mirror of
https://github.com/ZDoom/Raze.git
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1147 lines
30 KiB
C++
1147 lines
30 KiB
C++
/*
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** v_font.cpp
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** Font management
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2019 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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// HEADER FILES ------------------------------------------------------------
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#include <cwctype>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include "m_swap.h"
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#include "v_font.h"
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#include "printf.h"
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#include "textures.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "gstrings.h"
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#include "image.h"
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#include "utf8.h"
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#include "myiswalpha.h"
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#include "fontchars.h"
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#include "multipatchtexture.h"
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#include "texturemanager.h"
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#include "i_interface.h"
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#include "fontinternals.h"
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TArray<FBitmap> sheetBitmaps;
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//==========================================================================
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//
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// FFont :: FFont
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//
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// Loads a multi-texture font.
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//
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//==========================================================================
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FFont::FFont (const char *name, const char *nametemplate, const char *filetemplate, int lfirst, int lcount, int start, int fdlump, int spacewidth, bool notranslate, bool iwadonly, bool doomtemplate, GlyphSet *baseGlyphs)
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: FFont(fdlump, name)
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{
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int i;
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FTextureID lump;
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char buffer[12];
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DVector2 Scale = { 1, 1 };
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noTranslate = notranslate;
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GlobalKerning = false;
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SpaceWidth = 0;
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FontHeight = 0;
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int FixedWidth = 0;
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TMap<int, FGameTexture*> charMap;
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int minchar = INT_MAX;
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int maxchar = INT_MIN;
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// Read the font's configuration.
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// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
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TArray<FolderEntry> folderdata;
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if (filetemplate != nullptr)
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{
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FStringf path("fonts/%s/", filetemplate);
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// If a name template is given, collect data from all resource files.
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// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
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fileSystem.GetFilesInFolder(path, folderdata, nametemplate == nullptr);
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//if (nametemplate == nullptr)
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{
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FStringf infpath("fonts/%s/font.inf", filetemplate);
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unsigned index = folderdata.FindEx([=](const FolderEntry &entry)
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{
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return infpath.CompareNoCase(entry.name) == 0;
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});
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if (index < folderdata.Size())
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{
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FScanner sc;
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sc.OpenLumpNum(folderdata[index].lumpnum);
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while (sc.GetToken())
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{
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sc.TokenMustBe(TK_Identifier);
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if (sc.Compare("Kerning"))
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{
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sc.MustGetValue(false);
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GlobalKerning = sc.Number;
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}
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else if (sc.Compare("Altfont"))
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{
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sc.MustGetString();
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AltFontName = sc.String;
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}
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else if (sc.Compare("Scale"))
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{
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sc.MustGetValue(true);
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Scale.Y = Scale.X = sc.Float;
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if (sc.CheckToken(','))
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{
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sc.MustGetValue(true);
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Scale.Y = sc.Float;
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}
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}
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else if (sc.Compare("SpaceWidth"))
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{
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sc.MustGetValue(false);
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SpaceWidth = sc.Number;
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}
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else if (sc.Compare("FontHeight"))
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{
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sc.MustGetValue(false);
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FontHeight = sc.Number;
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}
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else if (sc.Compare("CellSize"))
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{
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sc.MustGetValue(false);
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FixedWidth = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetValue(false);
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FontHeight = sc.Number;
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}
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else if (sc.Compare("minluminosity"))
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{
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sc.MustGetValue(false);
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MinLum = (int16_t)clamp(sc.Number, 0, 255);
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}
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else if (sc.Compare("maxluminosity"))
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{
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sc.MustGetValue(false);
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MaxLum = (int16_t)clamp(sc.Number, 0, 255);
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}
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else if (sc.Compare("Translationtype"))
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{
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sc.MustGetToken(TK_Identifier);
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if (sc.Compare("console"))
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{
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TranslationType = 1;
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}
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else if (sc.Compare("standard"))
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{
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TranslationType = 0;
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}
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else
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{
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sc.ScriptError("Unknown translation type %s", sc.String);
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}
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}
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else if (sc.Compare("lowercaselatinonly"))
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{
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lowercaselatinonly = 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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if (FixedWidth > 0)
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{
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ReadSheetFont(folderdata, FixedWidth, FontHeight, Scale);
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Type = Folder;
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}
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else
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{
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if (baseGlyphs)
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{
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// First insert everything from the given glyph set.
