mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 16:40:40 +00:00
217 lines
6.2 KiB
C++
217 lines
6.2 KiB
C++
/*
|
|
** 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 "v_font.h"
|
|
#include "textures.h"
|
|
#include "image.h"
|
|
#include "fontchars.h"
|
|
#include "texturemanager.h"
|
|
|
|
#include "fontinternals.h"
|
|
|
|
// Essentially a normal multilump font but with an explicit list of character patches
|
|
class FSpecialFont : public FFont
|
|
{
|
|
public:
|
|
FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
|
|
|
|
void LoadTranslations();
|
|
|
|
protected:
|
|
bool notranslate[256];
|
|
};
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSpecialFont :: FSpecialFont
|
|
//
|
|
//==========================================================================
|
|
|
|
FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
|
|
: FFont(lump)
|
|
{
|
|
int i;
|
|
TArray<FGameTexture *> charlumps(count, true);
|
|
int maxyoffs;
|
|
FGameTexture *pic;
|
|
|
|
memcpy(this->notranslate, notranslate, 256*sizeof(bool));
|
|
|
|
noTranslate = donttranslate;
|
|
FontName = name;
|
|
Chars.Resize(count);
|
|
FirstChar = first;
|
|
LastChar = first + count - 1;
|
|
FontHeight = 0;
|
|
GlobalKerning = false;
|
|
Next = FirstFont;
|
|
FirstFont = this;
|
|
|
|
maxyoffs = 0;
|
|
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
pic = charlumps[i] = lumplist[i];
|
|
if (pic != nullptr)
|
|
{
|
|
int height = (int)pic->GetDisplayHeight();
|
|
int yoffs = (int)pic->GetDisplayTopOffset();
|
|
|
|
if (yoffs > maxyoffs)
|
|
{
|
|
maxyoffs = yoffs;
|
|
}
|
|
height += abs (yoffs);
|
|
if (height > FontHeight)
|
|
{
|
|
FontHeight = height;
|
|
}
|
|
}
|
|
|
|
if (charlumps[i] != nullptr)
|
|
{
|
|
auto pic = charlumps[i];
|
|
Chars[i].OriginalPic = MakeGameTexture(pic->GetTexture(), nullptr, ETextureType::FontChar);
|
|
Chars[i].OriginalPic->CopySize(pic, true);
|
|
TexMan.AddGameTexture(Chars[i].OriginalPic);
|
|
|
|
if (!noTranslate)
|
|
{
|
|
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1 (charlumps[i]->GetTexture()->GetImage())), nullptr, ETextureType::FontChar);
|
|
Chars[i].TranslatedPic->CopySize(charlumps[i], true);
|
|
TexMan.AddGameTexture(Chars[i].TranslatedPic);
|
|
}
|
|
else Chars[i].TranslatedPic = Chars[i].OriginalPic;
|
|
Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
|
|
}
|
|
else
|
|
{
|
|
Chars[i].TranslatedPic = nullptr;
|
|
Chars[i].XMove = INT_MIN;
|
|
}
|
|
}
|
|
|
|
// Special fonts normally don't have all characters so be careful here!
|
|
if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].TranslatedPic != nullptr)
|
|
{
|
|
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
|
|
}
|
|
else
|
|
{
|
|
SpaceWidth = 4;
|
|
}
|
|
|
|
FixXMoves();
|
|
|
|
if (noTranslate)
|
|
{
|
|
ActiveColors = 0;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSpecialFont :: LoadTranslations
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSpecialFont::LoadTranslations()
|
|
{
|
|
int count = LastChar - FirstChar + 1;
|
|
uint32_t usedcolors[256] = {};
|
|
uint8_t identity[256];
|
|
TArray<double> Luminosity;
|
|
int TotalColors;
|
|
int i;
|
|
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
if (Chars[i].TranslatedPic)
|
|
{
|
|
FFontChar1 *pic = static_cast<FFontChar1 *>(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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// exclude the non-translated colors from the translation calculation
|
|
for (i = 0; i < 256; i++)
|
|
if (notranslate[i])
|
|
usedcolors[i] = false;
|
|
|
|
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity);
|
|
|
|
// Map all untranslated colors into the table of used colors
|
|
for (i = 0; i < 256; i++)
|
|
{
|
|
if (notranslate[i])
|
|
{
|
|
PatchRemap[i] = TotalColors;
|
|
identity[TotalColors] = i;
|
|
TotalColors++;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
if(Chars[i].TranslatedPic)
|
|
static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap);
|
|
}
|
|
|
|
BuildTranslations(Luminosity.Data(), identity, &TranslationParms[0][0], TotalColors, nullptr, [=](FRemapTable* remap)
|
|
{
|
|
// add the untranslated colors to the Ranges tables
|
|
if (ActiveColors < TotalColors)
|
|
{
|
|
for (int j = ActiveColors; j < TotalColors; ++j)
|
|
{
|
|
remap->Remap[j] = identity[j];
|
|
remap->Palette[j] = GPalette.BaseColors[identity[j]];
|
|
remap->Palette[j].a = 0xff;
|
|
}
|
|
}
|
|
});
|
|
|
|
ActiveColors = TotalColors;
|
|
}
|
|
|
|
FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
|
|
{
|
|
return new FSpecialFont(name, first, count, lumplist, notranslate, lump, donttranslate);
|
|
}
|