"', tileGetTexture(3655));
fontdata.Insert('\'', tileGetTexture(3654));
fontdata.Insert('`', tileGetTexture(3654));
fontdata.Insert('.', tileGetTexture(3650));
fontdata.Insert(',', tileGetTexture(3551));
fontdata.Insert('-', tileGetTexture(3656));
fontdata.Insert('?', tileGetTexture(3652));
fontdata.Insert(127, TexMan.FindGameTexture("TINYBLAK")); // this is only here to widen the color range of the font to produce a better translation.
GlyphSet::Iterator it(fontdata);
GlyphSet::Pair* pair;
while (it.NextPair(pair)) pair->Value->SetOffsetsNotForFont();
SmallFont2 = new ::FFont("SmallFont2", nullptr, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata);
SmallFont2->SetKerning(1);
}

View file

@ -570,13 +570,11 @@ void MoveStatus()
class DExhumedStatusBar : public DBaseStatusBar
{
DHUDFont textfont;
DHUDFont minifont;
public:
DExhumedStatusBar()
{
textfont = { SmallFont, 1, Off, 1, 1 };
textfont = { SmallFont2, 1, Off, 1, 1 };
}
private:
@ -820,7 +818,7 @@ private:
if (nSnakeCam >= 0)
{
BeginHUD(320, 200, 1);
SBar_DrawString(this, &minifont, "S E R P E N T C A M", 0, 0, DI_TEXT_ALIGN_CENTER | DI_SCREEN_CENTER_TOP, CR_UNTRANSLATED, 1, -1, 0, 1, 1);
SBar_DrawString(this, &textfont, "S E R P E N T C A M", 0, 0, DI_TEXT_ALIGN_CENTER | DI_SCREEN_CENTER_TOP, CR_UNTRANSLATED, 1, -1, 0, 1, 1);
}
}