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https://github.com/ZDoom/Raze.git
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969 lines
28 KiB
C++
969 lines
28 KiB
C++
/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "m_swap.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "gstrings.h"
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#include "image.h"
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#include "utf8.h"
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#include "fontchars.h"
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#include "textures.h"
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#include "texturemanager.h"
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#include "printf.h"
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#include "palentry.h"
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#include "fontinternals.h"
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// MACROS ------------------------------------------------------------------
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#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static int TranslationMapCompare (const void *a, const void *b);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern int PrintColors[];
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extern TArray<FBitmap> sheetBitmaps;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FFont* SmallFont, * SmallFont2, * BigFont, * BigUpper, * ConFont, * IntermissionFont, * NewConsoleFont, * NewSmallFont,
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* CurrentConsoleFont, * OriginalSmallFont, * AlternativeSmallFont, * OriginalBigFont, *AlternativeBigFont;
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FFont *FFont::FirstFont = nullptr;
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int NumTextColors;
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static bool translationsLoaded;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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TArray<TranslationParm> TranslationParms[2];
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TArray<TranslationMap> TranslationLookup;
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TArray<PalEntry> TranslationColors;
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// CODE --------------------------------------------------------------------
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FFont *V_GetFont(const char *name, const char *fontlumpname)
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{
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if (name == nullptr) return nullptr;
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if (!stricmp(name, "DBIGFONT")) name = "BigFont";
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else if (!stricmp(name, "CONFONT")) name = "ConsoleFont"; // several mods have used the name CONFONT directly and effectively duplicated the font.
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else if (!stricmp(name, "INDEXFON")) name = "IndexFont"; // Same here - for whatever reason some people had to use its 8 character name...
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FFont *font = FFont::FindFont (name);
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if (font == nullptr)
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{
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if (!stricmp(name, "BIGUPPER"))
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{
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font = FFont::FindFont("BIGFONT");
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if (font) return font;
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}
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int lump = -1;
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int folderfile = -1;
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std::vector<FileSys::FolderEntry> folderdata;
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FStringf path("fonts/%s/", name);
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// Use a folder-based font only if it comes from a later file than the single lump version.
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if (fileSystem.GetFilesInFolder(path.GetChars(), folderdata, true))
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{
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// This assumes that any custom font comes in one piece and not distributed across multiple resource files.
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folderfile = fileSystem.GetFileContainer(folderdata[0].lumpnum);
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}
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lump = fileSystem.CheckNumForFullName(fontlumpname? fontlumpname : name, true);
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if (lump != -1 && fileSystem.GetFileContainer(lump) >= folderfile)
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{
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uint32_t head;
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{
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auto lumpy = fileSystem.OpenFileReader (lump);
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lumpy.Read (&head, 4);
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}
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if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
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head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
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{
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FFont *CreateSingleLumpFont (const char *fontname, int lump);
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font = CreateSingleLumpFont (name, lump);
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if (translationsLoaded) font->LoadTranslations();
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return font;
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}
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}
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FTextureID texid = TexMan.CheckForTexture (name, ETextureType::Any);
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if (texid.isValid())
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{
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auto tex = TexMan.GetGameTexture(texid);
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if (tex && tex->GetSourceLump() >= folderfile)
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{
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FFont *CreateSinglePicFont(const char *name);
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font = CreateSinglePicFont (name);
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return font;
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}
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}
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if (folderdata.size() > 0)
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{
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font = new FFont(name, nullptr, name, 0, 0, 1, -1);
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if (translationsLoaded) font->LoadTranslations();
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return font;
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}
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}
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return font;
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}
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//==========================================================================
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//
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// V_InitCustomFonts
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//
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// Initialize a list of custom multipatch fonts
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//
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//==========================================================================
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void V_InitCustomFonts()
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{
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FScanner sc;
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FGameTexture *lumplist[256];
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bool notranslate[256];
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bool donttranslate;
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FString namebuffer, templatebuf;
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int i;
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int llump,lastlump=0;
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int format;
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int start;
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int first;
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int count;
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int spacewidth = -1;
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int kerning;
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char cursor = '_';
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bool ignoreoffsets = false;
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int MinLum = -1, MaxLum = -1;
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while ((llump = fileSystem.FindLump ("FONTDEFS", &lastlump)) != -1)
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{
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sc.OpenLumpNum(llump);
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while (sc.GetString())
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{
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memset (lumplist, 0, sizeof(lumplist));
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memset (notranslate, 0, sizeof(notranslate));
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donttranslate = false;
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namebuffer = sc.String;
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format = 0;
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start = 33;
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first = 33;
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count = 223;
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spacewidth = -1;
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kerning = 0;
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sc.MustGetStringName ("{");
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while (!sc.CheckString ("}"))
