/* ** razefont.cpp ** **--------------------------------------------------------------------------- ** Copyright 2021 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 "razefont.h" #include "gamecontrol.h" #include "c_cvars.h" #include "i_interface.h" #include "vm.h" #include "gstrings.h" #include "textures.h" FGameTexture* GetBaseForChar(FGameTexture* t); void FontCharCreated(FGameTexture* base, FGameTexture* glyph); FFont* IndexFont; FFont* DigiFont; FFont* BigFont13, * BigFont15; CUSTOM_CVAR(Int, duke_menufont, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) { if (!(g_gameType & GAMEFLAG_DUKE) || !BigFont13 || !BigFont15) return; if (self < -1 || self > 1) self = -1; else { // Font info must be copied so that BigFont does not change its address. if (self == 0 || (self == -1 && isPlutoPak())) OriginalBigFont->CopyFrom(*BigFont15); else if (self == 1 || (self == -1 && !isPlutoPak())) OriginalBigFont->CopyFrom(*BigFont13); } } static int compareChar(int code, FFont* gamefont, FFont* myfont) { auto c1 = gamefont->GetChar(code, CR_UNDEFINED, nullptr); auto c2 = myfont->GetChar(code, CR_UNDEFINED, nullptr); if (c1 == nullptr || c2 == nullptr) return 1; // this should never happen unless one of the fonts is broken. if (c1->GetTexelHeight() != c2->GetTexelHeight()) return 0; if (c1->GetTexelWidth() != c2->GetTexelWidth()) return 0; auto t1 = c1->GetTexture(); auto t2 = c2->GetTexture(); auto buf1 = t1->CreateTexBuffer(0); auto buf2 = t2->CreateTexBuffer(0); // at this point the palette has not yet been fully set up so the alpha channel is not consistent. // We have to mask it out here to be able to compare the two buffers. for (int i = 0; i < buf1.mWidth * buf1.mHeight * 4; i++) { buf1.mBuffer[i] = buf2.mBuffer[i] = 0; } int res = memcmp(buf1.mBuffer, buf2.mBuffer, buf1.mWidth * buf1.mHeight * 4); return res == 0; } static void SetupHires(FFont *font) { if (!font) return; auto altfont = font->AltFont(); if (!altfont) return; // Set up hightile links for the font. for (int i = 33; i < 127; i++) { auto mycode = font->GetCharCode(i, true); if (mycode != i) continue; auto mychar = font->GetChar(i, CR_UNDEFINED, nullptr); if (mychar == nullptr) continue; auto altcode = altfont->GetCharCode(i, true); if (altcode != i) continue; auto altchar = altfont->GetChar(i, CR_UNDEFINED, nullptr); if (altchar == nullptr) continue; auto base = GetBaseForChar(altchar); if (base == nullptr) continue; FontCharCreated(base, mychar); } } void InitFont() { V_InitFonts(); BigFont = V_GetFont("BigFont"); SmallFont = V_GetFont("SmallFont"); SmallFont2 = V_GetFont("SmallFont2"); IndexFont = V_GetFont("IndexFont"); DigiFont = V_GetFont("DigiFont"); SetupHires(BigFont); SetupHires(SmallFont); if (g_gameType & GAMEFLAG_DUKE) { BigFont13 = V_GetFont("BigFont13"); BigFont15 = V_GetFont("BigFont15"); BigFont = new FFont(0, "BigFont"); } OriginalSmallFont = SmallFont; OriginalBigFont = BigFont; auto tilesmallfont = V_GetFont("tilesmallfont"); auto tilebigfont = V_GetFont("tilebigfont"); // Check if the fonts have been altered by a mod. // If that is the case we need to do a bit of remapping to ensure the proper font gets used at least for English text. if (tilesmallfont) { int hits = 0; hits += compareChar('0', tilesmallfont, SmallFont); hits += compareChar('A', tilesmallfont, SmallFont); hits += compareChar('a', tilesmallfont, SmallFont); if (hits < 3) { tilesmallfont->SetName(SmallFont->GetName()); SmallFont->SetName("OriginalSmallFont"); SmallFont = tilesmallfont; } } if (tilebigfont) { int hits = 0; if (g_gameType & GAMEFLAG_DUKE) { hits += compareChar('0', tilebigfont, BigFont13); hits += compareChar('A', tilebigfont, BigFont13); hits += compareChar('0', tilebigfont, BigFont15); hits += compareChar('A', tilebigfont, BigFont15); } else { hits += compareChar('0', tilebigfont, BigFont); hits += compareChar('A', tilebigfont, BigFont); } if (hits < 2) { tilebigfont->SetName(BigFont->GetName()); BigFont->SetName("OriginalBigFont"); BigFont = tilebigfont; } } } FFont* PickBigFont(const char* txt) { if (generic_ui) return NewSmallFont; // Note: Support is incomplete. Translations do not exist anyway for most content. if (!OriginalBigFont || OriginalBigFont == BigFont) return BigFont; if (txt && *txt == '$') txt = GStrings[txt + 1]; if (!txt || !*txt) txt = GStrings["REQUIRED_CHARACTERS"]; if (!txt || !*txt || BigFont->CanPrint(txt)) return BigFont; return OriginalBigFont; } static FFont* PickBigFont_(const FString& str) { return PickBigFont(str.GetChars()); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, PickBigFont, PickBigFont_) { PARAM_PROLOGUE; PARAM_STRING(text); //PARAM_POINTER(cr, int); ACTION_RETURN_POINTER(PickBigFont(text)); } FFont* PickSmallFont(const char* txt) { if (generic_ui) return NewSmallFont; // Note: Support is incomplete. Translations do not exist anyway for most content. if (!OriginalSmallFont || OriginalSmallFont == SmallFont) return SmallFont; if (txt && *txt == '$') txt = GStrings[txt + 1]; if (!txt || !*txt) txt = GStrings["REQUIRED_CHARACTERS"]; if (!txt || !*txt || SmallFont->CanPrint(txt)) return SmallFont; return OriginalSmallFont; } static FFont* PickSmallFont_(const FString& str) { return PickSmallFont(str.GetChars()); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, PickSmallFont, PickSmallFont_) { PARAM_PROLOGUE; PARAM_STRING(text); //PARAM_POINTER(cr, int); ACTION_RETURN_POINTER(PickBigFont(text)); }