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/*
* * 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 .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
// HEADER FILES ------------------------------------------------------------
# include <cwctype>
# include <stdlib.h>
# include <string.h>
# include <math.h>
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# include "m_swap.h"
# include "v_font.h"
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# include "printf.h"
# include "textures.h"
# include "filesystem.h"
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# include "cmdlib.h"
# include "sc_man.h"
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# include "gstrings.h"
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# include "image.h"
# include "utf8.h"
# include "myiswalpha.h"
# include "fontchars.h"
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# include "multipatchtexture.h"
# include "texturemanager.h"
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# include "i_interface.h"
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# include "fontinternals.h"
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TArray < FBitmap > sheetBitmaps ;
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//==========================================================================
//
// FFont :: FFont
//
// Loads a multi-texture font.
//
//==========================================================================
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FFont : : FFont ( const char * name , const char * nametemplate , const char * filetemplate , int lfirst , int lcount , int start , int fdlump , int spacewidth , bool notranslate , bool iwadonly , bool doomtemplate , GlyphSet * baseGlyphs )
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: FFont ( fdlump , name )
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{
int i ;
FTextureID lump ;
char buffer [ 12 ] ;
DVector2 Scale = { 1 , 1 } ;
noTranslate = notranslate ;
GlobalKerning = false ;
SpaceWidth = 0 ;
FontHeight = 0 ;
int FixedWidth = 0 ;
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TMap < int , FGameTexture * > charMap ;
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int minchar = INT_MAX ;
int maxchar = INT_MIN ;
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// Read the font's configuration.
// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
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TArray < FolderEntry > folderdata ;
if ( filetemplate ! = nullptr )
{
FStringf path ( " fonts/%s/ " , filetemplate ) ;
// If a name template is given, collect data from all resource files.
// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
fileSystem . GetFilesInFolder ( path , folderdata , nametemplate = = nullptr ) ;
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//if (nametemplate == nullptr)
{
FStringf infpath ( " fonts/%s/font.inf " , filetemplate ) ;
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unsigned index = folderdata . FindEx ( [ = ] ( const FolderEntry & entry )
{
return infpath . CompareNoCase ( entry . name ) = = 0 ;
} ) ;
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if ( index < folderdata . Size ( ) )
{
FScanner sc ;
sc . OpenLumpNum ( folderdata [ index ] . lumpnum ) ;
while ( sc . GetToken ( ) )
{
sc . TokenMustBe ( TK_Identifier ) ;
if ( sc . Compare ( " Kerning " ) )
{
sc . MustGetValue ( false ) ;
GlobalKerning = sc . Number ;
}
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else if ( sc . Compare ( " Altfont " ) )
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{
sc . MustGetString ( ) ;
AltFontName = sc . String ;
}
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else if ( sc . Compare ( " Scale " ) )
{
sc . MustGetValue ( true ) ;
Scale . Y = Scale . X = sc . Float ;
if ( sc . CheckToken ( ' , ' ) )
{
sc . MustGetValue ( true ) ;
Scale . Y = sc . Float ;
}
}
else if ( sc . Compare ( " SpaceWidth " ) )
{
sc . MustGetValue ( false ) ;
SpaceWidth = sc . Number ;
}
else if ( sc . Compare ( " FontHeight " ) )
{
sc . MustGetValue ( false ) ;
FontHeight = sc . Number ;
}
else if ( sc . Compare ( " CellSize " ) )
{
sc . MustGetValue ( false ) ;
FixedWidth = sc . Number ;
sc . MustGetToken ( ' , ' ) ;
sc . MustGetValue ( false ) ;
FontHeight = sc . Number ;
}
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else if ( sc . Compare ( " minluminosity " ) )
{
sc . MustGetValue ( false ) ;
MinLum = ( int16_t ) clamp ( sc . Number , 0 , 255 ) ;
}
else if ( sc . Compare ( " maxluminosity " ) )
{
sc . MustGetValue ( false ) ;
MaxLum = ( int16_t ) clamp ( sc . Number , 0 , 255 ) ;
}
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else if ( sc . Compare ( " Translationtype " ) )
{
sc . MustGetToken ( TK_Identifier ) ;
if ( sc . Compare ( " console " ) )
{
TranslationType = 1 ;
}
else if ( sc . Compare ( " standard " ) )
{
TranslationType = 0 ;
}
else
{
sc . ScriptError ( " Unknown translation type %s " , sc . String ) ;
}
}
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else if ( sc . Compare ( " lowercaselatinonly " ) )
{
lowercaselatinonly = true ;
}
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}
}
}
}
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if ( FixedWidth > 0 )
{
ReadSheetFont ( folderdata , FixedWidth , FontHeight , Scale ) ;
Type = Folder ;
}
else
{
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if ( baseGlyphs )
{
// First insert everything from the given glyph set.
