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206 lines
6 KiB
C++
206 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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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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