mirror of
https://github.com/ZDoom/raze-gles.git
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1278 lines
35 KiB
C++
1278 lines
35 KiB
C++
/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include <cwctype>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "templates.h"
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#include "m_swap.h"
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#include "v_font.h"
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#include "printf.h"
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#include "textures.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "gstrings.h"
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#include "image.h"
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#include "utf8.h"
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#include "myiswalpha.h"
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#include "fontchars.h"
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#include "multipatchtexture.h"
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#include "texturemanager.h"
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#include "i_interface.h"
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#include "fontinternals.h"
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//==========================================================================
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//
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// FFont :: FFont
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//
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// Loads a multi-texture font.
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//
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//==========================================================================
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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)
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{
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int i;
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FTextureID lump;
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char buffer[12];
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DVector2 Scale = { 1, 1 };
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noTranslate = notranslate;
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Lump = fdlump;
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GlobalKerning = false;
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FontName = name;
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Next = FirstFont;
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FirstFont = this;
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Cursor = '_';
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ActiveColors = 0;
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SpaceWidth = 0;
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FontHeight = 0;
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uint8_t pp = 0;
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for (auto &p : PatchRemap) p = pp++;
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translateUntranslated = false;
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int FixedWidth = 0;
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TMap<int, FGameTexture*> charMap;
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int minchar = INT_MAX;
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int maxchar = INT_MIN;
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// Read the font's configuration.
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// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
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TArray<FolderEntry> folderdata;
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if (filetemplate != nullptr)
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{
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FStringf path("fonts/%s/", filetemplate);
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// If a name template is given, collect data from all resource files.
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// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
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fileSystem.GetFilesInFolder(path, folderdata, nametemplate == nullptr);
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//if (nametemplate == nullptr)
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{
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FStringf infpath("fonts/%s/font.inf", filetemplate);
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unsigned index = folderdata.FindEx([=](const FolderEntry &entry)
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{
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return infpath.CompareNoCase(entry.name) == 0;
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});
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if (index < folderdata.Size())
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{
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FScanner sc;
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sc.OpenLumpNum(folderdata[index].lumpnum);
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while (sc.GetToken())
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{
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sc.TokenMustBe(TK_Identifier);
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if (sc.Compare("Kerning"))
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{
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sc.MustGetValue(false);
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GlobalKerning = sc.Number;
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}
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else if (sc.Compare("Scale"))
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{
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sc.MustGetValue(true);
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Scale.Y = Scale.X = sc.Float;
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if (sc.CheckToken(','))
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{
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sc.MustGetValue(true);
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Scale.Y = sc.Float;
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}
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}
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else if (sc.Compare("SpaceWidth"))
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{
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sc.MustGetValue(false);
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SpaceWidth = sc.Number;
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}
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else if (sc.Compare("FontHeight"))
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{
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sc.MustGetValue(false);
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FontHeight = sc.Number;
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}
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else if (sc.Compare("CellSize"))
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{
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sc.MustGetValue(false);
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FixedWidth = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetValue(false);
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FontHeight = sc.Number;
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}
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else if (sc.Compare("Translationtype"))
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{
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sc.MustGetToken(TK_Identifier);
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if (sc.Compare("console"))
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{
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TranslationType = 1;
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}
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else if (sc.Compare("standard"))
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{
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TranslationType = 0;
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}
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else
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{
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sc.ScriptError("Unknown translation type %s", sc.String);
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}
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}
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}
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}
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}
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}
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if (FixedWidth > 0)
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{
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ReadSheetFont(folderdata, FixedWidth, FontHeight, Scale);
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Type = Folder;
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}
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else
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{
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if (baseGlyphs)
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{
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// First insert everything from the given glyph set.
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GlyphSet::Iterator it(*baseGlyphs);
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GlyphSet::Pair* pair;
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while (it.NextPair(pair))
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{
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if (pair->Value && pair->Value->GetTexelWidth() > 0 && pair->Value->GetTexelHeight() > 0)
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{
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auto position = pair->Key;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, pair->Value);
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}
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}
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}
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if (nametemplate != nullptr)
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{
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if (!iwadonly)
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{
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for (i = 0; i < lcount; i++)
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{
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int position = lfirst + i;
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mysnprintf(buffer, countof(buffer), nametemplate, i + start);
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lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch);
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if (doomtemplate && lump.isValid() && i + start == 121)
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{ // HACKHACK: Don't load STCFN121 in doom(2), because
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// it's not really a lower-case 'y' but a '|'.