GlyphSet : : Iterator it ( * baseGlyphs ) ;
GlyphSet : : Pair * pair ;
while ( it . NextPair ( pair ) )
{
if ( pair - > Value & & pair - > Value - > GetTexelWidth ( ) > 0 & & pair - > Value - > GetTexelHeight ( ) > 0 )
{
auto position = pair - > Key ;
if ( position < minchar ) minchar = position ;
if ( position > maxchar ) maxchar = position ;
charMap . Insert ( position , pair - > Value ) ;
}
}
}
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if ( nametemplate ! = nullptr )
{
if ( ! iwadonly )
{
for ( i = 0 ; i < lcount ; i + + )
{
int position = lfirst + i ;
mysnprintf ( buffer , countof ( buffer ) , nametemplate , i + start ) ;
lump = TexMan . CheckForTexture ( buffer , ETextureType : : MiscPatch ) ;
if ( doomtemplate & & lump . isValid ( ) & & i + start = = 121 )
{ // HACKHACK: Don't load STCFN121 in doom(2), because
// it's not really a lower-case 'y' but a '|'.
// Because a lot of wads with their own font seem to foolishly
// copy STCFN121 and make it a '|' themselves, wads must
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
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FStringf c120 ( nametemplate , 120 ) ;
FStringf c122 ( nametemplate , 122 ) ;
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if ( ! TexMan . CheckForTexture ( c120 , ETextureType : : MiscPatch ) . isValid ( ) | |
! TexMan . CheckForTexture ( c122 , ETextureType : : MiscPatch ) . isValid ( ) )
{
// insert the incorrectly named '|' graphic in its correct position.
position = 124 ;
}
}
if ( lump . isValid ( ) )
{
Type = Multilump ;
if ( position < minchar ) minchar = position ;
if ( position > maxchar ) maxchar = position ;
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charMap . Insert ( position , TexMan . GetGameTexture ( lump ) ) ;
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}
}
}
else
{
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FGameTexture * texs [ 256 ] = { } ;
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if ( lcount > 256 - start ) lcount = 256 - start ;
for ( i = 0 ; i < lcount ; i + + )
{
TArray < FTextureID > array ;
mysnprintf ( buffer , countof ( buffer ) , nametemplate , i + start ) ;
TexMan . ListTextures ( buffer , array , true ) ;
for ( auto entry : array )
{
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auto tex = TexMan . GetGameTexture ( entry , false ) ;
if ( tex & & ! tex - > isUserContent ( ) & & tex - > GetUseType ( ) = = ETextureType : : MiscPatch )
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{
texs [ i ] = tex ;
}
}
}
if ( doomtemplate )
{
// Handle the misplaced '|'.
if ( texs [ 121 - ' ! ' ] & & ! texs [ 120 - ' ! ' ] & & ! texs [ 122 - ' ! ' ] & & ! texs [ 124 - ' ! ' ] )
{
texs [ 124 - ' ! ' ] = texs [ 121 - ' ! ' ] ;
texs [ 121 - ' ! ' ] = nullptr ;
}
}
for ( i = 0 ; i < lcount ; i + + )
{
if ( texs [ i ] )
{
int position = lfirst + i ;
Type = Multilump ;
if ( position < minchar ) minchar = position ;
if ( position > maxchar ) maxchar = position ;
charMap . Insert ( position , texs [ i ] ) ;
}
}
}
}
if ( folderdata . Size ( ) > 0 )
{
// all valid lumps must be named with a hex number that represents its Unicode character index.