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GlyphSet::Iterator it(*baseGlyphs);
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GlyphSet::Pair* pair;
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while (it.NextPair(pair))
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{
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if (pair->Value && pair->Value->GetTexelWidth() > 0 && pair->Value->GetTexelHeight() > 0)
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{
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auto position = pair->Key;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, pair->Value);
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}
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}
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}
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if (nametemplate != nullptr)
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{
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if (!iwadonly)
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{
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for (i = 0; i < lcount; i++)
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{
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int position = lfirst + i;
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mysnprintf(buffer, countof(buffer), nametemplate, i + start);
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lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch);
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if (doomtemplate && lump.isValid() && i + start == 121)
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{ // HACKHACK: Don't load STCFN121 in doom(2), because
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// it's not really a lower-case 'y' but a '|'.
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// Because a lot of wads with their own font seem to foolishly
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// copy STCFN121 and make it a '|' themselves, wads must
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// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
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FStringf c120(nametemplate, 120);
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FStringf c122(nametemplate, 122);
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if (!TexMan.CheckForTexture(c120, ETextureType::MiscPatch).isValid() ||
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!TexMan.CheckForTexture(c122, ETextureType::MiscPatch).isValid())
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{
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// insert the incorrectly named '|' graphic in its correct position.
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position = 124;
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}
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}
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if (lump.isValid())
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{
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Type = Multilump;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, TexMan.GetGameTexture(lump));
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}
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}
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}
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else
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{
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FGameTexture *texs[256] = {};
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if (lcount > 256 - start) lcount = 256 - start;
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for (i = 0; i < lcount; i++)
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{
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TArray<FTextureID> array;
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mysnprintf(buffer, countof(buffer), nametemplate, i + start);
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TexMan.ListTextures(buffer, array, true);
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for (auto entry : array)
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{
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auto tex = TexMan.GetGameTexture(entry, false);
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if (tex && !tex->isUserContent() && tex->GetUseType() == ETextureType::MiscPatch)
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{
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texs[i] = tex;
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}
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}
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}
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if (doomtemplate)
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{
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// Handle the misplaced '|'.
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if (texs[121 - '!'] && !texs[120 - '!'] && !texs[122 - '!'] && !texs[124 - '!'])
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{
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texs[124 - '!'] = texs[121 - '!'];
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texs[121 - '!'] = nullptr;
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}
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}
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for (i = 0; i < lcount; i++)
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{
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if (texs[i])
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{
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int position = lfirst + i;
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Type = Multilump;
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if (position < minchar) minchar = position;
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if (position > maxchar) maxchar = position;
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charMap.Insert(position, texs[i]);
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}
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}
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}
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}
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if (folderdata.Size() > 0)
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{
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// all valid lumps must be named with a hex number that represents its Unicode character index.
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for (auto &entry : folderdata)
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{
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char *endp;
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auto base = ExtractFileBase(entry.name);
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auto position = strtoll(base.GetChars(), &endp, 16);
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if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff)))
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{
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auto texlump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
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if (texlump.isValid())
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{
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if ((int)position < minchar) minchar = (int)position;
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if ((int)position > maxchar) maxchar = (int)position;
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auto tex = TexMan.GetGameTexture(texlump);
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tex->SetScale((float)Scale.X, (float)Scale.Y);
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charMap.Insert((int)position, tex);
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Type = Folder;
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}
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}
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}
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}
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FirstChar = minchar;
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LastChar = maxchar;
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auto count = maxchar - minchar + 1;
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Chars.Resize(count);
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int fontheight = 0;
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for (i = 0; i < count; i++)
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{
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auto charlump = charMap.CheckKey(FirstChar + i);
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if (charlump != nullptr)
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{
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auto pic = *charlump;
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if (pic != nullptr)
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{
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double fheight = pic->GetDisplayHeight();
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double yoffs = pic->GetDisplayTopOffset();
