raze/source/common/2d/v_drawtext.cpp
Christoph Oelckers 8b1757eee2 - got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00

422 lines
11 KiB
C++

/*
** v_text.cpp
** Draws text to a canvas. Also has a text line-breaker thingy.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
*/
#include <stdlib.h>
#include <stdarg.h>
#include <ctype.h>
#include <wctype.h>
#include "v_text.h"
#include "utf8.h"
#include "v_draw.h"
#include "gstrings.h"
#include "vm.h"
#include "printf.h"
int ListGetInt(VMVa_List &tags);
//==========================================================================
//
// Create a texture from a text in a given font.
//
//==========================================================================
#if 0
FGameTexture * BuildTextTexture(FFont *font, const char *string, int textcolor)
{
int w;
const uint8_t *ch;
int cx;
int cy;
int trans = -1;
int kerning;
FGameTexture *pic;
kerning = font->GetDefaultKerning();
ch = (const uint8_t *)string;
cx = 0;
cy = 0;
IntRect box;
while (auto c = GetCharFromString(ch))
{
if (c == TEXTCOLOR_ESCAPE)
{
// Here we only want to measure the texture so just parse over the color.
V_ParseFontColor(ch, 0, 0);
continue;
}
if (c == '\n')
{
cx = 0;
cy += font->GetHeight();
continue;
}
if (nullptr != (pic = font->GetChar(c, CR_UNTRANSLATED, &w, nullptr)))
{
auto img = pic->GetImage();
auto offsets = img->GetOffsets();
int x = cx - offsets.first;
int y = cy - offsets.second;
int ww = img->GetWidth();
int h = img->GetHeight();
box.AddToRect(x, y);
box.AddToRect(x + ww, y + h);
}
cx += (w + kerning);
}
cx = -box.left;
cy = -box.top;
TArray<TexPart> part(strlen(string));
while (auto c = GetCharFromString(ch))
{
if (c == TEXTCOLOR_ESCAPE)
{
EColorRange newcolor = V_ParseFontColor(ch, textcolor, textcolor);
if (newcolor != CR_UNDEFINED)
{
trans = font->GetColorTranslation(newcolor);
textcolor = newcolor;
}
continue;
}
if (c == '\n')
{
cx = 0;
cy += font->GetHeight();
continue;
}
if (nullptr != (pic = font->GetChar(c, textcolor, &w, nullptr)))
{
auto img = pic->GetImage();
auto offsets = img->GetOffsets();
int x = cx - offsets.first;
int y = cy - offsets.second;
auto &tp = part[part.Reserve(1)];
tp.OriginX = x;
tp.OriginY = y;
tp.Image = img;
tp.Translation = range;
}
cx += (w + kerning);
}
FMultiPatchTexture *image = new FMultiPatchTexture(box.width, box.height, part, false, false);
image->SetOffsets(-box.left, -box.top);
FImageTexture *tex = new FImageTexture(image, "");
tex->SetUseType(ETextureType::MiscPatch);
TexMan.AddTexture(tex);
return tex;
}
#endif
//==========================================================================
//
// DrawChar
//
// Write a single character using the given font
//
//==========================================================================
void DrawChar(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...)
{
if (font == NULL)
return;
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
FGameTexture* pic;
int dummy;
if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
{
DrawParms parms;
Va_List tags;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(drawer, pic, x, y, tag_first, tags, &parms, false);
va_end(tags.list);
if (!res)
{
return;
}
bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
PalEntry color = 0xffffffff;
if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
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);
drawer->AddTexture(pic, parms);
}
}
void DrawChar(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args)
{
if (font == NULL)
return;
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
FGameTexture *pic;
int dummy;
if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
{
DrawParms parms;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(drawer, pic, x, y, tag, args, &parms, false);
if (!res) return;
bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
PalEntry color = 0xffffffff;
if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
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);
drawer->AddTexture(pic, parms);
}
}
DEFINE_ACTION_FUNCTION(_Screen, DrawChar)
{
PARAM_PROLOGUE;
PARAM_POINTER(font, FFont);
PARAM_INT(cr);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_INT(chr);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
VMVa_List args = { param + 5, 0, numparam - 6, va_reginfo + 5 };
DrawChar(twod, font, cr, x, y, chr, args);
return 0;
}
//==========================================================================
//
// DrawText
//
// Write a string using the given font
//
//==========================================================================
// This is only needed as a dummy. The code using wide strings does not need color control.