for ( auto & entry : folderdata )
{
char * endp ;
auto base = ExtractFileBase ( entry . name ) ;
auto position = strtoll ( base . GetChars ( ) , & endp , 16 ) ;
if ( ( * endp = = 0 | | ( * endp = = ' . ' & & position > = ' ! ' & & position < 0xffff ) ) )
{
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auto texlump = TexMan . CheckForTexture ( entry . name , ETextureType : : MiscPatch ) ;
if ( texlump . isValid ( ) )
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{
if ( ( int ) position < minchar ) minchar = ( int ) position ;
if ( ( int ) position > maxchar ) maxchar = ( int ) position ;
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auto tex = TexMan . GetGameTexture ( texlump ) ;
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tex - > SetScale ( ( float ) Scale . X , ( float ) Scale . Y ) ;
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charMap . Insert ( ( int ) position , tex ) ;
Type = Folder ;
}
}
}
}
FirstChar = minchar ;
LastChar = maxchar ;
auto count = maxchar - minchar + 1 ;
Chars . Resize ( count ) ;
int fontheight = 0 ;
for ( i = 0 ; i < count ; i + + )
{
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auto charlump = charMap . CheckKey ( FirstChar + i ) ;
if ( charlump ! = nullptr )
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{
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auto pic = * charlump ;
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if ( pic ! = nullptr )
{
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double fheight = pic - > GetDisplayHeight ( ) ;
double yoffs = pic - > GetDisplayTopOffset ( ) ;
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int height = int ( fheight + abs ( yoffs ) + 0.5 ) ;
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if ( height > fontheight )
{
fontheight = height ;
}
}
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auto orig = pic - > GetTexture ( ) ;
auto tex = MakeGameTexture ( orig , nullptr , ETextureType : : FontChar ) ;
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tex - > CopySize ( pic , true ) ;
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TexMan . AddGameTexture ( tex ) ;
Chars [ i ] . OriginalPic = tex ;
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if ( sysCallbacks . FontCharCreated ) sysCallbacks . FontCharCreated ( pic , Chars [ i ] . OriginalPic ) ;
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Chars [ i ] . XMove = ( int ) Chars [ i ] . OriginalPic - > GetDisplayWidth ( ) ;
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}
else
{
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Chars [ i ] . OriginalPic = nullptr ;
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Chars [ i ] . XMove = INT_MIN ;
}
}
if ( SpaceWidth = = 0 ) // An explicit override from the .inf file must always take precedence
{
if ( spacewidth ! = - 1 )
{
SpaceWidth = spacewidth ;
}
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else if ( ' N ' - FirstChar > = 0 & & ' N ' - FirstChar < count & & Chars [ ' N ' - FirstChar ] . OriginalPic ! = nullptr )
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{
SpaceWidth = ( Chars [ ' N ' - FirstChar ] . XMove + 1 ) / 2 ;
}
else
{
SpaceWidth = 4 ;
}
}
if ( FontHeight = = 0 ) FontHeight = fontheight ;
FixXMoves ( ) ;
}
}
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class FSheetTexture : public FImageSource
{
unsigned baseSheet ;
int X , Y ;
public :
FSheetTexture ( unsigned source , int x , int y , int width , int height )
{
baseSheet = source ;
Width = width ;
Height = height ;
X = x ;
Y = y ;
}
int CopyPixels ( FBitmap * dest , int conversion )
{
auto & pic = sheetBitmaps [ baseSheet ] ;
dest - > CopyPixelDataRGB ( 0 , 0 , pic . GetPixels ( ) + 4 * ( X + pic . GetWidth ( ) * Y ) , Width , Height , 4 , pic . GetWidth ( ) * 4 , 0 , CF_BGRA ) ;
return 0 ;
}
} ;
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void FFont : : ReadSheetFont ( TArray < FolderEntry > & folderdata , int width , int height , const DVector2 & Scale )
{
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TMap < int , FGameTexture * > charMap ;
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int minchar = INT_MAX ;
int maxchar = INT_MIN ;
for ( auto & entry : folderdata )
{
char * endp ;
auto base = ExtractFileBase ( entry . name ) ;
auto position = strtoll ( base . GetChars ( ) , & endp , 16 ) ;
if ( ( * endp = = 0 | | ( * endp = = ' . ' & & position > = 0 & & position < 0xffff ) ) ) // Sheet fonts may fill in the low control chars.
