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7109ce4e30
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
449 lines
12 KiB
C++
449 lines
12 KiB
C++
/*
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** bdffont.cpp
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** Management for the VGA consolefont
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 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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#include "engineerrors.h"
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#include "textures.h"
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#include "image.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "utf8.h"
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#include "sc_man.h"
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#include "texturemanager.h"
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#include "fontinternals.h"
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struct HexDataSource
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{
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int FirstChar = INT_MAX, LastChar = INT_MIN;
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TArray<uint8_t> glyphdata;
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unsigned glyphmap[65536] = {};
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//==========================================================================
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//
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// parse a HEX font
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//
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//==========================================================================
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void ParseDefinition(int lumpnum)
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{
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FScanner sc;
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sc.OpenLumpNum(lumpnum);
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sc.SetCMode(true);
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glyphdata.Push(0); // ensure that index 0 can be used as 'not present'.
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while (sc.GetString())
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{
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int codepoint = (int)strtoull(sc.String, nullptr, 16);
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sc.MustGetStringName(":");
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sc.MustGetString();
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if (codepoint >= 0 && codepoint < 65536 && !sc.Compare("00000000000000000000000000000000")) // don't set up empty glyphs.
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{
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unsigned size = (unsigned)strlen(sc.String);
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unsigned offset = glyphdata.Reserve(size / 2 + 1);
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glyphmap[codepoint] = offset;
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glyphdata[offset++] = size / 2;
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for (unsigned i = 0; i < size; i += 2)
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{
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char hex[] = { sc.String[i], sc.String[i + 1], 0 };
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glyphdata[offset++] = (uint8_t)strtoull(hex, nullptr, 16);
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}
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if (codepoint < FirstChar) FirstChar = codepoint;
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if (codepoint > LastChar) LastChar = codepoint;
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}
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}
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}
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};
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static HexDataSource hexdata;
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// This is a font character that reads RLE compressed data.
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class FHexFontChar : public FImageSource
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{
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public:
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FHexFontChar(uint8_t *sourcedata, int swidth, int width, int height);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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protected:
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int SourceWidth;
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const uint8_t *SourceData;
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};
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//==========================================================================
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//
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// FHexFontChar :: FHexFontChar
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//
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// Used by HEX fonts.
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//
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//==========================================================================
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FHexFontChar::FHexFontChar (uint8_t *sourcedata, int swidth, int width, int height)
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: SourceData (sourcedata)
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{
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SourceWidth = swidth;
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Width = width;
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Height = height;
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LeftOffset = 0;
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TopOffset = 0;
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}
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//==========================================================================
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//
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// FHexFontChar :: Get8BitPixels
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//
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// The render style has no relevance here.
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//
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//==========================================================================
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TArray<uint8_t> FHexFontChar::CreatePalettedPixels(int)
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{
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int destSize = Width * Height;
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TArray<uint8_t> Pixels(destSize, true);
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uint8_t *dest_p = Pixels.Data();
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const uint8_t *src_p = SourceData;
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memset(dest_p, 0, destSize);
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < SourceWidth; x++)
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{
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int byte = *src_p++;
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uint8_t *pixelstart = dest_p + 8 * x * Height + y;
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for (int bit = 0; bit < 8; bit++)
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{
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if (byte & (128 >> bit))
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{
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pixelstart[bit*Height] = y+2;
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// Add a shadow at the bottom right, similar to the old console font.
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if (y != Height - 1)
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{
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pixelstart[bit*Height + Height + 1] = 1;
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}
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}
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}
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}
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}
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return Pixels;
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}
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class FHexFontChar2 : public FHexFontChar
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{
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public:
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FHexFontChar2(uint8_t *sourcedata, int swidth, int width, int height);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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};
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//==========================================================================
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//
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// FHexFontChar :: FHexFontChar
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//
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// Used by HEX fonts.
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//
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//==========================================================================
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FHexFontChar2::FHexFontChar2(uint8_t *sourcedata, int swidth, int width, int height)
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: FHexFontChar(sourcedata, swidth, width, height)
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{
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}
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//==========================================================================
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//
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// FHexFontChar :: Get8BitPixels
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//
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// The render style has no relevance here.
