mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-30 07:50:54 +00:00
123 lines
3.9 KiB
C++
123 lines
3.9 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.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#include "engineerrors.h"
|
|
#include "textures.h"
|
|
#include "v_font.h"
|
|
#include "filesystem.h"
|
|
#include "texturemanager.h"
|
|
|
|
class FSinglePicFont : public FFont
|
|
{
|
|
public:
|
|
FSinglePicFont(const char *picname);
|
|
|
|
// FFont interface
|
|
FGameTexture *GetChar(int code, int translation, int *const width) const override;
|
|
int GetCharWidth (int code) const override;
|
|
|
|
protected:
|
|
FTextureID PicNum;
|
|
};
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSinglePicFont :: FSinglePicFont
|
|
//
|
|
// Creates a font to wrap a texture so that you can use hudmessage as if it
|
|
// were a hudpic command. It does not support translation, but animation
|
|
// is supported, unlike all the real fonts.
|
|
//
|
|
//==========================================================================
|
|
|
|
FSinglePicFont::FSinglePicFont(const char *picname) :
|
|
FFont(-1) // Since lump is only needed for priority information we don't need to worry about this here.
|
|
{
|
|
FTextureID texid = TexMan.CheckForTexture (picname, ETextureType::Any);
|
|
|
|
if (!texid.isValid())
|
|
{
|
|
I_FatalError ("%s is not a font or texture", picname);
|
|
}
|
|
|
|
auto pic = TexMan.GetGameTexture(texid);
|
|
|
|
FontName = picname;
|
|
FontHeight = (int)pic->GetDisplayHeight();
|
|
SpaceWidth = (int)pic->GetDisplayWidth();
|
|
GlobalKerning = 0;
|
|
FirstChar = LastChar = 'A';
|
|
PicNum = texid;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSinglePicFont :: GetChar
|
|
//
|
|
// Returns the texture if code is 'a' or 'A', otherwise nullptr.
|
|
//
|
|
//==========================================================================
|
|
|
|
FGameTexture *FSinglePicFont::GetChar (int code, int translation, int *const width) const
|
|
{
|
|
*width = SpaceWidth;
|
|
if (code == 'a' || code == 'A')
|
|
{
|
|
return TexMan.GetGameTexture(PicNum, true);
|
|
}
|
|
else
|
|
{
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSinglePicFont :: GetCharWidth
|
|
//
|
|
// Don't expect the text functions to work properly if I actually allowed
|
|
// the character width to vary depending on the animation frame.
|
|
//
|
|
//==========================================================================
|
|
|
|
int FSinglePicFont::GetCharWidth (int code) const
|
|
{
|
|
return SpaceWidth;
|
|
}
|
|
|
|
FFont *CreateSinglePicFont(const char *picname)
|
|
{
|
|
return new FSinglePicFont(picname);
|
|
}
|