{
auto lump = TexMan . CheckForTexture ( entry . name , ETextureType : : MiscPatch ) ;
if ( lump . isValid ( ) )
{
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auto tex = TexMan . GetGameTexture ( lump ) ;
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int numtex_x = tex - > GetTexelWidth ( ) / width ;
int numtex_y = tex - > GetTexelHeight ( ) / height ;
int maxinsheet = int ( position ) + numtex_x * numtex_y - 1 ;
if ( minchar > position ) minchar = int ( position ) ;
if ( maxchar < maxinsheet ) maxchar = maxinsheet ;
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FBitmap * sheetimg = & sheetBitmaps [ sheetBitmaps . Reserve ( 1 ) ] ;
sheetimg - > Create ( tex - > GetTexelWidth ( ) , tex - > GetTexelHeight ( ) ) ;
tex - > GetTexture ( ) - > GetImage ( ) - > CopyPixels ( sheetimg , FImageSource : : normal ) ;
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for ( int y = 0 ; y < numtex_y ; y + + )
{
for ( int x = 0 ; x < numtex_x ; x + + )
{
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auto image = new FSheetTexture ( sheetBitmaps . Size ( ) - 1 , x * width , y * height , width , height ) ;
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FImageTexture * imgtex = new FImageTexture ( image ) ;
auto gtex = MakeGameTexture ( imgtex , nullptr , ETextureType : : FontChar ) ;
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gtex - > SetWorldPanning ( true ) ;
gtex - > SetOffsets ( 0 , 0 , 0 ) ;
gtex - > SetOffsets ( 1 , 0 , 0 ) ;
gtex - > SetScale ( ( float ) Scale . X , ( float ) Scale . Y ) ;
TexMan . AddGameTexture ( gtex ) ;
charMap . Insert ( int ( position ) + x + y * numtex_x , gtex ) ;
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}
}
}
}
}
FirstChar = minchar ;
bool map1252 = false ;
if ( minchar < 0x80 & & maxchar > = 0xa0 ) // should be a settable option, but that'd probably cause more problems than it'd solve.
{
if ( maxchar < 0x2122 ) maxchar = 0x2122 ;
map1252 = true ;
}
LastChar = maxchar ;
auto count = maxchar - minchar + 1 ;
Chars . Resize ( count ) ;
for ( int i = 0 ; i < count ; i + + )
{
auto lump = charMap . CheckKey ( FirstChar + i ) ;
if ( lump ! = nullptr )
{
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auto pic = ( * lump ) - > GetTexture ( ) ;
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Chars [ i ] . OriginalPic = ( * lump ) - > GetUseType ( ) = = ETextureType : : FontChar ? ( * lump ) : MakeGameTexture ( pic , nullptr , ETextureType : : FontChar ) ;
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Chars [ i ] . OriginalPic - > SetUseType ( ETextureType : : FontChar ) ;
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Chars [ i ] . OriginalPic - > CopySize ( * lump , true ) ;
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if ( Chars [ i ] . OriginalPic ! = * lump ) TexMan . AddGameTexture ( Chars [ i ] . OriginalPic ) ;
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}
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Chars [ i ] . XMove = int ( width / Scale . X ) ;
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}
if ( map1252 )
{
// Move the Windows-1252 characters to their proper place.
for ( int i = 0x80 ; i < 0xa0 ; i + + )
{
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if ( win1252map [ i - 0x80 ] ! = i & & Chars [ i - minchar ] . OriginalPic ! = nullptr & & Chars [ win1252map [ i - 0x80 ] - minchar ] . OriginalPic = = nullptr )
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{
std : : swap ( Chars [ i - minchar ] , Chars [ win1252map [ i - 0x80 ] - minchar ] ) ;
}
}
}
SpaceWidth = width ;
}
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//==========================================================================
//
// FFont :: ~FFont
//
//==========================================================================
FFont : : ~ FFont ( )
{
FFont * * prev = & FirstFont ;
FFont * font = * prev ;
while ( font ! = nullptr & & font ! = this )
{
prev = & font - > Next ;
font = * prev ;
}
if ( font ! = nullptr )
{
* prev = font - > Next ;
}
}
//==========================================================================
//
// FFont :: CheckCase
//
//==========================================================================
void FFont : : CheckCase ( )
{
int lowercount = 0 , uppercount = 0 ;
for ( unsigned i = 0 ; i < Chars . Size ( ) ; i + + )
{
unsigned chr = i + FirstChar ;
if ( lowerforupper [ chr ] = = chr & & upperforlower [ chr ] = = chr )
{
continue ; // not a letter;
}
if ( myislower ( chr ) )
{
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if ( Chars [ i ] . OriginalPic ! = nullptr ) lowercount + + ;
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}
else
{
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if ( Chars [ i ] . OriginalPic ! = nullptr ) uppercount + + ;
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}
}
if ( lowercount = = 0 ) return ; // This is an uppercase-only font and we are done.
// The ß needs special treatment because it is far more likely to be supplied lowercase only, even in an uppercase font.
