raze/source/common/fonts/v_font.cpp
Christoph Oelckers 7109ce4e30 - made some changes to the font and texture system to allow late loading of the palette.
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up.
This means that font translations and PNG palette remap tables cannot be built when the owning objects are created.
For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here.

Thid fixes the slider graphics in the option menus.

# Conflicts:
#	source/core/gamecontrol.cpp

# Conflicts:
#	source/core/gamecontrol.cpp
2020-05-26 21:43:32 +02:00

878 lines
24 KiB
C++

/*
** 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 <stdlib.h>
#include <string.h>
#include <math.h>
#include "templates.h"
#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)
//
// Globally visible constants.
//
#define HU_FONTSTART uint8_t('!') // the first font characters
#define HU_FONTEND uint8_t('\377') // the last font characters
// Calculate # of glyphs in font.
#define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1)
// 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[];
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FFont* SmallFont, * SmallFont2, * BigFont, * BigUpper, * ConFont, * IntermissionFont, * NewConsoleFont, * NewSmallFont, * CurrentConsoleFont, * OriginalSmallFont, * AlternativeSmallFont, * OriginalBigFont;
FFont *FFont::FirstFont = nullptr;
int NumTextColors;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
TArray<TranslationParm> TranslationParms[2];
TArray<TranslationMap> TranslationLookup;
TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
FFont *V_GetFont(const char *name, const char *fontlumpname)
{
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.
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;
TArray<FolderEntry> 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, 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);
return CreateSingleLumpFont (name, lump);
}
}
FTextureID picnum = TexMan.CheckForTexture (name, ETextureType::Any);
if (picnum.isValid())
{
auto tex = TexMan.GetGameTexture(picnum);
if (tex && tex->GetSourceLump() >= folderfile)
{
FFont *CreateSinglePicFont(const char *name);
return CreateSinglePicFont (name);
}
}
if (folderdata.Size() > 0)
{
return new FFont(name, nullptr, name, HU_FONTSTART, HU_FONTSIZE, 1, -1);
}
}
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;
int kerning;
char cursor = '_';
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"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
spacewidth = sc.Number;
format = 1;
}
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 (format == 1) goto wrong;
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, templatebuf, nullptr, first, count, start, llump, spacewidth, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
}
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, first, count, &lumplist[first], notranslate, llump, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
}
}
else goto wrong;
}
sc.Close();
}
return;
wrong:
sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars());
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ()
{
TArray<FName> names;
int lump, lastlump = 0;
TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
TArray<TranslationParm> parms;
TArray<TempParmInfo> parminfo;
TArray<TempColorInfo> 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 (nullptr, sc);
}
else
{
// Get first color
c = V_GetColor (nullptr, sc);
tparm.Start[0] = RPART(c);
tparm.Start[1] = GPART(c);
tparm.Start[2] = BPART(c);
// Get second color
sc.MustGetString();
c = V_GetColor (nullptr, 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;
}
//==========================================================================
//
// 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()
{
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;
// load the heads-up font
if (!(SmallFont = V_GetFont("SmallFont", "SMALLFNT")))
{
if (fileSystem.CheckNumForName("FONTA_S") >= 0)
{
int wadfile = -1;
auto a = fileSystem.CheckNumForName("FONTA33", ns_graphics);
if (a != -1) wadfile = fileSystem.GetFileContainer(a);
if (wadfile > fileSystem.GetIwadNum())
{
// The font has been replaced, so we need to create a copy of the original as well.
SmallFont = new FFont("SmallFont", "FONTA%02u", nullptr, HU_FONTSTART, HU_FONTSIZE, 1, -1);