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int height = int(fheight + abs(yoffs) + 0.5);
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if (height > fontheight)
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{
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fontheight = height;
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}
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}
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auto orig = pic->GetTexture();
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auto tex = MakeGameTexture(orig, nullptr, ETextureType::FontChar);
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tex->CopySize(pic, true);
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TexMan.AddGameTexture(tex);
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Chars[i].OriginalPic = tex;
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if (sysCallbacks.FontCharCreated) sysCallbacks.FontCharCreated(pic, Chars[i].OriginalPic);
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Chars[i].XMove = (int)Chars[i].OriginalPic->GetDisplayWidth();
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}
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else
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{
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Chars[i].OriginalPic = nullptr;
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Chars[i].XMove = INT_MIN;
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}
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}
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if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence
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{
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if (spacewidth != -1)
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{
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SpaceWidth = spacewidth;
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}
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else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].OriginalPic != nullptr)
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{
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SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
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}
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else
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{
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SpaceWidth = 4;
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}
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}
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if (FontHeight == 0) FontHeight = fontheight;
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FixXMoves();
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}
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}
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class FSheetTexture : public FImageSource
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{
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unsigned baseSheet;
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int X, Y;
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public:
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FSheetTexture(unsigned source, int x, int y, int width, int height)
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{
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baseSheet = source;
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Width = width;
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Height = height;
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X = x;
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Y = y;
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}
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int CopyPixels(FBitmap* dest, int conversion)
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{
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auto& pic = sheetBitmaps[baseSheet];
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dest->CopyPixelDataRGB(0, 0, pic.GetPixels() + 4 * (X + pic.GetWidth() * Y), Width, Height, 4, pic.GetWidth() * 4, 0, CF_BGRA);
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return 0;
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}
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};
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void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
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{
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TMap<int, FGameTexture*> charMap;
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int minchar = INT_MAX;
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int maxchar = INT_MIN;
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for (auto &entry : folderdata)
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{
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char *endp;
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auto base = ExtractFileBase(entry.name);
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auto position = strtoll(base.GetChars(), &endp, 16);
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if ((*endp == 0 || (*endp == '.' && position >= 0 && position < 0xffff))) // Sheet fonts may fill in the low control chars.
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{
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auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
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if (lump.isValid())
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{
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auto tex = TexMan.GetGameTexture(lump);
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int numtex_x = tex->GetTexelWidth() / width;
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int numtex_y = tex->GetTexelHeight() / height;
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int maxinsheet = int(position) + numtex_x * numtex_y - 1;
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if (minchar > position) minchar = int(position);
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if (maxchar < maxinsheet) maxchar = maxinsheet;
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FBitmap* sheetimg = &sheetBitmaps[sheetBitmaps.Reserve(1)];
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sheetimg->Create(tex->GetTexelWidth(), tex->GetTexelHeight());
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tex->GetTexture()->GetImage()->CopyPixels(sheetimg, FImageSource::normal);
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for (int y = 0; y < numtex_y; y++)
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{
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for (int x = 0; x < numtex_x; x++)
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{
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auto image = new FSheetTexture(sheetBitmaps.Size() - 1, x * width, y * height, width, height);
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FImageTexture *imgtex = new FImageTexture(image);
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auto gtex = MakeGameTexture(imgtex, nullptr, ETextureType::FontChar);
|
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gtex->SetWorldPanning(true);
|
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gtex->SetOffsets(0, 0, 0);
|
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gtex->SetOffsets(1, 0, 0);
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gtex->SetScale((float)Scale.X, (float)Scale.Y);
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TexMan.AddGameTexture(gtex);
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charMap.Insert(int(position) + x + y * numtex_x, gtex);
|
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}
|
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}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
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FirstChar = minchar;
|
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bool map1252 = false;
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||
if (minchar < 0x80 && maxchar >= 0xa0) // should be a settable option, but that'd probably cause more problems than it'd solve.
|
||
{
|
||
if (maxchar < 0x2122) maxchar = 0x2122;
|
||
map1252 = true;
|
||
}
|
||
LastChar = maxchar;
|
||
auto count = maxchar - minchar + 1;
|
||
Chars.Resize(count);
|
||
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
auto lump = charMap.CheckKey(FirstChar + i);
|
||
if (lump != nullptr)
|
||
{
|
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auto pic = (*lump)->GetTexture();
|
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Chars[i].OriginalPic = (*lump)->GetUseType() == ETextureType::FontChar? (*lump) : MakeGameTexture(pic, nullptr, ETextureType::FontChar);
|
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Chars[i].OriginalPic->SetUseType(ETextureType::FontChar);
|
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Chars[i].OriginalPic->CopySize(*lump, true);
|
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if (Chars[i].OriginalPic != *lump) TexMan.AddGameTexture(Chars[i].OriginalPic);
|
||
}
|
||
Chars[i].XMove = int(width / Scale.X);
|
||
}
|
||
|
||
if (map1252)
|
||
{
|
||
// Move the Windows-1252 characters to their proper place.