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if ( Chars [ 0xdf - FirstChar ] . OriginalPic ! = nullptr )
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{
if ( LastChar < 0x1e9e )
{
Chars . Resize ( 0x1e9f - FirstChar ) ;
LastChar = 0x1e9e ;
}
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if ( Chars [ 0x1e9e - FirstChar ] . OriginalPic = = nullptr )
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{
std : : swap ( Chars [ 0xdf - FirstChar ] , Chars [ 0x1e9e - FirstChar ] ) ;
lowercount - - ;
uppercount + + ;
if ( lowercount = = 0 ) return ;
}
}
}
//==========================================================================
//
// FFont :: FindFont
//
// Searches for the named font in the list of loaded fonts, returning the
// font if it was found. The disk is not checked if it cannot be found.
//
//==========================================================================
FFont * FFont : : FindFont ( FName name )
{
if ( name = = NAME_None )
{
return nullptr ;
}
FFont * font = FirstFont ;
while ( font ! = nullptr )
{
if ( font - > FontName = = name ) return font ;
font = font - > Next ;
}
return nullptr ;
}
//==========================================================================
//
// RecordTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the texture to 1.
//
//==========================================================================
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void RecordTextureColors ( FImageSource * pic , uint32_t * usedcolors )
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{
int x ;
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auto pixels = pic - > GetPalettedPixels ( false ) ;
auto size = pic - > GetWidth ( ) * pic - > GetHeight ( ) ;
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for ( x = 0 ; x < size ; x + + )
{
usedcolors [ pixels [ x ] ] + + ;
}
}
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//==========================================================================
//
// RecordLuminosity
//
// Records minimum and maximum luminosity of a texture.
//
//==========================================================================
static void RecordLuminosity ( FImageSource * pic , int * minlum , int * maxlum )
{
auto bitmap = pic - > GetCachedBitmap ( nullptr , FImageSource : : normal ) ;
auto pixels = bitmap . GetPixels ( ) ;
auto size = pic - > GetWidth ( ) * pic - > GetHeight ( ) ;
for ( int x = 0 ; x < size ; x + + )
{
int xx = x * 4 ;
if ( pixels [ xx + 3 ] > 0 )
{
int lum = Luminance ( pixels [ xx + 2 ] , pixels [ xx + 1 ] , pixels [ xx ] ) ;
if ( lum < * minlum ) * minlum = lum ;
if ( lum > * maxlum ) * maxlum = lum ;
}
}
}
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//==========================================================================
//
// RecordAllTextureColors
//
// Given a 256 entry buffer, sets every entry that corresponds to a color
// used by the font.
//
//==========================================================================
void FFont : : RecordAllTextureColors ( uint32_t * usedcolors )
{
for ( unsigned int i = 0 ; i < Chars . Size ( ) ; i + + )
{
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if ( Chars [ i ] . OriginalPic )
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{
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auto pic = Chars [ i ] . OriginalPic - > GetTexture ( ) - > GetImage ( ) ;
if ( pic ) RecordTextureColors ( pic , usedcolors ) ;
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}
}
}
//==========================================================================
//
// compare
//
// Used for sorting colors by brightness.
//
//==========================================================================
static int compare ( const void * arg1 , const void * arg2 )
{
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if ( RPART ( GPalette . BaseColors [ * ( ( uint8_t * ) arg1 ) ] ) * 299 +
GPART ( GPalette . BaseColors [ * ( ( uint8_t * ) arg1 ) ] ) * 587 +
BPART ( GPalette . BaseColors [ * ( ( uint8_t * ) arg1 ) ] ) * 114 <
RPART ( GPalette . BaseColors [ * ( ( uint8_t * ) arg2 ) ] ) * 299 +
GPART ( GPalette . BaseColors [ * ( ( uint8_t * ) arg2 ) ] ) * 587 +
BPART ( GPalette . BaseColors [ * ( ( uint8_t * ) arg2 ) ] ) * 114 )
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return - 1 ;
else
return 1 ;
}
//==========================================================================
//
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// FFont :: GetLuminosity
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//
//==========================================================================
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int FFont : : GetLuminosity ( uint32_t * colorsused , TArray < double > & Luminosity , int * minlum , int * maxlum )
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{
double min , max , diver ;
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Luminosity . Resize ( 256 ) ;
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Luminosity [ 0 ] = 0.0 ; // [BL] Prevent uninitalized memory
max = 0.0 ;
min = 100000000.0 ;
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for ( int i = 1 ; i < 256 ; i + + )
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{
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if ( colorsused [ i ] )
{
Luminosity [ i ] = GPalette . BaseColors [ i ] . r * 0.299 + GPalette . BaseColors [ i ] . g * 0.587 + GPalette . BaseColors [ i ] . b * 0.114 ;
if ( Luminosity [ i ] > max ) max = Luminosity [ i ] ;
if ( Luminosity [ i ] < min ) min = Luminosity [ i ] ;
}
else Luminosity [ i ] = - 1 ; // this color is not of interest.
