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https://github.com/ZDoom/raze-gles.git
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454816299e
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts. This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data. This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files. All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
207 lines
6 KiB
C++
207 lines
6 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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#include "v_font.h"
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#include "textures.h"
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#include "image.h"
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#include "fontchars.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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// Essentially a normal multilump font but with an explicit list of character patches
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class FSpecialFont : public FFont
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{
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public:
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FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
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void LoadTranslations();
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protected:
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bool notranslate[256];
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};
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//==========================================================================
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//
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// FSpecialFont :: FSpecialFont
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//
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//==========================================================================
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FSpecialFont::FSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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: FFont(lump)
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{
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int i;
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TArray<FGameTexture *> charlumps(count, true);
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int maxyoffs;
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FGameTexture *pic;
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memcpy(this->notranslate, notranslate, 256*sizeof(bool));
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noTranslate = donttranslate;
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FontName = name;
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Chars.Resize(count);
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FirstChar = first;
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LastChar = first + count - 1;
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FontHeight = 0;
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GlobalKerning = false;
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maxyoffs = 0;
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for (i = 0; i < count; i++)
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{
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pic = charlumps[i] = lumplist[i];
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if (pic != nullptr)
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{
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int height = (int)pic->GetDisplayHeight();
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int yoffs = (int)pic->GetDisplayTopOffset();
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if (yoffs > maxyoffs)
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{
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maxyoffs = yoffs;
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}
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height += abs (yoffs);
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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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}
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if (charlumps[i] != nullptr)
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{
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auto pic = charlumps[i];
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Chars[i].OriginalPic = MakeGameTexture(pic->GetTexture(), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic->CopySize(pic, true);
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Chars[i].OriginalPic->SetName(FStringf("@@%s.%d", name, i));
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TexMan.AddGameTexture(Chars[i].OriginalPic);
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Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic);
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}
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else
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{
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Chars[i].OriginalPic = nullptr;
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Chars[i].XMove = INT_MIN;
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}
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}
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// Special fonts normally don't have all characters so be careful here!
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if ('N'-first >= 0 && 'N'-first < count && Chars['N' - first].OriginalPic != nullptr)
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{
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SpaceWidth = (Chars['N' - first].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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FixXMoves();
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}
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//==========================================================================
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//
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// FSpecialFont :: LoadTranslations
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//
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//==========================================================================
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void FSpecialFont::LoadTranslations()
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{
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FFont::LoadTranslations();
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bool empty = true;
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for (auto& c : Chars)
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{
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if (c.OriginalPic != nullptr)
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{
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empty = false;
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break;
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}
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}
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if (empty) return; // Font has no characters.
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bool needsnotrans = false;
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// exclude the non-translated colors from the translation calculation
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for (int i = 0; i < 256; i++)
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if (notranslate[i])
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{
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needsnotrans = true;
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break;
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}
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// If we have no non-translateable colors, we can use the base data as-is.
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if (!needsnotrans)
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{
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return;
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}
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// we only need to add special handling if there's colors that should not be translated.
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// Obviously 'notranslate' should only be used on data that uses the base palette, otherwise results are undefined!
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for (auto &trans : Translations)
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{
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if (!IsLuminosityTranslation(trans)) continue; // this should only happen for CR_UNTRANSLATED.
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FRemapTable remap(256);
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remap.ForFont = true;
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uint8_t workpal[1024];
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for (int i = 0; i < 256; i++)
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{
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workpal[i * 4 + 0] = GPalette.BaseColors[i].b;
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workpal[i * 4 + 1] = GPalette.BaseColors[i].g;
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workpal[i * 4 + 2] = GPalette.BaseColors[i].r;
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workpal[i * 4 + 3] = GPalette.BaseColors[i].a;
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}
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V_ApplyLuminosityTranslation(trans, workpal, 256);
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for (int i = 0; i < 256; i++)
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{
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if (!notranslate[i])
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{
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remap.Palette[i] = PalEntry(workpal[i * 4 + 3], workpal[i * 4 + 2], workpal[i * 4 + 1], workpal[i * 4 + 0]);
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remap.Remap[i] = ColorMatcher.Pick(remap.Palette[i]);
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}
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else
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{
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remap.Palette[i] = GPalette.BaseColors[i];
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remap.Remap[i] = i;
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}
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}
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trans = GPalette.StoreTranslation(TRANSLATION_Internal, &remap);
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}
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}
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FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate)
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{
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return new FSpecialFont(name, first, count, lumplist, notranslate, lump, donttranslate);
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}
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