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// Because a lot of wads with their own font seem to foolishly
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// copy STCFN121 and make it a '|' themselves, wads must
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// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
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FStringf c120(nametemplate, 120);
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FStringf c122(nametemplate, 122);
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if (!TexMan.CheckForTexture(c120, ETextureType::MiscPatch).isValid() ||
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!TexMan.CheckForTexture(c122, ETextureType::MiscPatch).isValid())
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{
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// insert the incorrectly named '|' graphic in its correct position.
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position = 124;
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}
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}
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if (lump.isValid())
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{
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Type = Multilump;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, TexMan.GetGameTexture(lump));
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}
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}
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}
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else
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{
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FGameTexture *texs[256] = {};
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if (lcount > 256 - start) lcount = 256 - start;
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for (i = 0; i < lcount; i++)
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{
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TArray<FTextureID> array;
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mysnprintf(buffer, countof(buffer), nametemplate, i + start);
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TexMan.ListTextures(buffer, array, true);
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for (auto entry : array)
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{
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auto tex = TexMan.GetGameTexture(entry, false);
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if (tex && !tex->isUserContent() && tex->GetUseType() == ETextureType::MiscPatch)
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{
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texs[i] = tex;
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}
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}
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}
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if (doomtemplate)
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{
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// Handle the misplaced '|'.
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if (texs[121 - '!'] && !texs[120 - '!'] && !texs[122 - '!'] && !texs[124 - '!'])
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{
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texs[124 - '!'] = texs[121 - '!'];
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texs[121 - '!'] = nullptr;
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}
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}
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for (i = 0; i < lcount; i++)
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{
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if (texs[i])
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{
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int position = lfirst + i;
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Type = Multilump;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, texs[i]);
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}
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}
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}
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}
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if (folderdata.Size() > 0)
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{
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// all valid lumps must be named with a hex number that represents its Unicode character index.
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for (auto &entry : folderdata)
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{
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char *endp;
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auto base = ExtractFileBase(entry.name);
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auto position = strtoll(base.GetChars(), &endp, 16);
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if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff)))
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{
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auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
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if (lump.isValid())
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{
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if ((int)position < minchar) minchar = (int)position;
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if ((int)position > maxchar) maxchar = (int)position;
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auto tex = TexMan.GetGameTexture(lump);
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tex->SetScale((float)Scale.X, (float)Scale.Y);
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charMap.Insert((int)position, tex);
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Type = Folder;
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}
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}
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}
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}
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FirstChar = minchar;
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LastChar = maxchar;
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auto count = maxchar - minchar + 1;
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Chars.Resize(count);
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int fontheight = 0;
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int asciiheight = 0;
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for (i = 0; i < count; i++)
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{
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auto lump = charMap.CheckKey(FirstChar + i);
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if (lump != nullptr)
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{
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auto pic = *lump;
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if (pic != nullptr)
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{
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double fheight = pic->GetDisplayHeight();
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double yoffs = pic->GetDisplayTopOffset();
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int height = int(fheight + abs(yoffs) + 0.5);
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if (height > fontheight)
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{
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fontheight = height;
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}
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if (height > asciiheight && FirstChar + 1 < 128)
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{
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asciiheight = height;
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}
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}
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auto orig = pic->GetTexture();
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auto tex = MakeGameTexture(orig, nullptr, ETextureType::FontChar);
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tex->CopySize(pic, true);
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TexMan.AddGameTexture(tex);
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Chars[i].OriginalPic = tex;
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if (!noTranslate)
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(orig->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(pic, true);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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else
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{
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Chars[i].TranslatedPic = tex;
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}
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].TranslatedPic);
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Chars[i].XMove = (int)Chars[i].TranslatedPic->GetDisplayWidth();
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}
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else
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{
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Chars[i].TranslatedPic = nullptr;
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Chars[i].XMove = INT_MIN;
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}
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}
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if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence
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{
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if (spacewidth != -1)
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{
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SpaceWidth = spacewidth;
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}
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else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].TranslatedPic != nullptr)
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{
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SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
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}
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else
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{
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SpaceWidth = 4;
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}
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}
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if (FontHeight == 0) FontHeight = fontheight;
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if (AsciiHeight == 0) AsciiHeight = asciiheight;
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FixXMoves();
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}
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}
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void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
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{
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// all valid lumps must be named with a hex number that represents the Unicode character index for its first character,
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TArray<TexPartBuild> part(1, true);
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TMap<int, FGameTexture*> charMap;
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int minchar = INT_MAX;
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int maxchar = INT_MIN;
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for (auto &entry : folderdata)
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{
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char *endp;
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auto base = ExtractFileBase(entry.name);
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auto position = strtoll(base.GetChars(), &endp, 16);
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if ((*endp == 0 || (*endp == '.' && position >= 0 && position < 0xffff))) // Sheet fonts may fill in the low control chars.