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}
diver = 1.0 / ( max - min ) ;
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for ( int i = 1 ; i < 256 ; i + + )
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{
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if ( colorsused [ i ] )
{
Luminosity [ i ] = ( Luminosity [ i ] - min ) * diver ;
}
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}
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if ( minlum ) * minlum = int ( min ) ;
if ( maxlum ) * maxlum = int ( max ) ;
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return 256 ;
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}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
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int FFont : : GetColorTranslation ( EColorRange range , PalEntry * color ) const
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{
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// Single pic fonts do not set up their translation table and must always return 0.
if ( Translations . Size ( ) = = 0 ) return 0 ;
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assert ( Translations . Size ( ) = = ( unsigned ) NumTextColors ) ;
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if ( noTranslate )
{
PalEntry retcolor = PalEntry ( 255 , 255 , 255 , 255 ) ;
if ( range > = 0 & & range < NumTextColors & & range ! = CR_UNTRANSLATED )
{
retcolor = TranslationColors [ range ] ;
retcolor . a = 255 ;
}
if ( color ! = nullptr ) * color = retcolor ;
}
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if ( range = = CR_UNDEFINED )
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return - 1 ;
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else if ( range > = NumTextColors )
range = CR_UNTRANSLATED ;
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return Translations [ range ] ;
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}
//==========================================================================
//
// FFont :: GetCharCode
//
// If the character code is in the font, returns it. If it is not, but it
// is lowercase and has an uppercase variant present, return that. Otherwise
// return -1.
//
//==========================================================================
int FFont : : GetCharCode ( int code , bool needpic ) const
{
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int newcode ;
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if ( code < 0 & & code > = - 128 )
{
// regular chars turn negative when the 8th bit is set.
code & = 255 ;
}
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if ( special_i & & needpic )
{
// We need one special case for Turkish: If we have a lowercase-only font (like Raven's) and want to print the capital I, it must map to the dotless ı , because its own glyph will be the dotted i.
// This checks if the font has no small i, but does define the small dotless ı .
if ( ! MixedCase & & code = = ' I ' & & LastChar > = 0x131 & & Chars [ ' i ' - FirstChar ] . OriginalPic = = nullptr & & Chars [ 0x131 - FirstChar ] . OriginalPic ! = nullptr )
{
return 0x131 ;
}
// a similar check is needed for the small i in allcaps fonts. Here we cannot simply remap to an existing character, so the small dotted i must be placed at code point 0080.
if ( code = = ' i ' & & LastChar > = 0x80 & & Chars [ 0x80 - FirstChar ] . OriginalPic ! = nullptr )
{
return 0x80 ;
}
}
if ( code > = FirstChar & & code < = LastChar & & Chars [ code - FirstChar ] . OriginalPic ! = nullptr )
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{
return code ;
}
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// Use different substitution logic based on the fonts content:
// In a font which has both upper and lower case, prefer unaccented small characters over capital ones.
// In a pure upper-case font, do not check for lower case replacements.
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if ( ! MixedCase | | ( lowercaselatinonly & & code > = 0x380 & & code < 0x500 ) )
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{
// Try converting lowercase characters to uppercase.
if ( myislower ( code ) )
{
code = upperforlower [ code ] ;
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if ( code > = FirstChar & & code < = LastChar & & Chars [ code - FirstChar ] . OriginalPic ! = nullptr )
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{
return code ;
}
}
// Try stripping accents from accented characters.
