/* ** 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 #include #include #include #include "templates.h" #include "m_swap.h" #include "v_font.h" #include "printf.h" #include "textures.h" #include "filesystem.h" #include "cmdlib.h" #include "sc_man.h" #include "gstrings.h" #include "image.h" #include "utf8.h" #include "myiswalpha.h" #include "fontchars.h" #include "multipatchtexture.h" #include "texturemanager.h" #include "i_interface.h" #include "fontinternals.h" //========================================================================== // // FFont :: FFont // // Loads a multi-texture font. // //========================================================================== FFont::FFont (const char *name, const char *nametemplate, const char *filetemplate, int lfirst, int lcount, int start, int fdlump, int spacewidth, bool notranslate, bool iwadonly, bool doomtemplate, GlyphSet *baseGlyphs) { int i; FTextureID lump; char buffer[12]; DVector2 Scale = { 1, 1 }; noTranslate = notranslate; Lump = fdlump; GlobalKerning = false; FontName = name; Next = FirstFont; FirstFont = this; Cursor = '_'; ActiveColors = 0; SpaceWidth = 0; FontHeight = 0; uint8_t pp = 0; for (auto &p : PatchRemap) p = pp++; translateUntranslated = false; int FixedWidth = 0; TMap charMap; int minchar = INT_MAX; int maxchar = INT_MIN; // Read the font's configuration. // This will not be done for the default fonts, because they are not atomic and the default content does not need it. TArray folderdata; if (filetemplate != nullptr) { FStringf path("fonts/%s/", filetemplate); // If a name template is given, collect data from all resource files. // For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked. fileSystem.GetFilesInFolder(path, folderdata, nametemplate == nullptr); //if (nametemplate == nullptr) { FStringf infpath("fonts/%s/font.inf", filetemplate); unsigned index = folderdata.FindEx([=](const FolderEntry &entry) { return infpath.CompareNoCase(entry.name) == 0; }); if (index < folderdata.Size()) { FScanner sc; sc.OpenLumpNum(folderdata[index].lumpnum); while (sc.GetToken()) { sc.TokenMustBe(TK_Identifier); if (sc.Compare("Kerning")) { sc.MustGetValue(false); GlobalKerning = sc.Number; } else if (sc.Compare("Scale")) { sc.MustGetValue(true); Scale.Y = Scale.X = sc.Float; if (sc.CheckToken(',')) { sc.MustGetValue(true); Scale.Y = sc.Float; } } else if (sc.Compare("SpaceWidth")) { sc.MustGetValue(false); SpaceWidth = sc.Number; } else if (sc.Compare("FontHeight")) { sc.MustGetValue(false); FontHeight = sc.Number; } else if (sc.Compare("CellSize")) { sc.MustGetValue(false); FixedWidth = sc.Number; sc.MustGetToken(','); sc.MustGetValue(false); FontHeight = sc.Number; } else if (sc.Compare("Translationtype")) { sc.MustGetToken(TK_Identifier); if (sc.Compare("console")) { TranslationType = 1; } else if (sc.Compare("standard")) { TranslationType = 0; } else { sc.ScriptError("Unknown translation type %s", sc.String); } } } } } } if (FixedWidth > 0) { ReadSheetFont(folderdata, FixedWidth, FontHeight, Scale); Type = Folder; } else { if (baseGlyphs) { // First insert everything from the given glyph set. GlyphSet::Iterator it(*baseGlyphs); GlyphSet::Pair* pair; while (it.NextPair(pair)) { if (pair->Value && pair->Value->GetTexelWidth() > 0 && pair->Value->GetTexelHeight() > 0) { auto position = pair->Key; if (position < minchar) minchar = position; if (position > maxchar) maxchar = position; charMap.Insert(position, pair->Value); } } } if (nametemplate != nullptr) { if (!iwadonly) { for (i = 0; i < lcount; i++) { int position = lfirst + i; mysnprintf(buffer, countof(buffer), nametemplate, i + start); lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch); if (doomtemplate && lump.isValid() && i + start == 121) { // HACKHACK: Don't load STCFN121 in doom(2), because // it's not really a lower-case 'y' but a '|'. // Because a lot of wads with their own font seem to foolishly // copy STCFN121 and make it a '|' themselves, wads must // provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'. FStringf c120(nametemplate, 120); FStringf c122(nametemplate, 122); if (!TexMan.CheckForTexture(c120, ETextureType::MiscPatch).isValid() || !TexMan.CheckForTexture(c122, ETextureType::MiscPatch).isValid()) { // insert the incorrectly named '|' graphic in its correct position. position = 124; } } if (lump.isValid()) { Type = Multilump; if (position < minchar) minchar = position; if (position > maxchar) maxchar = position; charMap.Insert(position, TexMan.GetGameTexture(lump)); } } } else { FGameTexture *texs[256] = {}; if (lcount > 256 - start) lcount = 256 - start; for (i = 0; i < lcount; i++) { TArray array; mysnprintf(buffer, countof(buffer), nametemplate, i + start); TexMan.ListTextures(buffer, array, true); for (auto entry : array) { auto tex = TexMan.GetGameTexture(entry, false); if (tex && !tex->isUserContent() && tex->GetUseType() == ETextureType::MiscPatch) { texs[i] = tex; } } } if (doomtemplate) { // Handle the misplaced '|'. if (texs[121 - '!'] && !texs[120 - '!'] && !texs[122 - '!'] && !texs[124 - '!']) { texs[124 - '!'] = texs[121 - '!']; texs[121 - '!'] = nullptr; } } for (i = 0; i < lcount; i++) { if (texs[i]) { int position = lfirst + i; Type = Multilump; if (position < minchar) minchar = position; if (position > maxchar) maxchar = position; charMap.Insert(position, texs[i]); } } } } if (folderdata.Size() > 0) { // all valid lumps must be named with a hex number that represents its Unicode character index. for (auto &entry : folderdata) { char *endp; auto base = ExtractFileBase(entry.name); auto position = strtoll(base.GetChars(), &endp, 16); if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff))) { auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch); if (lump.isValid()) { if ((int)position < minchar) minchar = (int)position; if ((int)position > maxchar) maxchar = (int)position; auto tex = TexMan.GetGameTexture(lump); tex->SetScale((float)Scale.X, (float)Scale.Y); charMap.Insert((int)position, tex); Type = Folder; } } } } FirstChar = minchar; LastChar = maxchar; auto count = maxchar - minchar + 1; Chars.Resize(count); int fontheight = 0; int asciiheight = 0; for (i = 0; i < count; i++) { auto lump = charMap.CheckKey(FirstChar + i); if (lump != nullptr) { auto pic = *lump; if (pic != nullptr) { double fheight = pic->GetDisplayHeight(); double yoffs = pic->GetDisplayTopOffset(); int height = int(fheight + abs(yoffs) + 0.5); if (height > fontheight) { fontheight = height; } if (height > asciiheight && FirstChar + 1 < 128) { asciiheight = height; } } auto orig = pic->GetTexture(); auto tex = MakeGameTexture(orig, nullptr, ETextureType::FontChar); tex->CopySize(pic, true); TexMan.AddGameTexture(tex); Chars[i].OriginalPic = tex; if (!noTranslate) { Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(orig->GetImage())), nullptr, ETextureType::FontChar); Chars[i].TranslatedPic->CopySize(pic, true); TexMan.AddGameTexture(Chars[i].TranslatedPic); } else { Chars[i].TranslatedPic = tex; } if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].TranslatedPic); Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth(); } else { Chars[i].TranslatedPic = nullptr; Chars[i].XMove = INT_MIN; } } if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence { if (spacewidth != -1) { SpaceWidth = spacewidth; } else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].TranslatedPic != nullptr) { SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2; } else { SpaceWidth = 4; } } if (FontHeight == 0) FontHeight = fontheight; if (AsciiHeight == 0) AsciiHeight = asciiheight; FixXMoves(); } } void FFont::ReadSheetFont(TArray &folderdata, int width, int height, const DVector2 &Scale) { // all valid lumps must be named with a hex number that represents the Unicode character index for its first character, TArray part(1, true); TMap charMap; int minchar = INT_MAX; int maxchar = INT_MIN; for (auto &entry : folderdata) { char *endp; auto base = ExtractFileBase(entry.name); auto position = strtoll(base.GetChars(), &endp, 16); if ((*endp == 0 || (*endp == '.' && position >= 0 && position < 0xffff))) // Sheet fonts may fill in the low control chars. { auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch); if (lump.isValid()) { auto tex = TexMan.GetGameTexture(lump); int numtex_x = tex->GetTexelWidth() / width; int numtex_y = tex->GetTexelHeight() / height; int maxinsheet = int(position) + numtex_x * numtex_y - 1; if (minchar > position) minchar = int(position); if (maxchar < maxinsheet) maxchar = maxinsheet; for (int y = 0; y < numtex_y; y++) { for (int x = 0; x < numtex_x; x++) { part[0].OriginX = -width * x; part[0].OriginY = -height * y; part[0].TexImage = static_cast(tex->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); gtex->SetScale((float)Scale.X, (float)Scale.Y); TexMan.AddGameTexture(gtex); charMap.Insert(int(position) + x + y * numtex_x, gtex); } } } } } FirstChar = minchar; bool map1252 = false; if (minchar < 0x80 && maxchar >= 0xa0) // should be a settable option, but that'd probably cause more problems than it'd solve. { if (maxchar < 0x2122) maxchar = 0x2122; map1252 = true; } LastChar = maxchar; auto count = maxchar - minchar + 1; Chars.Resize(count); int fontheight = 0; for (int i = 0; i < count; i++) { auto lump = charMap.CheckKey(FirstChar + i); if (lump != nullptr) { auto pic = (*lump)->GetTexture(); Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar); Chars[i].OriginalPic->SetUseType(ETextureType::FontChar); Chars[i].OriginalPic->CopySize(*lump, true); Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(pic->GetImage())), nullptr, ETextureType::FontChar); Chars[i].TranslatedPic->CopySize(*lump, true); Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar); if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic); TexMan.AddGameTexture(Chars[i].TranslatedPic); } Chars[i].XMove = width; } if (map1252) { // Move the Windows-1252 characters to their proper place. for (int i = 0x80; i < 0xa0; i++) { if (win1252map[i - 0x80] != i && Chars[i - minchar].TranslatedPic != nullptr && Chars[win1252map[i - 0x80] - minchar].TranslatedPic == nullptr) { std::swap(Chars[i - minchar], Chars[win1252map[i - 0x80] - minchar]); } } } SpaceWidth = width; } //========================================================================== // // FFont :: ~FFont // //========================================================================== FFont::~FFont () { FFont **prev = &FirstFont; FFont *font = *prev; while (font != nullptr && font != this) { prev = &font->Next; font = *prev; } if (font != nullptr) { *prev = font->Next; } } //========================================================================== // // FFont :: CheckCase // //========================================================================== void FFont::CheckCase() { int lowercount = 0, uppercount = 0; for (unsigned i = 0; i < Chars.Size(); i++) { unsigned chr = i + FirstChar; if (lowerforupper[chr] == chr && upperforlower[chr] == chr) { continue; // not a letter; } if (myislower(chr)) { if (Chars[i].TranslatedPic != nullptr) lowercount++; } else { if (Chars[i].TranslatedPic != nullptr) uppercount++; } } if (lowercount == 0) return; // This is an uppercase-only font and we are done. // The ß needs special treatment because it is far more likely to be supplied lowercase only, even in an uppercase font. if (Chars[0xdf - FirstChar].TranslatedPic != nullptr) { if (LastChar < 0x1e9e) { Chars.Resize(0x1e9f - FirstChar); LastChar = 0x1e9e; } if (Chars[0x1e9e - FirstChar].TranslatedPic == nullptr) { std::swap(Chars[0xdf - FirstChar], Chars[0x1e9e - FirstChar]); lowercount--; uppercount++; if (lowercount == 0) return; } } } //========================================================================== // // 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 (FName name) { if (name == NAME_None) { return nullptr; } FFont *font = FirstFont; while (font != nullptr) { if (font->FontName == name) return font; font = font->Next; } return nullptr; } //========================================================================== // // RecordTextureColors // // Given a 256 entry buffer, sets every entry that corresponds to a color // used by the texture to 1. // //========================================================================== void RecordTextureColors (FImageSource *pic, uint32_t *usedcolors) { int x; auto pixels = pic->GetPalettedPixels(false); auto size = pic->GetWidth() * pic->GetHeight(); for(x = 0;x < size; x++) { usedcolors[pixels[x]]++; } } //========================================================================== // // RecordAllTextureColors // // Given a 256 entry buffer, sets every entry that corresponds to a color // used by the font. // //========================================================================== void FFont::RecordAllTextureColors(uint32_t *usedcolors) { for (unsigned int i = 0; i < Chars.Size(); i++) { if (Chars[i].TranslatedPic) { FFontChar1 *pic = static_cast(Chars[i].TranslatedPic->GetTexture()->GetImage()); if (pic) { // The remap must be temporarily reset here because this can be called on an initialized font. auto sr = pic->ResetSourceRemap(); RecordTextureColors(pic, usedcolors); pic->SetSourceRemap(sr); } } } } //========================================================================== // // SetDefaultTranslation // // Builds a translation to map the stock font to a mod provided replacement. // //========================================================================== void FFont::SetDefaultTranslation(uint32_t *othercolors) { uint32_t mycolors[256] = {}; RecordAllTextureColors(mycolors); uint8_t mytranslation[256], othertranslation[256], myreverse[256], otherreverse[256]; TArray myluminosity, otherluminosity; SimpleTranslation(mycolors, mytranslation, myreverse, myluminosity); SimpleTranslation(othercolors, othertranslation, otherreverse, otherluminosity); FRemapTable remap(ActiveColors); remap.Remap[0] = 0; remap.Palette[0] = 0; remap.ForFont = true; for (unsigned l = 1; l < myluminosity.Size(); l++) { for (unsigned o = 1; o < otherluminosity.Size()-1; o++) // luminosity[0] is for the transparent color { if (myluminosity[l] >= otherluminosity[o] && myluminosity[l] <= otherluminosity[o+1]) { PalEntry color1 = GPalette.BaseColors[otherreverse[o]]; PalEntry color2 = GPalette.BaseColors[otherreverse[o+1]]; double weight = 0; if (otherluminosity[o] != otherluminosity[o + 1]) { weight = (myluminosity[l] - otherluminosity[o]) / (otherluminosity[o + 1] - otherluminosity[o]); } int r = int(color1.r + weight * (color2.r - color1.r)); int g = int(color1.g + weight * (color2.g - color1.g)); int b = int(color1.b + weight * (color2.b - color1.b)); r = clamp(r, 0, 255); g = clamp(g, 0, 255); b = clamp(b, 0, 255); remap.Remap[l] = ColorMatcher.Pick(r, g, b); remap.Palette[l] = PalEntry(255, r, g, b); break; } } } Translations[CR_UNTRANSLATED] = GPalette.StoreTranslation(TRANSLATION_Internal, &remap); forceremap = true; } //========================================================================== // // compare // // Used for sorting colors by brightness. // //========================================================================== static int compare (const void *arg1, const void *arg2) { if (RPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 299 + GPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 587 + BPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 114 < RPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 299 + GPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 587 + BPART(GPalette.BaseColors[*((uint8_t *)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 (uint32_t *colorsused, uint8_t *translation, uint8_t *reverse, TArray &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.Resize(j); Luminosity[0] = 0.0; // [BL] Prevent uninitalized memory 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 uint8_t *identity, const void *ranges, int total_colors, const PalEntry *palette, std::function post) { int i, j; const TranslationParm *parmstart = (const TranslationParm *)ranges; FRemapTable remap(total_colors); remap.ForFont = true; // Create different translations for different color ranges Translations.Clear(); for (i = 0; i < NumTextColors; i++) { if (i == CR_UNTRANSLATED) { if (identity != nullptr) { memcpy(remap.Remap, identity, ActiveColors); if (palette != nullptr) { 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); } } Translations.Push(GPalette.StoreTranslation(TRANSLATION_Internal, &remap)); } else { Translations.Push(Translations[0]); } continue; } assert(parmstart->RangeStart >= 0); remap.Remap[0] = 0; remap.Palette[0] = 0; remap.ForFont = true; 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); } if (post) post(&remap); Translations.Push(GPalette.StoreTranslation(TRANSLATION_Internal, &remap)); // Advance to the next color range. while (parmstart[1].RangeStart > parmstart[0].RangeEnd) { parmstart++; } parmstart++; } } //========================================================================== // // FFont :: GetColorTranslation // //========================================================================== int FFont::GetColorTranslation (EColorRange range, PalEntry *color) const { if (noTranslate) { PalEntry retcolor = PalEntry(255, 255, 255, 255); if (range >= 0 && range < NumTextColors && range != CR_UNTRANSLATED) { retcolor = TranslationColors[range]; retcolor.a = 255; } if (color != nullptr) *color = retcolor; } if (ActiveColors == 0 || range == CR_UNDEFINED) return -1; else if (range >= NumTextColors) range = CR_UNTRANSLATED; //if (range == CR_UNTRANSLATED && !translateUntranslated) return nullptr; return Translations[range]; } //========================================================================== // // FFont :: GetCharCode // // If the character code is in the font, returns it. If it is not, but it // is lowercase and has an uppercase variant present, return that. Otherwise // return -1. // //========================================================================== int FFont::GetCharCode(int code, bool needpic) const { int newcode; if (code < 0 && code >= -128) { // regular chars turn negative when the 8th bit is set. code &= 255; } if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr)) { return code; } // Use different substitution logic based on the fonts content: // In a font which has both upper and lower case, prefer unaccented small characters over capital ones. // In a pure upper-case font, do not check for lower case replacements. if (!MixedCase) { // Try converting lowercase characters to uppercase. if (myislower(code)) { code = upperforlower[code]; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr)) { return code; } } // Try stripping accents from accented characters. while ((newcode = stripaccent(code)) != code) { code = newcode; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr)) { return code; } } } else { int originalcode = code; // Try stripping accents from accented characters. This may repeat to allow multi-step fallbacks. while ((newcode = stripaccent(code)) != code) { code = newcode; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr)) { return code; } } code = originalcode; if (myislower(code)) { int upper = upperforlower[code]; // Stripping accents did not help - now try uppercase for lowercase if (upper != code) return GetCharCode(upper, needpic); } // Same for the uppercase character. Since we restart at the accented version this must go through the entire thing again. while ((newcode = stripaccent(code)) != code) { code = newcode; if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr)) { return code; } } } return -1; } //========================================================================== // // FFont :: GetChar // //========================================================================== FGameTexture *FFont::GetChar (int code, int translation, int *const width, bool *redirected) const { code = GetCharCode(code, true); int xmove = SpaceWidth; if (code >= 0) { code -= FirstChar; xmove = Chars[code].XMove; } if (width != nullptr) { *width = xmove; } if (code < 0) return nullptr; if ((translation == CR_UNTRANSLATED || translation == CR_UNDEFINED) && !forceremap) { bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic; if (redirected) *redirected = redirect; if (redirect) { assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar); return Chars[code].OriginalPic; } } if (redirected) *redirected = false; assert(Chars[code].TranslatedPic->GetUseType() == ETextureType::FontChar); return Chars[code].TranslatedPic; } //========================================================================== // // FFont :: GetCharWidth // //========================================================================== int FFont::GetCharWidth (int code) const { code = GetCharCode(code, true); if (code >= 0) return Chars[code - FirstChar].XMove; return SpaceWidth; } //========================================================================== // // // //========================================================================== double GetBottomAlignOffset(FFont *font, int c) { int w; auto tex_zero = font->GetChar('0', CR_UNDEFINED, &w); auto texc = font->GetChar(c, CR_UNDEFINED, &w); double offset = 0; if (texc) offset += texc->GetDisplayTopOffset(); if (tex_zero) offset += -tex_zero->GetDisplayTopOffset() + tex_zero->GetDisplayHeight(); return offset; } //========================================================================== // // Checks if the font contains proper glyphs for all characters in the string // //========================================================================== bool FFont::CanPrint(const uint8_t *string) const { if (!string) return true; while (*string) { auto chr = GetCharFromString(string); if (!MixedCase) chr = upperforlower[chr]; // For uppercase-only fonts we shouldn't check lowercase characters. if (chr == TEXTCOLOR_ESCAPE) { // We do not need to check for UTF-8 in here. if (*string == '[') { while (*string != '\0' && *string != ']') { ++string; } } if (*string != '\0') { ++string; } continue; } else if (chr != '\n') { int cc = GetCharCode(chr, true); if (chr != cc && myiswalpha(chr) && cc != getAlternative(chr)) { return false; } } } return true; } //========================================================================== // // Find string width using this font // //========================================================================== int FFont::StringWidth(const uint8_t *string, int spacing) const { int w = 0; int maxw = 0; while (*string) { auto chr = GetCharFromString(string); if (chr == TEXTCOLOR_ESCAPE) { // We do not need to check for UTF-8 in here. if (*string == '[') { while (*string != '\0' && *string != ']') { ++string; } } if (*string != '\0') { ++string; } continue; } else if (chr == '\n') { if (w > maxw) maxw = w; w = 0; } else if (spacing >= 0) { w += GetCharWidth(chr) + GlobalKerning + spacing; } else { w -= spacing; } } return std::max(maxw, w); } //========================================================================== // // Get the largest ascender in the first line of this text. // //========================================================================== int FFont::GetMaxAscender(const uint8_t* string) const { int retval = 0; while (*string) { auto chr = GetCharFromString(string); if (chr == TEXTCOLOR_ESCAPE) { // We do not need to check for UTF-8 in here. if (*string == '[') { while (*string != '\0' && *string != ']') { ++string; } } if (*string != '\0') { ++string; } continue; } else if (chr == '\n') { break; } else { auto ctex = GetChar(chr, CR_UNTRANSLATED, nullptr); if (ctex) { auto offs = int(ctex->GetDisplayTopOffset()); if (offs > retval) retval = offs; } } } return retval; } //========================================================================== // // FFont :: LoadTranslations // //========================================================================== void FFont::LoadTranslations() { unsigned int count = LastChar - FirstChar + 1; uint32_t usedcolors[256] = {}; uint8_t identity[256]; TArray Luminosity; for (unsigned int i = 0; i < count; i++) { if (Chars[i].TranslatedPic) { FFontChar1 *pic = static_cast(Chars[i].TranslatedPic->GetTexture()->GetImage()); if (pic) { pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture RecordTextureColors(pic, usedcolors); } } } ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity); for (unsigned int i = 0; i < count; i++) { if(Chars[i].TranslatedPic) static_cast(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap); } BuildTranslations (Luminosity.Data(), identity, &TranslationParms[TranslationType][0], ActiveColors, nullptr); } //========================================================================== // // FFont :: FFont - default constructor // //========================================================================== FFont::FFont (int lump) { Lump = lump; FontName = NAME_None; Cursor = '_'; noTranslate = false; uint8_t pp = 0; for (auto &p : PatchRemap) p = pp++; } //========================================================================== // // FFont :: FixXMoves // // If a font has gaps in its characters, set the missing characters' // XMoves to either SpaceWidth or the unaccented or uppercase variant's // XMove. Missing XMoves must be initialized with INT_MIN beforehand. // //========================================================================== void FFont::FixXMoves() { if (FirstChar < 'a' && LastChar >= 'z') { MixedCase = true; // First check if this is a mixed case font. // For this the basic Latin small characters all need to be present. for (int i = 'a'; i <= 'z'; i++) if (Chars[i - FirstChar].OriginalPic == nullptr) { MixedCase = false; break; } } for (int i = 0; i <= LastChar - FirstChar; ++i) { if (Chars[i].XMove == INT_MIN) { // Try an uppercase character. if (myislower(i + FirstChar)) { int upper = upperforlower[FirstChar + i]; if (upper >= FirstChar && upper <= LastChar ) { Chars[i].XMove = Chars[upper - FirstChar].XMove; continue; } } // Try an unnaccented character. int noaccent = stripaccent(i + FirstChar); if (noaccent != i + FirstChar) { noaccent -= FirstChar; if (noaccent >= 0) { Chars[i].XMove = Chars[noaccent].XMove; continue; } } Chars[i].XMove = SpaceWidth; } if (Chars[i].OriginalPic) { int ofs = (int)Chars[i].OriginalPic->GetDisplayTopOffset(); if (ofs > Displacement) Displacement = ofs; } } }