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//
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//==========================================================================
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TArray<uint8_t> FHexFontChar2::CreatePalettedPixels(int)
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{
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int destSize = Width * Height;
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TArray<uint8_t> Pixels(destSize, true);
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uint8_t *dest_p = Pixels.Data();
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assert(SourceData);
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if (SourceData)
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{
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auto drawLayer = [&](int ix, int iy, int color)
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{
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const uint8_t *src_p = SourceData;
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for (int y = 0; y < Height - 2; y++)
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{
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for (int x = 0; x < SourceWidth; x++)
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{
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int byte = *src_p++;
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uint8_t *pixelstart = dest_p + (ix + 8 * x) * Height + (iy + y);
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for (int bit = 0; bit < 8; bit++)
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{
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if (byte & (128 >> bit))
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{
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pixelstart[bit*Height] = color;
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}
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}
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}
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}
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};
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memset(dest_p, 0, destSize);
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const int darkcolor = 1;
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const int brightcolor = 14;
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for (int xx = 0; xx < 3; xx++) for (int yy = 0; yy < 3; yy++) if (xx != 1 || yy != 1)
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drawLayer(xx, yy, darkcolor);
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drawLayer(1, 1, brightcolor);
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}
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return Pixels;
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}
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class FHexFont : public FFont
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{
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public:
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//==========================================================================
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//
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// FHexFont :: FHexFont
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//
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// Loads a HEX font
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//
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//==========================================================================
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FHexFont (const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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FirstChar = hexdata.FirstChar;
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LastChar = hexdata.LastChar;
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Next = FirstFont;
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FirstFont = this;
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FontHeight = 16;
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SpaceWidth = 9;
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GlobalKerning = 0;
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translateUntranslated = true;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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//
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// FHexFont :: LoadTranslations
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//
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//==========================================================================
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void LoadTranslations()
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{
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double luminosity[256];
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memset (PatchRemap, 0, 256);
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for (int i = 0; i < 18; i++)
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{
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// Create a gradient similar to the old console font.
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PatchRemap[i] = i;
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luminosity[i] = i == 1? 0.01 : 0.5 + (i-2) * (0.5 / 17.);
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}
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ActiveColors = 18;
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BuildTranslations (luminosity, nullptr, &TranslationParms[1][0], ActiveColors, nullptr);
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}
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};
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class FHexFont2 : public FFont
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{
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public:
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//==========================================================================
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//
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// FHexFont :: FHexFont
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//
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// Loads a HEX font
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//
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//==========================================================================
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FHexFont2(const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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FirstChar = hexdata.FirstChar;
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LastChar = hexdata.LastChar;
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Next = FirstFont;
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FirstFont = this;
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FontHeight = 18;
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SpaceWidth = 9;
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GlobalKerning = -1;
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translateUntranslated = true;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].TranslatedPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].OriginalPic = Chars[i - FirstChar].TranslatedPic;
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].TranslatedPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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//
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// FHexFont :: LoadTranslations
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//
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//==========================================================================
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void LoadTranslations() override
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{
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double luminosity[256];
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memset(PatchRemap, 0, 256);
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for (int i = 0; i < 18; i++)
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{
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// Create a gradient similar to the old console font.
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PatchRemap[i] = i;
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luminosity[i] = i / 17.;
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}
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ActiveColors = 18;
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BuildTranslations(luminosity, nullptr, &TranslationParms[0][0], ActiveColors, nullptr);
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}
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void SetDefaultTranslation(uint32_t *colors) override
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{
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double myluminosity[18];
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myluminosity[0] = 0;
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for (int i = 1; i < 18; i++)
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{
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myluminosity[i] = (i - 1) / 16.;
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}
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uint8_t othertranslation[256], otherreverse[256];
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TArray<double> otherluminosity;
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SimpleTranslation(colors, othertranslation, otherreverse, otherluminosity);
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FRemapTable remap(ActiveColors);
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remap.Remap[0] = 0;
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remap.Palette[0] = 0;
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remap.ForFont = true;
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for (unsigned l = 1; l < 18; l++)
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{
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for (unsigned o = 1; o < otherluminosity.Size() - 1; o++) // luminosity[0] is for the transparent color
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{
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if (myluminosity[l] >= otherluminosity[o] && myluminosity[l] <= otherluminosity[o + 1])
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{
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PalEntry color1 = GPalette.BaseColors[otherreverse[o]];
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PalEntry color2 = GPalette.BaseColors[otherreverse[o + 1]];
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double weight = 0;
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if (otherluminosity[o] != otherluminosity[o + 1])
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{
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weight = (myluminosity[l] - otherluminosity[o]) / (otherluminosity[o + 1] - otherluminosity[o]);
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}
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int r = int(color1.r + weight * (color2.r - color1.r));
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int g = int(color1.g + weight * (color2.g - color1.g));
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int b = int(color1.b + weight * (color2.b - color1.b));
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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remap.Remap[l] = ColorMatcher.Pick(r, g, b);
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remap.Palette[l] = PalEntry(255, r, g, b);
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break;
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}
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}
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}
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Translations[CR_UNTRANSLATED] = GPalette.StoreTranslation(TRANSLATION_Internal, &remap);
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forceremap = true;
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFont *CreateHexLumpFont (const char *fontname, int lump)
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{
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if (hexdata.FirstChar == INT_MAX) hexdata.ParseDefinition(lump);
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return new FHexFont(fontname, lump);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFont *CreateHexLumpFont2(const char *fontname, int lump)
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{
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if (hexdata.FirstChar == INT_MAX) hexdata.ParseDefinition(lump);
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return new FHexFont2(fontname, lump);
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}
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