/* ** 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. **--------------------------------------------------------------------------- ** */ #include "engineerrors.h" #include "textures.h" #include "v_font.h" #include "filesystem.h" #include "texturemanager.h" class FSinglePicFont : public FFont { public: FSinglePicFont(const char *picname); // FFont interface FGameTexture *GetChar(int code, int translation, int *const width, bool *redirected = nullptr) const override; int GetCharWidth (int code) const override; protected: FTextureID PicNum; }; //========================================================================== // // FSinglePicFont :: FSinglePicFont // // Creates a font to wrap a texture so that you can use hudmessage as if it // were a hudpic command. It does not support translation, but animation // is supported, unlike all the real fonts. // //========================================================================== FSinglePicFont::FSinglePicFont(const char *picname) : FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here. { FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Any); if (!picnum.isValid()) { I_FatalError ("%s is not a font or texture", picname); } auto pic = TexMan.GetGameTexture(picnum); FontName = picname; FontHeight = (int)pic->GetDisplayHeight(); SpaceWidth = (int)pic->GetDisplayWidth(); GlobalKerning = 0; FirstChar = LastChar = 'A'; ActiveColors = 0; PicNum = picnum; Next = FirstFont; FirstFont = this; } //========================================================================== // // FSinglePicFont :: GetChar // // Returns the texture if code is 'a' or 'A', otherwise nullptr. // //========================================================================== FGameTexture *FSinglePicFont::GetChar (int code, int translation, int *const width, bool *redirected) const { *width = SpaceWidth; if (redirected) *redirected = false; if (code == 'a' || code == 'A') { return TexMan.GetGameTexture(PicNum, true); } else { return nullptr; } } //========================================================================== // // FSinglePicFont :: GetCharWidth // // Don't expect the text functions to work properly if I actually allowed // the character width to vary depending on the animation frame. // //========================================================================== int FSinglePicFont::GetCharWidth (int code) const { return SpaceWidth; } FFont *CreateSinglePicFont(const char *picname) { return new FSinglePicFont(picname); }