|
||
for (int i = 0x80; i < 0xa0; i++)
|
||
{
|
||
if (win1252map[i - 0x80] != i && Chars[i - minchar].OriginalPic != nullptr && Chars[win1252map[i - 0x80] - minchar].OriginalPic == nullptr)
|
||
{
|
||
std::swap(Chars[i - minchar], Chars[win1252map[i - 0x80] - minchar]);
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||
}
|
||
}
|
||
}
|
||
|
||
SpaceWidth = width;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: ~FFont
|
||
//
|
||
//==========================================================================
|
||
|
||
FFont::~FFont ()
|
||
{
|
||
FFont **prev = &FirstFont;
|
||
FFont *font = *prev;
|
||
|
||
while (font != nullptr && font != this)
|
||
{
|
||
prev = &font->Next;
|
||
font = *prev;
|
||
}
|
||
|
||
if (font != nullptr)
|
||
{
|
||
*prev = font->Next;
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: CheckCase
|
||
//
|
||
//==========================================================================
|
||
|
||
void FFont::CheckCase()
|
||
{
|
||
int lowercount = 0, uppercount = 0;
|
||
for (unsigned i = 0; i < Chars.Size(); i++)
|
||
{
|
||
unsigned chr = i + FirstChar;
|
||
if (lowerforupper[chr] == chr && upperforlower[chr] == chr)
|
||
{
|
||
continue; // not a letter;
|
||
}
|
||
if (myislower(chr))
|
||
{
|
||
if (Chars[i].OriginalPic != nullptr) lowercount++;
|
||
}
|
||
else
|
||
{
|
||
if (Chars[i].OriginalPic != nullptr) uppercount++;
|
||
}
|
||
}
|
||
if (lowercount == 0) return; // This is an uppercase-only font and we are done.
|
||
|
||
// The ß needs special treatment because it is far more likely to be supplied lowercase only, even in an uppercase font.
|
||
if (Chars[0xdf - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
if (LastChar < 0x1e9e)
|
||
{
|
||
Chars.Resize(0x1e9f - FirstChar);
|
||
LastChar = 0x1e9e;
|
||
}
|
||
if (Chars[0x1e9e - FirstChar].OriginalPic == nullptr)
|
||
{
|
||
std::swap(Chars[0xdf - FirstChar], Chars[0x1e9e - FirstChar]);
|
||
lowercount--;
|
||
uppercount++;
|
||
if (lowercount == 0) return;
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: FindFont
|
||
//
|
||
// Searches for the named font in the list of loaded fonts, returning the
|
||
// font if it was found. The disk is not checked if it cannot be found.
|
||
//
|
||
//==========================================================================
|
||
|
||
FFont *FFont::FindFont (FName name)
|
||
{
|
||
if (name == NAME_None)
|
||
{
|
||
return nullptr;
|
||
}
|
||
FFont *font = FirstFont;
|
||
|
||
while (font != nullptr)
|
||
{
|
||
if (font->FontName == name) return font;
|
||
font = font->Next;
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// RecordTextureColors
|
||
//
|
||
// Given a 256 entry buffer, sets every entry that corresponds to a color
|
||
// used by the texture to 1.
|
||
//
|
||
//==========================================================================
|
||
|
||
void RecordTextureColors (FImageSource *pic, uint32_t *usedcolors)
|
||
{
|
||
int x;
|
||
|
||
auto pixels = pic->GetPalettedPixels(false);
|
||
auto size = pic->GetWidth() * pic->GetHeight();
|
||
|
||
for(x = 0;x < size; x++)
|
||
{
|
||
usedcolors[pixels[x]]++;
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// RecordLuminosity
|
||
//
|
||
// Records minimum and maximum luminosity of a texture.
|
||
//
|
||
//==========================================================================
|
||
|
||
static void RecordLuminosity(FImageSource* pic, int* minlum, int* maxlum)
|
||
{
|
||
auto bitmap = pic->GetCachedBitmap(nullptr, FImageSource::normal);
|
||
auto pixels = bitmap.GetPixels();
|
||
auto size = pic->GetWidth() * pic->GetHeight();
|
||
|
||
for (int x = 0; x < size; x++)
|
||
{
|
||
int xx = x * 4;
|
||
if (pixels[xx + 3] > 0)
|
||
{
|
||
int lum = Luminance(pixels[xx + 2], pixels[xx + 1], pixels[xx]);
|
||
if (lum < *minlum) *minlum = lum;
|
||
if (lum > *maxlum) *maxlum = lum;
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// RecordAllTextureColors
|
||
//
|
||
// Given a 256 entry buffer, sets every entry that corresponds to a color
|
||
// used by the font.
