mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 08:30:58 +00:00
208 lines
6 KiB
C++
208 lines
6 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 "i_interface.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);
|
|
Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
|
|
if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic, Chars[i].OriginalPic);
|
|
}
|
|
else
|
|
{
|
|
Chars[i].OriginalPic = 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].OriginalPic != nullptr)
|
|
{
|
|
SpaceWidth = (Chars['N' - first].XMove + 1) / 2;
|
|
}
|
|
else
|
|
{
|
|
SpaceWidth = 4;
|
|
}
|
|
|
|
FixXMoves();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSpecialFont :: LoadTranslations
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSpecialFont::LoadTranslations()
|
|
{
|
|
FFont::LoadTranslations();
|
|
|
|
bool empty = true;
|
|
for (auto& c : Chars)
|
|
{
|
|
if (c.OriginalPic != nullptr)
|
|
{
|
|
empty = false;
|
|
break;
|
|
}
|
|
}
|
|
if (empty) return; // Font has no characters.
|
|
|
|
bool needsnotrans = false;
|
|
// exclude the non-translated colors from the translation calculation
|
|
for (int i = 0; i < 256; i++)
|
|
if (notranslate[i])
|
|
{
|
|
needsnotrans = true;
|
|
break;
|
|
}
|
|
|
|
// If we have no non-translateable colors, we can use the base data as-is.
|
|
if (!needsnotrans)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// we only need to add special handling if there's colors that should not be translated.
|
|
// Obviously 'notranslate' should only be used on data that uses the base palette, otherwise results are undefined!
|
|
for (auto &trans : Translations)
|
|
{
|
|
if (!IsLuminosityTranslation(trans)) continue; // this should only happen for CR_UNTRANSLATED.
|
|
|
|
FRemapTable remap(256);
|
|
remap.ForFont = true;
|
|
|
|
uint8_t workpal[1024];
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
workpal[i * 4 + 0] = GPalette.BaseColors[i].b;
|
|
workpal[i * 4 + 1] = GPalette.BaseColors[i].g;
|
|
workpal[i * 4 + 2] = GPalette.BaseColors[i].r;
|
|
workpal[i * 4 + 3] = GPalette.BaseColors[i].a;
|
|
}
|
|
V_ApplyLuminosityTranslation(trans, workpal, 256);
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
if (!notranslate[i])
|
|
{
|
|
remap.Palette[i] = PalEntry(workpal[i * 4 + 3], workpal[i * 4 + 2], workpal[i * 4 + 1], workpal[i * 4 + 0]);
|
|
remap.Remap[i] = ColorMatcher.Pick(remap.Palette[i]);
|
|
}
|
|
else
|
|
{
|
|
remap.Palette[i] = GPalette.BaseColors[i];
|
|
remap.Remap[i] = i;
|
|
}
|
|
}
|
|
trans = GPalette.StoreTranslation(TRANSLATION_Internal, &remap);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|