raze/source/common/fonts/v_font.h
Christoph Oelckers fd04cda324 - added a font option to have lower case for Latin only.
This is meant for SW's SmallFont to avoid creating lowercase Greek or Cyrillic letters. The font is too small to render them adequately.
2023-02-11 10:43:59 +01:00

226 lines
6.9 KiB
C++

#pragma once
/*
** v_font.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 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 "filesystem.h"
#include "vectors.h"
#include "palentry.h"
#include "name.h"
class FGameTexture;
struct FRemapTable;
class FFont;
FFont* V_GetFont(const char* fontname, const char* fontlumpname = nullptr);
enum EColorRange : int
{
CR_UNDEFINED = -1,
CR_NATIVEPAL = -1,
CR_BRICK,
CR_TAN,
CR_GRAY,
CR_GREY = CR_GRAY,
CR_GREEN,
CR_BROWN,
CR_GOLD,
CR_RED,
CR_BLUE,
CR_ORANGE,
CR_WHITE,
CR_YELLOW,
CR_UNTRANSLATED,
CR_BLACK,
CR_LIGHTBLUE,
CR_CREAM,
CR_OLIVE,
CR_DARKGREEN,
CR_DARKRED,
CR_DARKBROWN,
CR_PURPLE,
CR_DARKGRAY,
CR_CYAN,
CR_ICE,
CR_FIRE,
CR_SAPPHIRE,
CR_TEAL,
NUM_TEXT_COLORS,
};
extern int NumTextColors;
using GlyphSet = TMap<int, FGameTexture*>;
class FFont
{
friend void V_LoadTranslations();
public:
enum EFontType
{
Unknown,
Folder,
Multilump,
Fon1,
Fon2,
BMF,
Custom
};
FFont (const char *fontname, const char *nametemplate, const char *filetemplate, int first, int count, int base, int fdlump, int spacewidth=-1, bool notranslate = false, bool iwadonly = false, bool doomtemplate = false, GlyphSet *baseGlpyphs = nullptr);
FFont(int lump, FName nm = NAME_None);
virtual ~FFont ();
virtual FGameTexture *GetChar (int code, int translation, int *const width) const;
virtual int GetCharWidth (int code) const;
int GetColorTranslation (EColorRange range, PalEntry *color = nullptr) const;
int GetLump() const { return Lump; }
int GetSpaceWidth () const { return SpaceWidth; }
int GetHeight () const { return FontHeight; }
int GetDefaultKerning () const { return GlobalKerning; }
int GetMaxAscender(const uint8_t* text) const;
int GetMaxAscender(const char* text) const { return GetMaxAscender((uint8_t*)text); }
int GetMaxAscender(const FString &text) const { return GetMaxAscender((uint8_t*)text.GetChars()); }
virtual void LoadTranslations();
FName GetName() const { return FontName; }
static FFont *FindFont(FName fontname);
// Return width of string in pixels (unscaled)
int StringWidth (const uint8_t *str, int spacing = 0) const;
inline int StringWidth (const char *str, int spacing = 0) const { return StringWidth ((const uint8_t *)str, spacing); }
inline int StringWidth (const FString &str, int spacing = 0) const { return StringWidth ((const uint8_t *)str.GetChars(), spacing); }
// Checks if the font contains all characters to print this text.
bool CanPrint(const uint8_t *str) const;
inline bool CanPrint(const char *str) const { return CanPrint((const uint8_t *)str); }
inline bool CanPrint(const FString &str) const { return CanPrint((const uint8_t *)str.GetChars()); }
inline FFont* AltFont()
{
if (AltFontName != NAME_None) return V_GetFont(AltFontName.GetChars());
return nullptr;
}
int GetCharCode(int code, bool needpic) const;
char GetCursor() const { return Cursor; }
void SetCursor(char c) { Cursor = c; }
void SetKerning(int c) { GlobalKerning = c; }
void SetHeight(int c) { FontHeight = c; }
void ClearOffsets();
bool NoTranslate() const { return noTranslate; }
virtual void RecordAllTextureColors(uint32_t *usedcolors);
void CheckCase();
void SetName(FName nm) { FontName = nm; }
int GetDisplacement() const { return Displacement; }
static int GetLuminosity(uint32_t* colorsused, TArray<double>& Luminosity, int* minlum = nullptr, int* maxlum = nullptr);
EFontType GetType() const { return Type; }
friend void V_InitCustomFonts();
void CopyFrom(const FFont& other)
{
Type = other.Type;
FirstChar = other.FirstChar;
LastChar = other.LastChar;
SpaceWidth = other.SpaceWidth;
FontHeight = other.FontHeight;
GlobalKerning = other.GlobalKerning;
TranslationType = other.TranslationType;
Displacement = other.Displacement;
Cursor = other.Cursor;
noTranslate = other.noTranslate;
MixedCase = other.MixedCase;
forceremap = other.forceremap;
Chars = other.Chars;
Translations = other.Translations;
lowercaselatinonly = other.lowercaselatinonly;
Lump = other.Lump;
}
protected:
void FixXMoves();
void ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale);
EFontType Type = EFontType::Unknown;
FName AltFontName = NAME_None;
int FirstChar, LastChar;
int SpaceWidth;
int FontHeight;
int GlobalKerning;
int TranslationType = 0;
int Displacement = 0;
int16_t MinLum = -1, MaxLum = -1;
char Cursor;
bool noTranslate = false;
bool MixedCase = false;
bool forceremap = false;
bool lowercaselatinonly = false;
struct CharData
{
FGameTexture *OriginalPic = nullptr;
int XMove = INT_MIN;
};
TArray<CharData> Chars;
TArray<int> Translations;
int Lump;
FName FontName = NAME_None;
FFont *Next;
static FFont *FirstFont;
friend struct FontsDeleter;
friend void V_ClearFonts();
friend void V_InitFonts();
};
extern FFont *SmallFont, *SmallFont2, *BigFont, *BigUpper, *ConFont, *IntermissionFont, *NewConsoleFont, *NewSmallFont, *CurrentConsoleFont, *OriginalSmallFont, *AlternativeSmallFont, *OriginalBigFont, *AlternativeBigFont;
void V_InitFonts();
void V_ClearFonts();
EColorRange V_FindFontColor (FName name);
PalEntry V_LogColorFromColorRange (EColorRange range);
EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int boldcolor);
void V_InitFontColors();
char* CleanseString(char* str);
void V_ApplyLuminosityTranslation(int translation, uint8_t* pixel, int size);
void V_LoadTranslations();
class FBitmap;