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while ( ( newcode = stripaccent ( code ) ) ! = code )
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{
code = newcode ;
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if ( code > = FirstChar & & code < = LastChar & & Chars [ code - FirstChar ] . OriginalPic ! = nullptr )
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{
return code ;
}
}
}
else
{
int originalcode = code ;
// Try stripping accents from accented characters. This may repeat to allow multi-step fallbacks.
while ( ( newcode = stripaccent ( code ) ) ! = code )
{
code = newcode ;
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if ( code > = FirstChar & & code < = LastChar & & Chars [ code - FirstChar ] . OriginalPic ! = nullptr )
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{
return code ;
}
}
code = originalcode ;
if ( myislower ( code ) )
{
int upper = upperforlower [ code ] ;
// Stripping accents did not help - now try uppercase for lowercase
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if ( upper ! = code ) return GetCharCode ( upper , true ) ;
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}
// Same for the uppercase character. Since we restart at the accented version this must go through the entire thing again.
while ( ( newcode = stripaccent ( code ) ) ! = code )
{
code = newcode ;
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if ( code > = FirstChar & & code < = LastChar & & Chars [ code - FirstChar ] . OriginalPic ! = nullptr )
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{
return code ;
}
}
}
return - 1 ;
}
//==========================================================================
//
// FFont :: GetChar
//
//==========================================================================
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FGameTexture * FFont : : GetChar ( int code , int translation , int * const width ) const
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{
code = GetCharCode ( code , true ) ;
int xmove = SpaceWidth ;
if ( code > = 0 )
{
code - = FirstChar ;
xmove = Chars [ code ] . XMove ;
}
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if ( width ! = nullptr )
{
* width = xmove ;
}
if ( code < 0 ) return nullptr ;
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assert ( Chars [ code ] . OriginalPic - > GetUseType ( ) = = ETextureType : : FontChar ) ;
return Chars [ code ] . OriginalPic ;
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}
//==========================================================================
//
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// FFont :: GetCharWidth
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//
//==========================================================================
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int FFont : : GetCharWidth ( int code ) const
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{
code = GetCharCode ( code , true ) ;
if ( code > = 0 ) return Chars [ code - FirstChar ] . XMove ;
return SpaceWidth ;
}
//==========================================================================
//
//
//
//==========================================================================
double GetBottomAlignOffset ( FFont * font , int c )
{
int w ;
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auto tex_zero = font - > GetChar ( ' 0 ' , CR_UNDEFINED , & w ) ;
auto texc = font - > GetChar ( c , CR_UNDEFINED , & w ) ;
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double offset = 0 ;
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if ( texc ) offset + = texc - > GetDisplayTopOffset ( ) ;
if ( tex_zero ) offset + = - tex_zero - > GetDisplayTopOffset ( ) + tex_zero - > GetDisplayHeight ( ) ;
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return offset ;
}
//==========================================================================
//
// Checks if the font contains proper glyphs for all characters in the string
//
//==========================================================================
bool FFont : : CanPrint ( const uint8_t * string ) const
{
if ( ! string ) return true ;
while ( * string )
{
auto chr = GetCharFromString ( string ) ;
if ( ! MixedCase ) chr = upperforlower [ chr ] ; // For uppercase-only fonts we shouldn't check lowercase characters.
if ( chr = = TEXTCOLOR_ESCAPE )
{
// We do not need to check for UTF-8 in here.
if ( * string = = ' [ ' )
{
while ( * string ! = ' \0 ' & & * string ! = ' ] ' )
{
+ + string ;
}
}
if ( * string ! = ' \0 ' )
{
+ + string ;
}
continue ;
}
else if ( chr ! = ' \n ' )
{
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int cc = GetCharCode ( chr , false ) ;
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if ( chr ! = cc & & myiswalpha ( chr ) & & cc ! = getAlternative ( chr ) )
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{
return false ;
}
}
}
return true ;
}
//==========================================================================
//
// Find string width using this font
//
//==========================================================================
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int FFont : : StringWidth ( const uint8_t * string , int spacing ) const
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{
int w = 0 ;
int maxw = 0 ;
while ( * string )
{
auto chr = GetCharFromString ( string ) ;
if ( chr = = TEXTCOLOR_ESCAPE )
{
// We do not need to check for UTF-8 in here.
if ( * string = = ' [ ' )
{
while ( * string ! = ' \0 ' & & * string ! = ' ] ' )
{
+ + string ;
}
}
if ( * string ! = ' \0 ' )
{
+ + string ;
}
continue ;
}
else if ( chr = = ' \n ' )
{
if ( w > maxw )
maxw = w ;
w = 0 ;
}
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else if ( spacing > = 0 )
{
w + = GetCharWidth ( chr ) + GlobalKerning + spacing ;
}
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else
{
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w - = spacing ;
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}
}
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return max ( maxw , w ) ;
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}
//==========================================================================
//
// Get the largest ascender in the first line of this text.
