raze/source/common/fonts/fontchars.cpp

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/*
** fontchars.cpp
** Texture class for font characters
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** Copyright 2006-2018 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 "filesystem/filesystem.h"
#include "bitmap.h"
#include "image.h"
#include "imagehelpers.h"
#include "fontchars.h"
#include "printf.h"
//==========================================================================
//
// FFontChar1 :: FFontChar1
//
// Used by fonts made from textures.
//
//==========================================================================
FFontChar1::FFontChar1 (FTexture *sourcelump)
: BaseTexture(sourcelump), SourceRemap (nullptr)
{
// now copy all the properties from the base texture
assert(BaseTexture != nullptr);
CopySize(BaseTexture);
}
//==========================================================================
//
// FFontChar1 :: GetPixels
//
// Render style is not relevant for fonts. This must not use it!
//
//==========================================================================
void FFontChar1::Create8BitPixels (uint8_t *data)
{
// Make the texture as normal, then remap it so that all the colors
// are at the low end of the palette
// Why? It only creates unnecessary work!
BaseTexture->Create8BitPixels(data);
if (SourceRemap)
{
for (int x = 0; x < GetWidth() * GetHeight(); ++x)
{
data[x] = SourceRemap[data[x]];
}
}
}
//==========================================================================
//
// FFontChar2 :: FFontChar2
//
// Used by FON1 and FON2 fonts.
//
//==========================================================================
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FFontChar2::FFontChar2 (TArray<uint8_t>& sourcelump, int sourcepos, int width, int height, int leftofs, int topofs)
: sourceData (sourcelump), SourcePos (sourcepos), SourceRemap(nullptr)
{
Size.x = width;
Size.y = height;
PicAnim.xofs = leftofs;
PicAnim.yofs = topofs;
}
//==========================================================================
//
// FFontChar2 :: SetSourceRemap
//
//==========================================================================
void FFontChar2::SetSourceRemap(const uint8_t *sourceremap)
{
SourceRemap = sourceremap;
}
//==========================================================================
//
// FFontChar2 :: Get8BitPixels
//
// Like for FontChar1, the render style has no relevance here as well.
//
//==========================================================================
void FFontChar2::Create8BitPixels(uint8_t *Pixels)
{
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FileReader lump;
lump.OpenMemory(sourceData.Data(), sourceData.Size());
int destSize = GetWidth() * GetHeight();
uint8_t max = 255;
bool rle = true;
// This is to "fix" bad fonts
{
uint8_t buff[16];
lump.Read (buff, 4);
if (buff[3] == '2')
{
lump.Read (buff, 7);
max = buff[6];
lump.Seek (SourcePos - 11, FileReader::SeekCur);
}
else if (buff[3] == 0x1A)
{
lump.Read(buff, 13);
max = buff[12] - 1;
lump.Seek (SourcePos - 17, FileReader::SeekCur);
rle = false;
}
else
{
lump.Seek (SourcePos - 4, FileReader::SeekCur);
}
}
int runlen = 0, setlen = 0;
uint8_t setval = 0; // Shut up, GCC!
uint8_t *dest_p = Pixels;
int dest_adv = GetHeight();
int dest_rew = destSize - 1;
if (rle)
{
for (int y = GetHeight(); y != 0; --y)
{
for (int x = GetWidth(); x != 0; )
{
if (runlen != 0)
{
uint8_t color = lump.ReadUInt8();
color = std::min(color, max);
if (SourceRemap != nullptr)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
x--;
runlen--;
}
else if (setlen != 0)
{
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
else
{
int8_t code = lump.ReadInt8();
if (code >= 0)
{
runlen = code + 1;
}
else if (code != -128)
{
uint8_t color = lump.ReadUInt8();
setlen = (-code) + 1;
setval = std::min(color, max);
if (SourceRemap != nullptr)
{
setval = SourceRemap[setval];
}
}
}
}
dest_p -= dest_rew;
}
}
else
{
for (int y = GetHeight(); y != 0; --y)
{
for (int x = GetWidth(); x != 0; --x)
{
uint8_t color = lump.ReadUInt8();
if (color > max)
{
color = max;
}
if (SourceRemap != nullptr)
{
color = SourceRemap[color];
}
*dest_p = color;
dest_p += dest_adv;
}
dest_p -= dest_rew;
}
}
if (destSize < 0)
{
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I_Error ("The font %s is corrupt", GetName().GetChars());
}
}
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FBitmap FFontChar2::GetBgraBitmap(const PalEntry* remap, int* ptrans)
{
FBitmap bmp;
TArray<uint8_t> buffer;
bmp.Create(Size.x, Size.y);
const uint8_t* ppix = Get8BitPixels();
if (!ppix)
{
// This is needed for tiles with a palette remap.
buffer.Resize(Size.x * Size.y);
Create8BitPixels(buffer.Data());
ppix = buffer.Data();
}
if (ppix) bmp.CopyPixelData(0, 0, ppix, Size.x, Size.y, Size.y, 1, 0, remap);
return bmp;
}