/* ** 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 #include #include #include "m_swap.h" #include "v_font.h" #include "filesystem.h" #include "cmdlib.h" #include "sc_man.h" #include "gstrings.h" #include "image.h" #include "utf8.h" #include "fontchars.h" #include "textures.h" #include "texturemanager.h" #include "printf.h" #include "palentry.h" #include "fontinternals.h" // MACROS ------------------------------------------------------------------ #define DEFAULT_LOG_COLOR PalEntry(223,223,223) // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static int TranslationMapCompare (const void *a, const void *b); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- extern int PrintColors[]; extern TArray sheetBitmaps; // PUBLIC DATA DEFINITIONS ------------------------------------------------- FFont* SmallFont, * SmallFont2, * BigFont, * BigUpper, * ConFont, * IntermissionFont, * NewConsoleFont, * NewSmallFont, * CurrentConsoleFont, * OriginalSmallFont, * AlternativeSmallFont, * OriginalBigFont, *AlternativeBigFont; FFont *FFont::FirstFont = nullptr; int NumTextColors; static bool translationsLoaded; // PRIVATE DATA DEFINITIONS ------------------------------------------------ TArray TranslationParms[2]; TArray TranslationLookup; TArray TranslationColors; // CODE -------------------------------------------------------------------- FFont *V_GetFont(const char *name, const char *fontlumpname) { if (name == nullptr) return nullptr; if (!stricmp(name, "DBIGFONT")) name = "BigFont"; else if (!stricmp(name, "CONFONT")) name = "ConsoleFont"; // several mods have used the name CONFONT directly and effectively duplicated the font. else if (!stricmp(name, "INDEXFON")) name = "IndexFont"; // Same here - for whatever reason some people had to use its 8 character name... FFont *font = FFont::FindFont (name); if (font == nullptr) { if (!stricmp(name, "BIGUPPER")) { font = FFont::FindFont("BIGFONT"); if (font) return font; } int lump = -1; int folderfile = -1; std::vector folderdata; FStringf path("fonts/%s/", name); // Use a folder-based font only if it comes from a later file than the single lump version. if (fileSystem.GetFilesInFolder(path.GetChars(), folderdata, true)) { // This assumes that any custom font comes in one piece and not distributed across multiple resource files. folderfile = fileSystem.GetFileContainer(folderdata[0].lumpnum); } lump = fileSystem.CheckNumForFullName(fontlumpname? fontlumpname : name, true); if (lump != -1 && fileSystem.GetFileContainer(lump) >= folderfile) { uint32_t head; { auto lumpy = fileSystem.OpenFileReader (lump); lumpy.Read (&head, 4); } if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) || head == MAKE_ID(0xE1,0xE6,0xD5,0x1A)) { FFont *CreateSingleLumpFont (const char *fontname, int lump); font = CreateSingleLumpFont (name, lump); if (translationsLoaded) font->LoadTranslations(); return font; } } FTextureID texid = TexMan.CheckForTexture (name, ETextureType::Any); if (texid.isValid()) { auto tex = TexMan.GetGameTexture(texid); if (tex && tex->GetSourceLump() >= folderfile) { FFont *CreateSinglePicFont(const char *name); font = CreateSinglePicFont (name); return font; } } if (folderdata.size() > 0) { font = new FFont(name, nullptr, name, 0, 0, 1, -1); if (translationsLoaded) font->LoadTranslations(); return font; } } return font; } //========================================================================== // // V_InitCustomFonts // // Initialize a list of custom multipatch fonts // //========================================================================== void V_InitCustomFonts() { FScanner sc; FGameTexture *lumplist[256]; bool notranslate[256]; bool donttranslate; FString namebuffer, templatebuf; int i; int llump,lastlump=0; int format; int start; int first; int count; int spacewidth = -1; int kerning; char cursor = '_'; bool ignoreoffsets = false; int MinLum = -1, MaxLum = -1; while ((llump = fileSystem.FindLump ("FONTDEFS", &lastlump)) != -1) { sc.OpenLumpNum(llump); while (sc.GetString()) { memset (lumplist, 0, sizeof(lumplist)); memset (notranslate, 0, sizeof(notranslate)); donttranslate = false; namebuffer = sc.String; format = 0; start = 33; first = 33; count = 223; spacewidth = -1; kerning = 0; sc.MustGetStringName ("{"); while (!sc.CheckString ("}")) { sc.MustGetString(); if (sc.Compare ("TEMPLATE")) { if (format == 2) goto wrong; sc.MustGetString(); templatebuf = sc.String; format = 1; } else if (sc.Compare ("BASE")) { if (format == 2) goto wrong; sc.MustGetNumber(); start = sc.Number; format = 1; } else if (sc.Compare ("FIRST")) { if (format == 2) goto wrong; sc.MustGetNumber(); first = sc.Number; format = 1; } else if (sc.Compare ("COUNT")) { if (format == 2) goto wrong; sc.MustGetNumber(); count = sc.Number; format = 1; } else if (sc.Compare ("CURSOR")) { sc.MustGetString(); cursor = sc.String[0]; } else if (sc.Compare ("SPACEWIDTH")) { sc.MustGetNumber(); spacewidth = sc.Number; } else if (sc.Compare("DONTTRANSLATE")) { donttranslate = true; } else if (sc.Compare ("NOTRANSLATION")) { if (format == 1) goto wrong; while (sc.CheckNumber() && !sc.Crossed) { if (sc.Number >= 0 && sc.Number < 256) notranslate[sc.Number] = true; } format = 2; } else if (sc.Compare("KERNING")) { sc.MustGetNumber(); kerning = sc.Number; } else if (sc.Compare("ignoreoffsets")) { ignoreoffsets = true; } 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); } else { if (format == 1) goto wrong; // The braces must be filtered so because they'd be treated as block terminators otherwise. if (!strcmp(sc.String, "-{")) strcpy(sc.String, "{"); if (!strcmp(sc.String, "-}")) strcpy(sc.String, "}"); FGameTexture **p = &lumplist[*(unsigned char*)sc.String]; sc.MustGetString(); FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch); if (texid.Exists()) { *p = TexMan.GetGameTexture(texid); } else if (fileSystem.GetFileContainer(sc.LumpNum) >= fileSystem.GetIwadNum()) { // Print a message only if this isn't in zdoom.pk3 sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars()); } format = 2; } } if (format == 1) { FFont *fnt = new FFont(namebuffer.GetChars(), templatebuf.GetChars(), nullptr, first, count, start, llump, spacewidth, donttranslate); fnt->SetCursor(cursor); fnt->SetKerning(kerning); if (ignoreoffsets) fnt->ClearOffsets(); } else if (format == 2) { for (i = 0; i < 256; i++) { if (lumplist[i] != nullptr) { first = i; break; } } for (i = 255; i >= 0; i--) { if (lumplist[i] != nullptr) { count = i - first + 1; break; } } if (count > 0) { FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate); FFont *fnt = CreateSpecialFont(namebuffer.GetChars(), first, count, &lumplist[first], notranslate, llump, donttranslate); fnt->SetCursor(cursor); fnt->SetKerning(kerning); if (spacewidth >= 0) fnt->SpaceWidth = spacewidth; fnt->MinLum = MinLum; fnt->MaxLum = MaxLum; if (ignoreoffsets) fnt->ClearOffsets(); } } else goto wrong; } sc.Close(); } return; wrong: sc.ScriptError ("Invalid combination of properties in font '%s', %s not allowed", namebuffer.GetChars(), sc.String); } //========================================================================== // // V_InitFontColors // // Reads the list of color translation definitions into memory. // //========================================================================== void V_InitFontColors () { TArray names; int lump, lastlump = 0; TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra ) TArray parms; TArray parminfo; TArray colorinfo; int c, parmchoice; TempParmInfo info; TempColorInfo cinfo; PalEntry logcolor; unsigned int i, j; int k, index; info.Index = -1; TranslationParms[0].Clear(); TranslationParms[1].Clear(); TranslationLookup.Clear(); TranslationColors.Clear(); while ((lump = fileSystem.FindLump ("TEXTCOLO", &lastlump)) != -1) { FScanner sc(lump); while (sc.GetString()) { names.Clear(); logcolor = DEFAULT_LOG_COLOR; // Everything until the '{' is considered a valid name for the // color range. names.Push (sc.String); while (sc.MustGetString(), !sc.Compare ("{")) { if (names[0] == NAME_Untranslated) { sc.ScriptError ("The \"untranslated\" color may not have any other names"); } names.Push (sc.String); } parmchoice = 0; info.StartParm[0] = parms.Size(); info.StartParm[1] = 0; info.ParmLen[1] = info.ParmLen[0] = 0; tparm.RangeEnd = tparm.RangeStart = -1; while (sc.MustGetString(), !sc.Compare ("}")) { if (sc.Compare ("Console:")) { if (parmchoice == 1) { sc.ScriptError ("Each color may only have one set of console ranges"); } parmchoice = 1; info.StartParm[1] = parms.Size(); info.ParmLen[0] = info.StartParm[1] - info.StartParm[0]; tparm.RangeEnd = tparm.RangeStart = -1; } else if (sc.Compare ("Flat:")) { sc.MustGetString(); logcolor = V_GetColor (sc); } else { // Get first color c = V_GetColor (sc); tparm.Start[0] = RPART(c); tparm.Start[1] = GPART(c); tparm.Start[2] = BPART(c); // Get second color sc.MustGetString(); c = V_GetColor (sc); tparm.End[0] = RPART(c); tparm.End[1] = GPART(c); tparm.End[2] = BPART(c); // Check for range specifier if (sc.CheckNumber()) { if (tparm.RangeStart == -1 && sc.Number != 0) { sc.ScriptError ("The first color range must start at position 0"); } if (sc.Number < 0 || sc.Number > 256) { sc.ScriptError ("The color range must be within positions [0,256]"); } if (sc.Number <= tparm.RangeEnd) { sc.ScriptError ("The color range must not start before the previous one ends"); } tparm.RangeStart = sc.Number; sc.MustGetNumber(); if (sc.Number < 0 || sc.Number > 256) { sc.ScriptError ("The color range must be within positions [0,256]"); } if (sc.Number <= tparm.RangeStart) { sc.ScriptError ("The color range end position must be larger than the start position"); } tparm.RangeEnd = sc.Number; } else { tparm.RangeStart = tparm.RangeEnd + 1; tparm.RangeEnd = 256; if (tparm.RangeStart >= tparm.RangeEnd) { sc.ScriptError ("The color has too many ranges"); } } parms.Push (tparm); } } info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice]; if (info.ParmLen[0] == 0) { if (names[0] != NAME_Untranslated) { sc.ScriptError ("There must be at least one normal range for a color"); } } else { if (names[0] == NAME_Untranslated) { sc.ScriptError ("The \"untranslated\" color must be left undefined"); } } if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated) { // If a console translation is unspecified, make it white, since the console // font has no color information stored with it. tparm.RangeStart = 0; tparm.RangeEnd = 256; tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0; tparm.End[2] = tparm.End[1] = tparm.End[0] = 255; info.StartParm[1] = parms.Push (tparm); info.ParmLen[1] = 1; } cinfo.ParmInfo = parminfo.Push (info); // Record this color information for each name it goes by for (i = 0; i < names.Size(); ++i) { // Redefine duplicates in-place for (j = 0; j < colorinfo.Size(); ++j) { if (colorinfo[j].Name == names[i]) { colorinfo[j].ParmInfo = cinfo.ParmInfo; colorinfo[j].LogColor = logcolor; break; } } if (j == colorinfo.Size()) { cinfo.Name = names[i]; cinfo.LogColor = logcolor; colorinfo.Push (cinfo); } } } } // Make permananent copies of all the color information we found. for (i = 0, index = 0; i < colorinfo.Size(); ++i) { TranslationMap tmap; TempParmInfo *pinfo; tmap.Name = colorinfo[i].Name; pinfo = &parminfo[colorinfo[i].ParmInfo]; if (pinfo->Index < 0) { // Write out the set of remappings for this color. for (k = 0; k < 2; ++k) { for (j = 0; j < pinfo->ParmLen[k]; ++j) { TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]); } } TranslationColors.Push (colorinfo[i].LogColor); pinfo->Index = index++; } tmap.Number = pinfo->Index; TranslationLookup.Push (tmap); } // Leave a terminating marker at the ends of the lists. tparm.RangeStart = -1; TranslationParms[0].Push (tparm); TranslationParms[1].Push (tparm); // Sort the translation lookups for fast binary searching. qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare); NumTextColors = index; assert (NumTextColors >= NUM_TEXT_COLORS); } //========================================================================== // // TranslationMapCompare // //========================================================================== static int TranslationMapCompare (const void *a, const void *b) { return int(((const TranslationMap *)a)->Name.GetIndex()) - int(((const TranslationMap *)b)->Name.GetIndex()); } //========================================================================== // // V_FindFontColor // // Returns the color number for a particular named color range. // //========================================================================== EColorRange V_FindFontColor (FName name) { int min = 0, max = TranslationLookup.Size() - 1; while (min <= max) { unsigned int mid = (min + max) / 2; const TranslationMap *probe = &TranslationLookup[mid]; if (probe->Name == name) { return EColorRange(probe->Number); } else if (probe->Name < name) { min = mid + 1; } else { max = mid - 1; } } return CR_UNTRANSLATED; } //========================================================================== // // CreateLuminosityTranslationRanges // // Create universal remap ranges for hardware rendering. // //========================================================================== static PalEntry* paletteptr; static void CreateLuminosityTranslationRanges() { paletteptr = (PalEntry*)ImageArena.Alloc(256 * ((NumTextColors * 2)) * sizeof(PalEntry)); for (int l = 0; l < 2; l++) { auto parmstart = &TranslationParms[l][0]; // Put the data into the image arena where it gets deleted with the rest of the texture data. for (int p = 0; p < NumTextColors; p++) { // Intended storage order is Range 1, variant 1 - Range 1, variant 2, Range 2, variant 1, and so on. // The storage of the ranges forces us to go through this differently... PalEntry* palette = paletteptr + p * 512 + l * 256; for (int v = 0; v < 256; v++) { palette[v].b = palette[v].g = palette[v].r = (uint8_t)v; } if (p != CR_UNTRANSLATED) // This table skips the untranslated entry. Do I need to say that the stored data format is garbage? >) { for (int v = 0; v < 256; v++) { // Find the color range that this luminosity value lies within. const TranslationParm* parms = parmstart - 1; do { parms++; if (parms->RangeStart <= v && parms->RangeEnd >= v) break; } while (parms[1].RangeStart > parms[0].RangeEnd); // Linearly interpolate to find out which color this luminosity level gets. int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart); int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue palette[v].r = (uint8_t)clamp(r, 0, 255); palette[v].g = (uint8_t)clamp(g, 0, 255); palette[v].b = (uint8_t)clamp(b, 0, 255); } // Advance to the next color range. while (parmstart[1].RangeStart > parmstart[0].RangeEnd) { parmstart++; } parmstart++; } } } } //========================================================================== // // V_ApplyLuminosityTranslation // // Applies the translation to a bitmap for texture generation. // //========================================================================== void V_ApplyLuminosityTranslation(const LuminosityTranslationDesc& lum, uint8_t* pixel, int size) { int colorrange = lum.colorrange; if (colorrange >= NumTextColors * 2) return; int lum_min = lum.lum_min; int lum_max = lum.lum_max; int lum_range = (lum_max - lum_min + 1); PalEntry* remap = paletteptr + colorrange * 256; for (int i = 0; i < size; i++, pixel += 4) { // we must also process the transparent pixels here to ensure proper filtering on the characters' edges. int gray = PalEntry(255, pixel[2], pixel[1], pixel[0]).Luminance(); int lumadjust = (gray - lum_min) * 255 / lum_range; int index = clamp(lumadjust, 0, 255); PalEntry newcol = remap[index]; // extend the range if we find colors outside what initial analysis provided. if (gray < lum_min && lum_min != 0) { newcol.r = newcol.r * gray / lum_min; newcol.g = newcol.g * gray / lum_min; newcol.b = newcol.b * gray / lum_min; } else if (gray > lum_max && lum_max != 0) { newcol.r = clamp(newcol.r * gray / lum_max, 0, 255); newcol.g = clamp(newcol.g * gray / lum_max, 0, 255); newcol.b = clamp(newcol.b * gray / lum_max, 0, 255); } pixel[0] = newcol.b; pixel[1] = newcol.g; pixel[2] = newcol.r; } } //========================================================================== // // SetDefaultTranslation // // Builds a translation to map the stock font to a mod provided replacement. // This probably won't work that well if the original font is extremely colorful. // //========================================================================== static void CalcDefaultTranslation(FFont* base, int index) { uint32_t othercolors[256] = {}; base->RecordAllTextureColors(othercolors); TArray otherluminosity; base->GetLuminosity(othercolors, otherluminosity); PalEntry *remap = &paletteptr[index * 256]; memset(remap, 0, 1024); for (unsigned i = 0; i < 256; i++) { auto lum = otherluminosity[i]; if (lum >= 0 && lum <= 1) { int lumidx = int(lum * 255); remap[lumidx] = GPalette.BaseColors[i]; remap[lumidx].a = 255; } } // todo: fill the gaps. //remap[0] = 0; int lowindex = 0; while (lowindex < 255 && remap[lowindex].a == 0) lowindex++; lowindex++; int highindex = lowindex + 1; while (lowindex < 255) { while (highindex <= 255 && remap[highindex].a == 0) highindex++; if (lowindex == 0) { for (int i = 0; i < highindex; i++) remap[i] = remap[highindex]; lowindex = highindex++; } else if (highindex > 256) { for (int i = lowindex + 1; i < highindex; i++) remap[i] = remap[lowindex]; break; } else { for (int i = lowindex + 1; i < highindex; i++) { PalEntry color1 = remap[lowindex]; PalEntry color2 = remap[highindex]; double weight = (i - lowindex) / double(highindex - lowindex); int r = int(color1.r + weight * (color2.r - color1.r)); int g = int(color1.g + weight * (color2.g - color1.g)); int b = int(color1.b + weight * (color2.b - color1.b)); r = clamp(r, 0, 255); g = clamp(g, 0, 255); b = clamp(b, 0, 255); remap[i] = PalEntry(255, r, g, b); } lowindex = highindex++; } } } //========================================================================== // // V_LogColorFromColorRange // // Returns the color to use for text in the startup/error log window. // //========================================================================== PalEntry V_LogColorFromColorRange (EColorRange range) { if ((unsigned int)range >= TranslationColors.Size()) { // Return default color return DEFAULT_LOG_COLOR; } return TranslationColors[range]; } //========================================================================== // // V_ParseFontColor // // Given a pointer to a color identifier (presumably just after a color // escape character), return the color it identifies and advances // color_value to just past it. // //========================================================================== EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int boldcolor) { const uint8_t *ch = color_value; int newcolor = *ch++; if (newcolor == '-') // Normal { newcolor = normalcolor; } else if (newcolor == '+') // Bold { newcolor = boldcolor; } else if (newcolor == '!') // Team chat { newcolor = PrintColors[PRINT_TEAMCHAT]; } else if (newcolor == '*') // Chat { newcolor = PrintColors[PRINT_CHAT]; } else if (newcolor == '[') // Named { const uint8_t *namestart = ch; while (*ch != ']' && *ch != '\0') { ch++; } FName rangename((const char *)namestart, int(ch - namestart), true); if (*ch != '\0') { ch++; } newcolor = V_FindFontColor (rangename); } else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase { newcolor -= 'A'; } else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase { newcolor -= 'a'; } else // Incomplete! { color_value = ch - (newcolor == '\0'); return CR_UNDEFINED; } color_value = ch; return EColorRange(newcolor); } //========================================================================== // // V_InitFonts // // Fixme: This really needs to be a bit more flexible // and less rigidly tied to the original game data. // //========================================================================== void V_InitFonts() { sheetBitmaps.Clear(); CreateLuminosityTranslationRanges(); V_InitCustomFonts(); FFont *CreateHexLumpFont(const char *fontname, int lump); FFont *CreateHexLumpFont2(const char *fontname, int lump); auto lump = fileSystem.CheckNumForFullName("newconsolefont.hex", 0); // This is always loaded from gzdoom.pk3 to prevent overriding it with incomplete replacements. if (lump == -1) I_FatalError("newconsolefont.hex not found"); // This font is needed - do not start up without it. NewConsoleFont = CreateHexLumpFont("NewConsoleFont", lump); NewSmallFont = CreateHexLumpFont2("NewSmallFont", lump); CurrentConsoleFont = NewConsoleFont; ConFont = V_GetFont("ConsoleFont", "CONFONT"); V_GetFont("IndexFont", "INDEXFON"); // detect potential replacements for this one. } void V_LoadTranslations() { for (auto font = FFont::FirstFont; font; font = font->Next) { if (!font->noTranslate) font->LoadTranslations(); } if (BigFont) { CalcDefaultTranslation(BigFont, CR_UNTRANSLATED * 2 + 1); if (OriginalBigFont != nullptr && OriginalBigFont != BigFont) { assert(IsLuminosityTranslation(OriginalBigFont->Translations[0])); int sometrans = OriginalBigFont->Translations[0].index(); sometrans &= ~(0x3fff << 16); sometrans |= (CR_UNTRANSLATED * 2 + 1) << 16; OriginalBigFont->Translations[CR_UNTRANSLATED] = FTranslationID::fromInt(sometrans); OriginalBigFont->forceremap = true; } } if (SmallFont) { CalcDefaultTranslation(SmallFont, CR_UNTRANSLATED * 2); if (OriginalSmallFont != nullptr && OriginalSmallFont != SmallFont) { assert(IsLuminosityTranslation(OriginalSmallFont->Translations[0])); int sometrans = OriginalSmallFont->Translations[0].index(); sometrans &= ~(0x3fff << 16); sometrans |= (CR_UNTRANSLATED * 2) << 16; OriginalSmallFont->Translations[CR_UNTRANSLATED] = FTranslationID::fromInt(sometrans); OriginalSmallFont->forceremap = true; } if (NewSmallFont != nullptr) { assert(IsLuminosityTranslation(NewSmallFont->Translations[0])); int sometrans = NewSmallFont->Translations[0].index(); sometrans &= ~(0x3fff << 16); sometrans |= (CR_UNTRANSLATED * 2) << 16; NewSmallFont->Translations[CR_UNTRANSLATED] = FTranslationID::fromInt(sometrans); NewSmallFont->forceremap = true; } } translationsLoaded = true; } void V_ClearFonts() { while (FFont::FirstFont != nullptr) { delete FFont::FirstFont; } FFont::FirstFont = nullptr; AlternativeSmallFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr; sheetBitmaps.Clear(); } //========================================================================== // // CleanseString // // Does some mild sanity checking on a string: If it ends with an incomplete // color escape, the escape is removed. // //========================================================================== char* CleanseString(char* str) { char* escape = strrchr(str, TEXTCOLOR_ESCAPE); if (escape != NULL) { if (escape[1] == '\0') { *escape = '\0'; } else if (escape[1] == '[') { char* close = strchr(escape + 2, ']'); if (close == NULL) { *escape = '\0'; } } } return str; }