//
//==========================================================================
int FFont : : GetMaxAscender ( const uint8_t * string ) const
{
int retval = 0 ;
while ( * string )
{
auto chr = GetCharFromString ( string ) ;
if ( chr = = TEXTCOLOR_ESCAPE )
{
// We do not need to check for UTF-8 in here.
if ( * string = = ' [ ' )
{
while ( * string ! = ' \0 ' & & * string ! = ' ] ' )
{
+ + string ;
}
}
if ( * string ! = ' \0 ' )
{
+ + string ;
}
continue ;
}
else if ( chr = = ' \n ' )
{
break ;
}
else
{
auto ctex = GetChar ( chr , CR_UNTRANSLATED , nullptr ) ;
if ( ctex )
{
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auto offs = int ( ctex - > GetDisplayTopOffset ( ) ) ;
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if ( offs > retval ) retval = offs ;
}
}
}
return retval ;
}
//==========================================================================
//
// FFont :: LoadTranslations
//
//==========================================================================
void FFont : : LoadTranslations ( )
{
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unsigned int count = min < unsigned > ( Chars . Size ( ) , LastChar - FirstChar + 1 ) ;
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if ( count = = 0 ) return ;
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int minlum = 255 , maxlum = 0 ;
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for ( unsigned int i = 0 ; i < count ; i + + )
{
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if ( Chars [ i ] . OriginalPic )
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{
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auto pic = Chars [ i ] . OriginalPic - > GetTexture ( ) - > GetImage ( ) ;
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RecordLuminosity ( pic , & minlum , & maxlum ) ;
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}
}
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if ( MinLum > = 0 & & MinLum < minlum ) minlum = MinLum ;
if ( MaxLum > maxlum ) maxlum = MaxLum ;
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// Here we can set everything to a luminosity translation.
Translations . Resize ( NumTextColors ) ;
for ( int i = 0 ; i < NumTextColors ; i + + )
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{
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if ( i = = CR_UNTRANSLATED ) Translations [ i ] = 0 ;
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else Translations [ i ] = LuminosityTranslation ( i * 2 + TranslationType , minlum , maxlum ) ;
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}
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
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FFont : : FFont ( int lump , FName nm )
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{
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FirstChar = LastChar = 0 ;
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Next = FirstFont ;
FirstFont = this ;
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Lump = lump ;
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FontName = nm ;
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Cursor = ' _ ' ;
noTranslate = false ;
}
//==========================================================================
//
// FFont :: FixXMoves
//
// If a font has gaps in its characters, set the missing characters'
// XMoves to either SpaceWidth or the unaccented or uppercase variant's
// XMove. Missing XMoves must be initialized with INT_MIN beforehand.
//
//==========================================================================
void FFont : : FixXMoves ( )
{
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if ( FirstChar < ' a ' & & LastChar > = ' z ' )
{
MixedCase = true ;
// First check if this is a mixed case font.
// For this the basic Latin small characters all need to be present.
for ( int i = ' a ' ; i < = ' z ' ; i + + )
if ( Chars [ i - FirstChar ] . OriginalPic = = nullptr )
{
MixedCase = false ;
break ;
}
}
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for ( int i = 0 ; i < = LastChar - FirstChar ; + + i )
{
if ( Chars [ i ] . XMove = = INT_MIN )
{
// Try an uppercase character.
if ( myislower ( i + FirstChar ) )
{
int upper = upperforlower [ FirstChar + i ] ;
if ( upper > = FirstChar & & upper < = LastChar )
{
Chars [ i ] . XMove = Chars [ upper - FirstChar ] . XMove ;
continue ;
}
}
// Try an unnaccented character.
int noaccent = stripaccent ( i + FirstChar ) ;
if ( noaccent ! = i + FirstChar )
{
noaccent - = FirstChar ;
if ( noaccent > = 0 )
{
Chars [ i ] . XMove = Chars [ noaccent ] . XMove ;
continue ;
}
}
Chars [ i ] . XMove = SpaceWidth ;
}
if ( Chars [ i ] . OriginalPic )
{
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int ofs = ( int ) Chars [ i ] . OriginalPic - > GetDisplayTopOffset ( ) ;
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if ( ofs > Displacement ) Displacement = ofs ;
}
}
}
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void FFont : : ClearOffsets ( )
{
for ( auto & c : Chars ) if ( c . OriginalPic ) c . OriginalPic - > SetOffsets ( 0 , 0 ) ;
}