//------------------------------------------------------------------------- /* 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; // 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(); } } SmallFont = new ::FFont("SmallFont", nullptr, "defsmallfont", 0, 0, 0, -1, 4, false, false, false, &fontdata); fontdata.Clear(); // 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, "defsmallfont2", 0, 0, 0, -1, 4, false, false, false, &fontdata); fontdata.Clear(); 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(); } } BigFont = new ::FFont("BigFont", nullptr, "defbigfont", 0, 0, 0, -1, 10, false, false, false, &fontdata); BigFont->SetKerning(1); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void MNU_DrawStringLarge(int x, int y, const char* string, int shade, int align) { if (align > -1) { int w = BigFont->StringWidth(string); if (align == 0) x -= w / 2; else x -= w; } DrawText(twod, BigFont, CR_UNDEFINED, x, y, string, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, shadeToLight(shade), TAG_DONE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void MNU_DrawString(int x, int y, const char* string, int shade, int pal, int align) { if (align > -1) { int w = SmallFont->StringWidth(string); if (align == 0) x -= w / 2; else x -= w; } DrawText(twod, SmallFont, CR_UNDEFINED, x, y, string, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, shadeToLight(shade), DTA_TranslationIndex, TRANSLATION(Translation_Remap, pal), TAG_DONE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void MNU_DrawSmallString(int x, int y, const char* string, int shade, int pal, int align, double alpha) { if (align > -1) { int w = SmallFont2->StringWidth(string); if (align == 0) x -= w / 2; else x -= w; } DrawText(twod, SmallFont2, CR_UNDEFINED, x, y, string, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, shadeToLight(shade), DTA_TranslationIndex, TRANSLATION(Translation_Remap, pal), DTA_Alpha, alpha, TAG_DONE); } //--------------------------------------------------------------------------- // // Notification messages. Native SW-style display should later be // provided by the backend. // //--------------------------------------------------------------------------- void PutStringInfo(PLAYERp pp, const char *string) { if (pp-Player == myconnectindex && hud_messages) Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", string); // Put it in the console too } #if 0 // kept as a reminder to reimplement a 'native' looking display option in the backend void PutStringInfoLine(PLAYERp pp, const char *string) { short GlobInfoStringTime = TEXT_INFO_TIME; short x,y; short w,h; if (pp-Player != myconnectindex) return; x = 160; y = TEXT_INFO_LINE(0); PutStringTimer(pp, x, y, string, GlobInfoStringTime); } #endif END_SW_NS