SmallFont->SetCursor('[');
}
else
{
SmallFont = new FFont("SmallFont", "FONTA%02u", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, 1, -1);
SmallFont->SetCursor('[');
}
}
else if (fileSystem.CheckNumForName("STCFN033", ns_graphics) >= 0)
{
int wadfile = -1;
auto a = fileSystem.CheckNumForName("STCFN065", ns_graphics);
if (a != -1) wadfile = fileSystem.GetFileContainer(a);
if (wadfile > fileSystem.GetIwadNum())
{
// The font has been replaced, so we need to create a copy of the original as well.
SmallFont = new FFont("SmallFont", "STCFN%.3d", nullptr, HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1, -1, false, false, true);
}
else
{
SmallFont = new FFont("SmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1, -1, false, false, true);
}
}
}
// Create the original small font as a fallback for incomplete definitions.
if (fileSystem.CheckNumForName("FONTA_S") >= 0)
{
OriginalSmallFont = new FFont("OriginalSmallFont", "FONTA%02u", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, 1, -1, -1, false, true);
OriginalSmallFont->SetCursor('[');
}
else if (fileSystem.CheckNumForName("STCFN033", ns_graphics) >= 0)
{
OriginalSmallFont = new FFont("OriginalSmallFont", "STCFN%.3d", "defsmallfont", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1, -1, false, true);
}
if (SmallFont)
{
uint32_t colors[256] = {};
SmallFont->RecordAllTextureColors(colors);
if (OriginalSmallFont != nullptr) OriginalSmallFont->SetDefaultTranslation(colors);
NewSmallFont->SetDefaultTranslation(colors);
}
if (!(SmallFont2 = V_GetFont("SmallFont2"))) // Only used by Strife
{
if (fileSystem.CheckNumForName("STBFN033", ns_graphics) >= 0)
{
SmallFont2 = new FFont("SmallFont2", "STBFN%.3d", "defsmallfont2", HU_FONTSTART, HU_FONTSIZE, HU_FONTSTART, -1);
}
}
//This must be read before BigFont so that it can be properly substituted.
BigUpper = V_GetFont("BigUpper");
if (!(BigFont = V_GetFont("BigFont")))
{
if (fileSystem.CheckNumForName("FONTB_S") >= 0)
{
BigFont = new FFont("BigFont", "FONTB%02u", "defbigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1);
}
}
if (!BigFont)
{
// Load the generic fallback if no BigFont is found.
BigFont = V_GetFont("BigFont", "ZBIGFONT");
}
if (fileSystem.CheckNumForName("FONTB_S") >= 0)
{
OriginalBigFont = new FFont("OriginalBigFont", "FONTB%02u", "defbigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1, -1, false, true);
}
else
{
OriginalBigFont = new FFont("OriginalBigFont", nullptr, "bigfont", HU_FONTSTART, HU_FONTSIZE, 1, -1, -1, false, true);
}
if (BigFont)
{
uint32_t colors[256] = {};
BigFont->RecordAllTextureColors(colors);
if (OriginalBigFont != nullptr) OriginalBigFont->SetDefaultTranslation(colors);
}
// let PWAD BIGFONTs override the stock BIGUPPER font. (This check needs to be made smarter.)
if (BigUpper && BigFont->Type != FFont::Folder && BigUpper->Type == FFont::Folder)
{
delete BigUpper;
BigUpper = BigFont;
}
if (BigUpper == nullptr)
{
BigUpper = BigFont;
}
if (!(ConFont = V_GetFont("ConsoleFont", "CONFONT")))
{
ConFont = SmallFont;
}
if (!(IntermissionFont = FFont::FindFont("IntermissionFont")))
{
if (fileSystem.CheckNumForName("WINUM0") >= 0)
{
IntermissionFont = FFont::FindFont("IntermissionFont_Doom");
}
if (IntermissionFont == nullptr)
{
IntermissionFont = BigFont;
}
}
// This can only happen if gzdoom.pk3 is corrupted. ConFont should always be present.
if (ConFont == nullptr)
{
I_FatalError("Console font not found.");
}
// SmallFont and SmallFont2 have no default provided by the engine. BigFont only has in non-Raven games.
if (OriginalSmallFont == nullptr)
{
OriginalSmallFont = ConFont;
}
if (SmallFont == nullptr)
{
SmallFont = OriginalSmallFont;
}
if (SmallFont2 == nullptr)
{
SmallFont2 = SmallFont;
}
if (BigFont == nullptr)
{
BigFont = OriginalBigFont;
}
AlternativeSmallFont = OriginalSmallFont;
}
void V_LoadTranslations()
{
for (auto font = FFont::FirstFont; font; font = font->Next)
{
if (!font->noTranslate) font->LoadTranslations();
}
}
void V_ClearFonts()
{
while (FFont::FirstFont != nullptr)
{
delete FFont::FirstFont;
}
FFont::FirstFont = nullptr;
AlternativeSmallFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr;
}
//==========================================================================
//
// 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;
}