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{
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auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
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if (lump.isValid())
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{
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auto tex = TexMan.GetGameTexture(lump);
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int numtex_x = tex->GetTexelWidth() / width;
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int numtex_y = tex->GetTexelHeight() / height;
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int maxinsheet = int(position) + numtex_x * numtex_y - 1;
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if (minchar > position) minchar = int(position);
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if (maxchar < maxinsheet) maxchar = maxinsheet;
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for (int y = 0; y < numtex_y; y++)
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{
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for (int x = 0; x < numtex_x; x++)
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{
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part[0].OriginX = -width * x;
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part[0].OriginY = -height * y;
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part[0].TexImage = static_cast<FImageTexture*>(tex->GetTexture());
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FMultiPatchTexture *image = new FMultiPatchTexture(width, height, part, false, false);
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FImageTexture *tex = new FImageTexture(image);
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auto gtex = MakeGameTexture(tex, nullptr, ETextureType::FontChar);
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gtex->SetWorldPanning(true);
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gtex->SetOffsets(0, 0, 0);
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gtex->SetOffsets(1, 0, 0);
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gtex->SetScale((float)Scale.X, (float)Scale.Y);
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TexMan.AddGameTexture(gtex);
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charMap.Insert(int(position) + x + y * numtex_x, gtex);
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}
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}
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}
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}
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}
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FirstChar = minchar;
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bool map1252 = false;
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if (minchar < 0x80 && maxchar >= 0xa0) // should be a settable option, but that'd probably cause more problems than it'd solve.
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{
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if (maxchar < 0x2122) maxchar = 0x2122;
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map1252 = true;
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}
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LastChar = maxchar;
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auto count = maxchar - minchar + 1;
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Chars.Resize(count);
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int fontheight = 0;
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for (int i = 0; i < count; i++)
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{
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auto lump = charMap.CheckKey(FirstChar + i);
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if (lump != nullptr)
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{
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auto pic = (*lump)->GetTexture();
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Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(*lump, true);
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar1(pic->GetImage())), nullptr, ETextureType::FontChar);
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Chars[i].TranslatedPic->CopySize(*lump, true);
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Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
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if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic);
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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}
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Chars[i].XMove = width;
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}
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if (map1252)
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{
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// Move the Windows-1252 characters to their proper place.
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for (int i = 0x80; i < 0xa0; i++)
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{
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if (win1252map[i - 0x80] != i && Chars[i - minchar].TranslatedPic != nullptr && Chars[win1252map[i - 0x80] - minchar].TranslatedPic == nullptr)
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{
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std::swap(Chars[i - minchar], Chars[win1252map[i - 0x80] - minchar]);
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}
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}
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}
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SpaceWidth = width;
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}
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//==========================================================================
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//
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// FFont :: ~FFont
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//
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//==========================================================================
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FFont::~FFont ()
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{
|
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FFont **prev = &FirstFont;
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FFont *font = *prev;
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while (font != nullptr && font != this)
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{
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prev = &font->Next;
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font = *prev;
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}
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if (font != nullptr)
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{
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*prev = font->Next;
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}
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}
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//==========================================================================
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//
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// FFont :: CheckCase
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//
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//==========================================================================
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|
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void FFont::CheckCase()
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{
|
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int lowercount = 0, uppercount = 0;
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for (unsigned i = 0; i < Chars.Size(); i++)
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{
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unsigned chr = i + FirstChar;
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if (lowerforupper[chr] == chr && upperforlower[chr] == chr)
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{
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continue; // not a letter;
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}
|
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if (myislower(chr))
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{
|
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if (Chars[i].TranslatedPic != nullptr) lowercount++;
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}
|
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else
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{
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if (Chars[i].TranslatedPic != nullptr) uppercount++;
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}
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}
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|
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<FFontChar1 *>(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<double> 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<double> &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<void(FRemapTable*)> 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<double> Luminosity;
|
|
|
|
for (unsigned int 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity);
|
|
|
|
for (unsigned int i = 0; i < count; i++)
|
|
{
|
|
if(Chars[i].TranslatedPic)
|
|
static_cast<FFontChar1 *>(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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|