raze-gles/source/common/fonts/singlepicfont.cpp

126 lines
4 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 "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) 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';
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) const
{
*width = SpaceWidth;
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);
}