|
||
//
|
||
//==========================================================================
|
||
|
||
void FFont::RecordAllTextureColors(uint32_t *usedcolors)
|
||
{
|
||
for (unsigned int i = 0; i < Chars.Size(); i++)
|
||
{
|
||
if (Chars[i].OriginalPic)
|
||
{
|
||
auto pic = Chars[i].OriginalPic->GetTexture()->GetImage();
|
||
if (pic) RecordTextureColors(pic, usedcolors);
|
||
}
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// compare
|
||
//
|
||
// Used for sorting colors by brightness.
|
||
//
|
||
//==========================================================================
|
||
|
||
static int compare (const void *arg1, const void *arg2)
|
||
{
|
||
if (RPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 299 +
|
||
GPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 587 +
|
||
BPART(GPalette.BaseColors[*((uint8_t *)arg1)]) * 114 <
|
||
RPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 299 +
|
||
GPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 587 +
|
||
BPART(GPalette.BaseColors[*((uint8_t *)arg2)]) * 114)
|
||
return -1;
|
||
else
|
||
return 1;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: GetLuminosity
|
||
//
|
||
//==========================================================================
|
||
|
||
int FFont::GetLuminosity (uint32_t *colorsused, TArray<double> &Luminosity, int* minlum, int* maxlum)
|
||
{
|
||
double min, max, diver;
|
||
|
||
Luminosity.Resize(256);
|
||
Luminosity[0] = 0.0; // [BL] Prevent uninitalized memory
|
||
max = 0.0;
|
||
min = 100000000.0;
|
||
for (int i = 1; i < 256; i++)
|
||
{
|
||
if (colorsused[i])
|
||
{
|
||
Luminosity[i] = GPalette.BaseColors[i].r * 0.299 + GPalette.BaseColors[i].g * 0.587 + GPalette.BaseColors[i].b * 0.114;
|
||
if (Luminosity[i] > max) max = Luminosity[i];
|
||
if (Luminosity[i] < min) min = Luminosity[i];
|
||
}
|
||
else Luminosity[i] = -1; // this color is not of interest.
|
||
}
|
||
diver = 1.0 / (max - min);
|
||
for (int i = 1; i < 256; i++)
|
||
{
|
||
if (colorsused[i])
|
||
{
|
||
Luminosity[i] = (Luminosity[i] - min) * diver;
|
||
}
|
||
}
|
||
if (minlum) *minlum = int(min);
|
||
if (maxlum) *maxlum = int(max);
|
||
|
||
return 256;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: GetColorTranslation
|
||
//
|
||
//==========================================================================
|
||
|
||
int FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
|
||
{
|
||
// Single pic fonts do not set up their translation table and must always return 0.
|
||
if (Translations.Size() == 0) return 0;
|
||
assert(Translations.Size() == (unsigned)NumTextColors);
|
||
|
||
if (noTranslate)
|
||
{
|
||
PalEntry retcolor = PalEntry(255, 255, 255, 255);
|
||
if (range >= 0 && range < NumTextColors && range != CR_UNTRANSLATED)
|
||
{
|
||
retcolor = TranslationColors[range];
|
||
retcolor.a = 255;
|
||
}
|
||
if (color != nullptr) *color = retcolor;
|
||
}
|
||
if (range == CR_UNDEFINED)
|
||
return -1;
|
||
else if (range >= NumTextColors)
|
||
range = CR_UNTRANSLATED;
|
||
return Translations[range];
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: GetCharCode
|
||
//
|
||
// If the character code is in the font, returns it. If it is not, but it
|
||
// is lowercase and has an uppercase variant present, return that. Otherwise
|
||
// return -1.
|
||
//
|
||
//==========================================================================
|
||
|
||
int FFont::GetCharCode(int code, bool needpic) const
|
||
{
|
||
int newcode;
|
||
|
||
if (code < 0 && code >= -128)
|
||
{
|
||
// regular chars turn negative when the 8th bit is set.