EColorRange V_ParseFontColor(const char32_t *&color_value, int normalcolor, int boldcolor) { return CR_UNTRANSLATED; }
template<class chartype>
void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, const chartype *string, DrawParms &parms)
{
int w;
const chartype *ch;
int c;
double cx;
double cy;
int boldcolor;
int trans = -1;
int kerning;
FGameTexture *pic;
double scalex = parms.scalex * parms.patchscalex;
double scaley = parms.scaley * parms.patchscaley;
if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
parms.celly = int (parms.celly * scaley);
bool palettetrans = (normalcolor == CR_UNDEFINED && parms.TranslationId != 0);
if (normalcolor >= NumTextColors)
normalcolor = CR_UNTRANSLATED;
boldcolor = normalcolor ? normalcolor - 1 : NumTextColors - 1;
PalEntry colorparm = parms.color;
PalEntry color = 0xffffffff;
trans = palettetrans? -1 : font->GetColorTranslation((EColorRange)normalcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
kerning = font->GetDefaultKerning();
ch = string;
cx = x;
cy = y;
if (parms.monospace == EMonospacing::CellCenter)
cx += parms.spacing / 2;
else if (parms.monospace == EMonospacing::CellRight)
cx += parms.spacing;
auto currentcolor = normalcolor;
while (ch - string < parms.maxstrlen)
{
c = GetCharFromString(ch);
if (!c)
break;
if (c == TEXTCOLOR_ESCAPE)
{
EColorRange newcolor = V_ParseFontColor(ch, normalcolor, boldcolor);
if (newcolor != CR_UNDEFINED)
{
trans = font->GetColorTranslation(newcolor, &color);
parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
currentcolor = newcolor;
}
continue;
}
if (c == '\n')
{
cx = x;
cy += parms.celly;
continue;
}
if (NULL != (pic = font->GetChar(c, currentcolor, &w)))
{
// if palette translation is used, font colors will be ignored.
if (!palettetrans) parms.TranslationId = trans;
SetTextureParms(drawer, &parms, pic, cx, cy);
if (parms.cellx)
{
w = parms.cellx;
parms.destwidth = parms.cellx;
parms.destheight = parms.celly;
}
if (parms.monospace == EMonospacing::CellLeft)
parms.left = 0;
else if (parms.monospace == EMonospacing::CellCenter)
parms.left = w / 2.;
else if (parms.monospace == EMonospacing::CellRight)
parms.left = w;
drawer->AddTexture(pic, parms);
}
if (parms.monospace == EMonospacing::Off)
{
cx += (w + kerning + parms.spacing) * scalex;
}
else
{
cx += (parms.spacing) * scalex;
}
}
}
// For now the 'drawer' parameter is a placeholder - this should be the way to handle it later to allow different drawers.
void DrawText(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const char* string, int tag_first, ...)
{
Va_List tags;
DrawParms parms;
if (font == NULL || string == NULL)
return;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag_first, tags, &parms, true);
va_end(tags.list);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)string, parms);
}
void DrawText(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const char32_t* string, int tag_first, ...)
{
Va_List tags;
DrawParms parms;
if (font == NULL || string == NULL)
return;
va_start(tags.list, tag_first);
bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag_first, tags, &parms, true);
va_end(tags.list);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, string, parms);
}
void DrawText(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, const char *string, VMVa_List &args)
{
DrawParms parms;
if (font == NULL || string == NULL)
return;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag, args, &parms, true);
if (!res)
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)string, parms);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawText)
{
PARAM_PROLOGUE;
PARAM_POINTER_NOT_NULL(font, FFont);
PARAM_INT(cr);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_STRING(chr);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
VMVa_List args = { param + 5, 0, numparam - 6, va_reginfo + 5 };
const char *txt = chr[0] == '$' ? GStrings(&chr[1]) : chr.GetChars();
DrawText(twod, font, cr, x, y, txt, args);
return 0;
}