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8b1757eee2
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out. All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
127 lines
4 KiB
C++
127 lines
4 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 "engineerrors.h"
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#include "textures.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "texturemanager.h"
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class FSinglePicFont : public FFont
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{
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public:
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FSinglePicFont(const char *picname);
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// FFont interface
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FGameTexture *GetChar(int code, int translation, int *const width) const override;
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int GetCharWidth (int code) const override;
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protected:
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FTextureID PicNum;
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};
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//==========================================================================
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//
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// FSinglePicFont :: FSinglePicFont
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//
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// Creates a font to wrap a texture so that you can use hudmessage as if it
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// were a hudpic command. It does not support translation, but animation
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// is supported, unlike all the real fonts.
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//
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//==========================================================================
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FSinglePicFont::FSinglePicFont(const char *picname) :
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FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here.
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{
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FTextureID picnum = TexMan.CheckForTexture (picname, ETextureType::Any);
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if (!picnum.isValid())
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{
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I_FatalError ("%s is not a font or texture", picname);
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}
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auto pic = TexMan.GetGameTexture(picnum);
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FontName = picname;
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FontHeight = (int)pic->GetDisplayHeight();
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SpaceWidth = (int)pic->GetDisplayWidth();
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GlobalKerning = 0;
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FirstChar = LastChar = 'A';
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ActiveColors = 0;
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PicNum = picnum;
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Next = FirstFont;
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FirstFont = this;
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}
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//==========================================================================
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//
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// FSinglePicFont :: GetChar
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//
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// Returns the texture if code is 'a' or 'A', otherwise nullptr.
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//
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//==========================================================================
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FGameTexture *FSinglePicFont::GetChar (int code, int translation, int *const width) const
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{
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*width = SpaceWidth;
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if (code == 'a' || code == 'A')
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{
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return TexMan.GetGameTexture(PicNum, true);
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}
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else
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{
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return nullptr;
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}
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}
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//==========================================================================
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//
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// FSinglePicFont :: GetCharWidth
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//
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// Don't expect the text functions to work properly if I actually allowed
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// the character width to vary depending on the animation frame.
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//
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//==========================================================================
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int FSinglePicFont::GetCharWidth (int code) const
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{
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return SpaceWidth;
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}
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FFont *CreateSinglePicFont(const char *picname)
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{
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return new FSinglePicFont(picname);
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}
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