//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "names2.h" #include "panel.h" #include "lists.h" #include "game.h" #include "pal.h" #include "misc.h" #include "menus.h" #include "network.h" #include "v_font.h" #include "v_draw.h" BEGIN_SW_NS //========================================================================== // // Sets up the game fonts. // //========================================================================== void InitFonts() { GlyphSet fontdata; if (!V_GetFont("TileSmallFont")) { // Small font for (int i = 0; i < 95; i++) { auto tile = tileGetTexture(STARTALPHANUM + i); if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0) { fontdata.Insert('!' + i, tile); tile->SetOffsetsNotForFont(); } } new ::FFont("TileSmallFont", nullptr, nullptr, 0, 0, 0, -1, 4, false, false, false, &fontdata); fontdata.Clear(); } SmallFont2 = V_GetFont("SmallFont2"); if (!SmallFont2) { // Tiny font for (int i = 0; i < 95; i++) { auto tile = tileGetTexture(2930 + i); if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0) { fontdata.Insert('!' + i, tile); tile->SetOffsetsNotForFont(); } } SmallFont2 = new ::FFont("SmallFont2", nullptr, nullptr, 0, 0, 0, -1, 4, false, false, false, &fontdata); fontdata.Clear(); } if (!V_GetFont("TileBigFont")) { const int FONT_LARGE_ALPHA = 3706; const int FONT_LARGE_DIGIT = 3732; // Big for (int i = 0; i < 10; i++) { auto tile = tileGetTexture(FONT_LARGE_DIGIT + i); if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0) { fontdata.Insert('0' + i, tile); tile->SetOffsetsNotForFont(); } } for (int i = 0; i < 26; i++) { auto tile = tileGetTexture(FONT_LARGE_ALPHA + i); if (tile && tile->isValid() && tile->GetTexelWidth() > 0 && tile->GetTexelHeight() > 0) { fontdata.Insert('A' + i, tile); tile->SetOffsetsNotForFont(); } } auto BigFont = new ::FFont("TileBigFont", nullptr, nullptr, 0, 0, 0, -1, 10, false, false, false, &fontdata); BigFont->SetKerning(1); } BigFont = V_GetFont("BIGFONT"); SmallFont = V_GetFont("SMALLFONT"); } //--------------------------------------------------------------------------- // // Notification messages. Native SW-style display should later be // provided by the backend. // //--------------------------------------------------------------------------- void PutStringInfo(PLAYERp pp, const char *string) { if (pp-Player == myconnectindex) Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", string); // Put it in the console too } END_SW_NS