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https://github.com/ZDoom/Raze.git
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248 lines
6.3 KiB
C++
248 lines
6.3 KiB
C++
/*
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** fontchars.cpp
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** Texture class for font characters
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** Copyright 2006-2018 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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*/
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#include "cache1d.h"
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#include "bitmap.h"
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#include "image.h"
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#include "imagehelpers.h"
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#include "fontchars.h"
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#include "printf.h"
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//==========================================================================
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//
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// FFontChar1 :: FFontChar1
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//
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// Used by fonts made from textures.
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//
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//==========================================================================
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FFontChar1::FFontChar1 (FTexture *sourcelump)
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: BaseTexture(sourcelump), SourceRemap (nullptr)
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{
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// now copy all the properties from the base texture
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assert(BaseTexture != nullptr);
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CopySize(BaseTexture);
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}
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//==========================================================================
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//
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// FFontChar1 :: GetPixels
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//
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// Render style is not relevant for fonts. This must not use it!
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//
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//==========================================================================
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void FFontChar1::Create8BitPixels (uint8_t *data)
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{
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// Make the texture as normal, then remap it so that all the colors
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// are at the low end of the palette
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// Why? It only creates unnecessary work!
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BaseTexture->Create8BitPixels(data);
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if (SourceRemap)
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{
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for (int x = 0; x < GetWidth() * GetHeight(); ++x)
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{
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data[x] = SourceRemap[data[x]];
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}
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}
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}
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//==========================================================================
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//
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// FFontChar2 :: FFontChar2
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//
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// Used by FON1 and FON2 fonts.
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//
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//==========================================================================
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FFontChar2::FFontChar2 (TArray<uint8_t>& sourcelump, int sourcepos, int width, int height, int leftofs, int topofs)
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: sourceData (sourcelump), SourcePos (sourcepos), SourceRemap(nullptr)
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{
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Size.x = width;
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Size.y = height;
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PicAnim.xofs = leftofs;
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PicAnim.yofs = topofs;
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}
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//==========================================================================
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//
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// FFontChar2 :: SetSourceRemap
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//
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//==========================================================================
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void FFontChar2::SetSourceRemap(const uint8_t *sourceremap)
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{
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SourceRemap = sourceremap;
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}
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//==========================================================================
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//
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// FFontChar2 :: Get8BitPixels
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//
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// Like for FontChar1, the render style has no relevance here as well.
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//
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//==========================================================================
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void FFontChar2::Create8BitPixels(uint8_t *Pixels)
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{
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FileReader lump;
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lump.OpenMemory(sourceData.Data(), sourceData.Size());
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int destSize = GetWidth() * GetHeight();
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uint8_t max = 255;
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bool rle = true;
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// This is to "fix" bad fonts
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{
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uint8_t buff[16];
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lump.Read (buff, 4);
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if (buff[3] == '2')
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{
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lump.Read (buff, 7);
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max = buff[6];
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lump.Seek (SourcePos - 11, FileReader::SeekCur);
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}
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else if (buff[3] == 0x1A)
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{
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lump.Read(buff, 13);
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max = buff[12] - 1;
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lump.Seek (SourcePos - 17, FileReader::SeekCur);
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rle = false;
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}
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else
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{
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lump.Seek (SourcePos - 4, FileReader::SeekCur);
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}
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}
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int runlen = 0, setlen = 0;
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uint8_t setval = 0; // Shut up, GCC!
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uint8_t *dest_p = Pixels;
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int dest_adv = GetHeight();
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int dest_rew = destSize - 1;
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if (rle)
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{
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for (int y = GetHeight(); y != 0; --y)
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{
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for (int x = GetWidth(); x != 0; )
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{
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if (runlen != 0)
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{
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uint8_t color = lump.ReadUInt8();
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color = std::min(color, max);
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if (SourceRemap != nullptr)
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{
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color = SourceRemap[color];
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}
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*dest_p = color;
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dest_p += dest_adv;
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x--;
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runlen--;
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}
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else if (setlen != 0)
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{
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*dest_p = setval;
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dest_p += dest_adv;
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x--;
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setlen--;
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}
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else
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{
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int8_t code = lump.ReadInt8();
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if (code >= 0)
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{
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runlen = code + 1;
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}
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else if (code != -128)
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{
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uint8_t color = lump.ReadUInt8();
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setlen = (-code) + 1;
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setval = std::min(color, max);
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if (SourceRemap != nullptr)
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{
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setval = SourceRemap[setval];
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}
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}
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}
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}
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dest_p -= dest_rew;
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}
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}
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else
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{
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for (int y = GetHeight(); y != 0; --y)
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{
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for (int x = GetWidth(); x != 0; )
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{
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uint8_t color = lump.ReadUInt8();
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if (color > max)
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{
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color = max;
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}
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if (SourceRemap != nullptr)
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{
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color = SourceRemap[color];
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}
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*dest_p = color;
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dest_p += dest_adv;
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}
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dest_p -= dest_rew;
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}
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}
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if (destSize < 0)
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{
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I_Error ("The font %s is corrupt", GetName().GetChars());
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}
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}
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FBitmap FFontChar2::GetBgraBitmap(const PalEntry* remap, int* ptrans)
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{
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FBitmap bmp;
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TArray<uint8_t> buffer;
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bmp.Create(Size.x, Size.y);
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const uint8_t* ppix = Get8BitPixels();
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if (!ppix)
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{
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// This is needed for tiles with a palette remap.
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buffer.Resize(Size.x * Size.y);
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Create8BitPixels(buffer.Data());
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ppix = buffer.Data();
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}
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if (ppix) bmp.CopyPixelData(0, 0, ppix, Size.x, Size.y, Size.y, 1, 0, remap);
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return bmp;
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}
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