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{
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sc.MustGetString();
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if (sc.Compare ("TEMPLATE"))
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{
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if (format == 2) goto wrong;
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sc.MustGetString();
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templatebuf = sc.String;
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format = 1;
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}
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else if (sc.Compare ("BASE"))
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{
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if (format == 2) goto wrong;
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sc.MustGetNumber();
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start = sc.Number;
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format = 1;
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}
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else if (sc.Compare ("FIRST"))
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{
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if (format == 2) goto wrong;
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sc.MustGetNumber();
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first = sc.Number;
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format = 1;
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}
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else if (sc.Compare ("COUNT"))
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{
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if (format == 2) goto wrong;
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sc.MustGetNumber();
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count = sc.Number;
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format = 1;
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}
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else if (sc.Compare ("CURSOR"))
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{
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sc.MustGetString();
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cursor = sc.String[0];
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}
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else if (sc.Compare ("SPACEWIDTH"))
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{
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sc.MustGetNumber();
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spacewidth = sc.Number;
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}
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else if (sc.Compare("DONTTRANSLATE"))
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{
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donttranslate = true;
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}
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else if (sc.Compare ("NOTRANSLATION"))
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{
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if (format == 1) goto wrong;
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while (sc.CheckNumber() && !sc.Crossed)
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{
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if (sc.Number >= 0 && sc.Number < 256)
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notranslate[sc.Number] = true;
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}
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format = 2;
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}
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else if (sc.Compare("KERNING"))
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{
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sc.MustGetNumber();
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kerning = sc.Number;
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}
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else if (sc.Compare("ignoreoffsets"))
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{
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ignoreoffsets = true;
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}
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else if (sc.Compare("minluminosity"))
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{
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sc.MustGetValue(false);
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MinLum = (int16_t)clamp(sc.Number, 0, 255);
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}
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else if (sc.Compare("maxluminosity"))
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{
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sc.MustGetValue(false);
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MaxLum = (int16_t)clamp(sc.Number, 0, 255);
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}
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else
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{
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if (format == 1) goto wrong;
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// The braces must be filtered so because they'd be treated as block terminators otherwise.
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if (!strcmp(sc.String, "-{")) strcpy(sc.String, "{");
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if (!strcmp(sc.String, "-}")) strcpy(sc.String, "}");
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FGameTexture **p = &lumplist[*(unsigned char*)sc.String];
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sc.MustGetString();
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FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
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if (texid.Exists())
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{
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*p = TexMan.GetGameTexture(texid);
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}
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else if (fileSystem.GetFileContainer(sc.LumpNum) >= fileSystem.GetIwadNum())
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{
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// Print a message only if this isn't in zdoom.pk3
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sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
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}
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format = 2;
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}
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}
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if (format == 1)
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{
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FFont *fnt = new FFont(namebuffer.GetChars(), templatebuf.GetChars(), nullptr, first, count, start, llump, spacewidth, donttranslate);
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fnt->SetCursor(cursor);
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fnt->SetKerning(kerning);
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if (ignoreoffsets) fnt->ClearOffsets();
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}
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else if (format == 2)
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{
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for (i = 0; i < 256; i++)
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{
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if (lumplist[i] != nullptr)
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{
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first = i;
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break;
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}
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}
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for (i = 255; i >= 0; i--)
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{
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if (lumplist[i] != nullptr)
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{
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count = i - first + 1;
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break;
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}
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}
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if (count > 0)
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{
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FFont *CreateSpecialFont (const char *name, int first, int count, FGameTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
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FFont *fnt = CreateSpecialFont(namebuffer.GetChars(), first, count, &lumplist[first], notranslate, llump, donttranslate);
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fnt->SetCursor(cursor);
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fnt->SetKerning(kerning);
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if (spacewidth >= 0) fnt->SpaceWidth = spacewidth;
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fnt->MinLum = MinLum;
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fnt->MaxLum = MaxLum;
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if (ignoreoffsets) fnt->ClearOffsets();
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}
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}
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else goto wrong;
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}
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sc.Close();
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}
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return;
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wrong:
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sc.ScriptError ("Invalid combination of properties in font '%s', %s not allowed", namebuffer.GetChars(), sc.String);
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}
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//==========================================================================
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//
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// V_InitFontColors
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//
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// Reads the list of color translation definitions into memory.
