mirror of
https://github.com/ZDoom/Raze.git
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b70796db4c
This fixes missing console prompt and cursor
271 lines
7.9 KiB
C++
271 lines
7.9 KiB
C++
/*
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** v_text.cpp
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** Draws text to a canvas. Also has a text line-breaker thingy.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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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#include <stdlib.h>
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#include <stdarg.h>
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#include <ctype.h>
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#include <wctype.h>
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#include "utf8.h"
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#include "v_text.h"
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#include "drawparms.h"
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#include "v_draw.h"
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#include "image.h"
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#include "v_2ddrawer.h"
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#include "gstrings.h"
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#include "v_font.h"
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class FFont;
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//==========================================================================
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//
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// Internal texture drawing function
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//
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//==========================================================================
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void DrawTexture(F2DDrawer *drawer, FTexture* img, double x, double y, int tags_first, ...)
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{
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Va_List tags;
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va_start(tags.list, tags_first);
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DrawParms parms;
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bool res = ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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drawer->AddTexture(img, parms);
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}
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//==========================================================================
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//
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// DrawChar
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//
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// Write a single character using the given font
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//
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//==========================================================================
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void DrawChar (F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...)
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{
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if (font == NULL)
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return;
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if (normalcolor >= NumTextColors)
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normalcolor = CR_UNTRANSLATED;
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FTexture *pic;
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int dummy;
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bool redirected;
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if (NULL != (pic = font->GetChar (character, normalcolor, &dummy, &redirected)))
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{
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DrawParms parms;
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Va_List tags;
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va_start(tags.list, tag_first);
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bool res = ParseDrawTextureTags(pic, x, y, tag_first, tags, &parms, false);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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PalEntry color = 0xffffffff;
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parms.remap = font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
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drawer->AddTexture(pic, parms);
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}
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}
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//==========================================================================
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//
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// DrawText
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//
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// Write a string using the given font
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//
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//==========================================================================
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// This is only needed as a dummy. The code using wide strings does not need color control.
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EColorRange V_ParseFontColor(const char32_t *&color_value, int normalcolor, int boldcolor) { return CR_UNTRANSLATED; }
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template<class chartype>
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void DrawTextCommon(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const chartype *string, DrawParms &parms)
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{
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int w;
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const chartype *ch;
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int c;
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double cx;
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double cy;
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int boldcolor;
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int kerning;
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FTexture *pic;
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if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
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parms.celly *= parms.scaley;
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if (normalcolor >= NumTextColors)
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normalcolor = CR_UNTRANSLATED;
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boldcolor = normalcolor ? normalcolor - 1 : NumTextColors - 1;
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PalEntry colorparm = parms.color;
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PalEntry color = 0xffffffff;
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parms.remap = font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
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kerning = font->GetDefaultKerning();
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ch = string;
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cx = x;
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cy = y;
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if (parms.monospace == EMonospacing::CellCenter)
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cx += parms.spacing / 2;
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else if (parms.monospace == EMonospacing::CellRight)
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cx += parms.spacing;
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auto currentcolor = normalcolor;
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while (ch - string < parms.maxstrlen)
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{
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c = GetCharFromString(ch);
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if (!c)
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break;
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if (c == TEXTCOLOR_ESCAPE)
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{
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EColorRange newcolor = V_ParseFontColor(ch, normalcolor, boldcolor);
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if (newcolor != CR_UNDEFINED)
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{
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parms.remap = font->GetColorTranslation(newcolor, &color);
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parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
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currentcolor = newcolor;
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}
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continue;
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}
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if (c == '\n')
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{
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cx = x;
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cy += parms.celly;
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continue;
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}
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bool redirected = false;
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if (NULL != (pic = font->GetChar(c, currentcolor, &w, &redirected)))
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{
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SetTextureParms(&parms, pic, cx, cy);
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if (parms.cellx)
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{
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w = parms.cellx;
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parms.destwidth = parms.cellx;
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parms.destheight = parms.celly;
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}
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if (parms.monospace == EMonospacing::CellLeft)
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parms.left = 0;
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else if (parms.monospace == EMonospacing::CellCenter)
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parms.left = w / 2.;
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else if (parms.monospace == EMonospacing::CellRight)
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parms.left = w;
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drawer->AddTexture(pic, parms);
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}
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if (parms.monospace == EMonospacing::Off)
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{
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cx += (w + kerning + parms.spacing) * parms.scalex;
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}
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else
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{
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cx += (parms.spacing) * parms.scalex;
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}
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}
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}
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void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char *string, int tag_first, ...)
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{
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Va_List tags;
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DrawParms parms;
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if (font == NULL || string == NULL)
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return;
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va_start(tags.list, tag_first);
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bool res = ParseDrawTextureTags(nullptr, 0, 0, tag_first, tags, &parms, true);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)GStrings.localize(string), parms);
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}
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void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char32_t *string, int tag_first, ...)
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{
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Va_List tags;
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DrawParms parms;
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if (font == NULL || string == NULL)
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return;
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va_start(tags.list, tag_first);
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bool res = ParseDrawTextureTags(nullptr, 0, 0, tag_first, tags, &parms, true);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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DrawTextCommon(drawer, font, normalcolor, x, y, string, parms);
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}
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//==========================================================================
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//
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// V_DrawFrame
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//
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// Draw a frame around the specified area using the view border
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// frame graphics. The border is drawn outside the area, not in it.
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//
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//==========================================================================
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void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness)
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{
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// Sanity check for incomplete gameinfo
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int offset = thickness == -1 ? screen->GetHeight() / 400 : thickness;
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int right = left + width;
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int bottom = top + height;
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// Draw top and bottom sides.
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twod->AddColorOnlyQuad(left, top - offset, width, offset, color);
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twod->AddColorOnlyQuad(left - offset, top - offset, offset, height + 2 * offset, color);
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twod->AddColorOnlyQuad(left, bottom, width, offset, color);
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twod->AddColorOnlyQuad(right, top - offset, offset, height + 2 * offset, color);
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}
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