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//
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//==========================================================================
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void V_InitFontColors ()
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{
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TArray<FName> names;
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int lump, lastlump = 0;
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TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
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TArray<TranslationParm> parms;
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TArray<TempParmInfo> parminfo;
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TArray<TempColorInfo> colorinfo;
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int c, parmchoice;
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TempParmInfo info;
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TempColorInfo cinfo;
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PalEntry logcolor;
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unsigned int i, j;
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int k, index;
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info.Index = -1;
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TranslationParms[0].Clear();
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TranslationParms[1].Clear();
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TranslationLookup.Clear();
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TranslationColors.Clear();
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while ((lump = fileSystem.FindLump ("TEXTCOLO", &lastlump)) != -1)
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{
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FScanner sc(lump);
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while (sc.GetString())
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{
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names.Clear();
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logcolor = DEFAULT_LOG_COLOR;
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// Everything until the '{' is considered a valid name for the
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// color range.
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names.Push (sc.String);
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while (sc.MustGetString(), !sc.Compare ("{"))
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{
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if (names[0] == NAME_Untranslated)
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{
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sc.ScriptError ("The \"untranslated\" color may not have any other names");
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}
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names.Push (sc.String);
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}
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parmchoice = 0;
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info.StartParm[0] = parms.Size();
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info.StartParm[1] = 0;
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info.ParmLen[1] = info.ParmLen[0] = 0;
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tparm.RangeEnd = tparm.RangeStart = -1;
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while (sc.MustGetString(), !sc.Compare ("}"))
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{
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if (sc.Compare ("Console:"))
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{
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if (parmchoice == 1)
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{
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sc.ScriptError ("Each color may only have one set of console ranges");
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}
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parmchoice = 1;
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info.StartParm[1] = parms.Size();
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info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
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tparm.RangeEnd = tparm.RangeStart = -1;
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}
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else if (sc.Compare ("Flat:"))
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{
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sc.MustGetString();
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logcolor = V_GetColor (sc);
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}
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else
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{
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// Get first color
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c = V_GetColor (sc);
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tparm.Start[0] = RPART(c);
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tparm.Start[1] = GPART(c);
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tparm.Start[2] = BPART(c);
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// Get second color
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sc.MustGetString();
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c = V_GetColor (sc);
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tparm.End[0] = RPART(c);
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tparm.End[1] = GPART(c);
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tparm.End[2] = BPART(c);
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// Check for range specifier
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if (sc.CheckNumber())
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{
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if (tparm.RangeStart == -1 && sc.Number != 0)
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{
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sc.ScriptError ("The first color range must start at position 0");
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}
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if (sc.Number < 0 || sc.Number > 256)
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{
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sc.ScriptError ("The color range must be within positions [0,256]");
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}
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if (sc.Number <= tparm.RangeEnd)
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{
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sc.ScriptError ("The color range must not start before the previous one ends");
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}
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tparm.RangeStart = sc.Number;
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sc.MustGetNumber();
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if (sc.Number < 0 || sc.Number > 256)
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{
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sc.ScriptError ("The color range must be within positions [0,256]");
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}
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if (sc.Number <= tparm.RangeStart)
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{
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sc.ScriptError ("The color range end position must be larger than the start position");
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}
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tparm.RangeEnd = sc.Number;
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}
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else
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{
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tparm.RangeStart = tparm.RangeEnd + 1;
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tparm.RangeEnd = 256;
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if (tparm.RangeStart >= tparm.RangeEnd)
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{
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sc.ScriptError ("The color has too many ranges");
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}
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}
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parms.Push (tparm);
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}
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}
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info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice];
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if (info.ParmLen[0] == 0)
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{
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if (names[0] != NAME_Untranslated)
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{
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sc.ScriptError ("There must be at least one normal range for a color");
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}
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}
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else
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{
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if (names[0] == NAME_Untranslated)
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{
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sc.ScriptError ("The \"untranslated\" color must be left undefined");
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}
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}
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if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated)
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{ // If a console translation is unspecified, make it white, since the console
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// font has no color information stored with it.
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tparm.RangeStart = 0;
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tparm.RangeEnd = 256;
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tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0;
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tparm.End[2] = tparm.End[1] = tparm.End[0] = 255;
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info.StartParm[1] = parms.Push (tparm);
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info.ParmLen[1] = 1;
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}
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cinfo.ParmInfo = parminfo.Push (info);
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// Record this color information for each name it goes by
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for (i = 0; i < names.Size(); ++i)
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{
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// Redefine duplicates in-place
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for (j = 0; j < colorinfo.Size(); ++j)
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{
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if (colorinfo[j].Name == names[i])
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{
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colorinfo[j].ParmInfo = cinfo.ParmInfo;
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colorinfo[j].LogColor = logcolor;
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break;
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}
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}
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if (j == colorinfo.Size())
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{
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cinfo.Name = names[i];
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cinfo.LogColor = logcolor;
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colorinfo.Push (cinfo);
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}
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}
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}
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}
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// Make permananent copies of all the color information we found.
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for (i = 0, index = 0; i < colorinfo.Size(); ++i)
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{
|
|
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<double> 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;
|
|
}
|
|
|