|
||
code &= 255;
|
||
}
|
||
if (special_i && needpic)
|
||
{
|
||
// We need one special case for Turkish: If we have a lowercase-only font (like Raven's) and want to print the capital I, it must map to the dotless ı, because its own glyph will be the dotted i.
|
||
// This checks if the font has no small i, but does define the small dotless ı.
|
||
if (!MixedCase && code == 'I' && LastChar >= 0x131 && Chars['i' - FirstChar].OriginalPic == nullptr && Chars[0x131 - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return 0x131;
|
||
}
|
||
// a similar check is needed for the small i in allcaps fonts. Here we cannot simply remap to an existing character, so the small dotted i must be placed at code point 0080.
|
||
if (code == 'i' && LastChar >= 0x80 && Chars[0x80 - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return 0x80;
|
||
}
|
||
}
|
||
|
||
|
||
if (code >= FirstChar && code <= LastChar && Chars[code - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return code;
|
||
}
|
||
|
||
// Use different substitution logic based on the fonts content:
|
||
// In a font which has both upper and lower case, prefer unaccented small characters over capital ones.
|
||
// In a pure upper-case font, do not check for lower case replacements.
|
||
if (!MixedCase || (lowercaselatinonly && code >= 0x380 && code < 0x500))
|
||
{
|
||
// Try converting lowercase characters to uppercase.
|
||
if (myislower(code))
|
||
{
|
||
code = upperforlower[code];
|
||
if (code >= FirstChar && code <= LastChar && Chars[code - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return code;
|
||
}
|
||
}
|
||
// Try stripping accents from accented characters.
|
||
while ((newcode = stripaccent(code)) != code)
|
||
{
|
||
code = newcode;
|
||
if (code >= FirstChar && code <= LastChar && Chars[code - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return code;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int originalcode = code;
|
||
|
||
// Try stripping accents from accented characters. This may repeat to allow multi-step fallbacks.
|
||
while ((newcode = stripaccent(code)) != code)
|
||
{
|
||
code = newcode;
|
||
if (code >= FirstChar && code <= LastChar && Chars[code - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return code;
|
||
}
|
||
}
|
||
|
||
code = originalcode;
|
||
if (myislower(code))
|
||
{
|
||
int upper = upperforlower[code];
|
||
// Stripping accents did not help - now try uppercase for lowercase
|
||
if (upper != code) return GetCharCode(upper, true);
|
||
}
|
||
|
||
// Same for the uppercase character. Since we restart at the accented version this must go through the entire thing again.
|
||
while ((newcode = stripaccent(code)) != code)
|
||
{
|
||
code = newcode;
|
||
if (code >= FirstChar && code <= LastChar && Chars[code - FirstChar].OriginalPic != nullptr)
|
||
{
|
||
return code;
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: GetChar
|
||
//
|
||
//==========================================================================
|
||
|
||
FGameTexture *FFont::GetChar (int code, int translation, int *const width) const
|
||
{
|
||
code = GetCharCode(code, true);
|
||
int xmove = SpaceWidth;
|
||
|
||
if (code >= 0)
|
||
{
|
||
code -= FirstChar;
|
||
xmove = Chars[code].XMove;
|
||
}
|
||
|
||
if (width != nullptr)
|
||
{
|
||
*width = xmove;
|
||
}
|
||
if (code < 0) return nullptr;
|
||
|
||
|
||
assert(Chars[code].OriginalPic->GetUseType() == ETextureType::FontChar);
|
||
return Chars[code].OriginalPic;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: GetCharWidth
|
||
//
|
||
//==========================================================================
|
||
|
||
int FFont::GetCharWidth (int code) const
|
||
{
|
||
code = GetCharCode(code, true);
|
||
if (code >= 0) return Chars[code - FirstChar].XMove;
|
||
return SpaceWidth;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
//
|
||
//
|
||
//==========================================================================
|
||
|
||
double GetBottomAlignOffset(FFont *font, int c)
|
||
{
|
||
int w;
|
||
auto tex_zero = font->GetChar('0', CR_UNDEFINED, &w);
|
||
auto texc = font->GetChar(c, CR_UNDEFINED, &w);
|
||
double offset = 0;
|
||
if (texc) offset += texc->GetDisplayTopOffset();
|
||
if (tex_zero) offset += -tex_zero->GetDisplayTopOffset() + tex_zero->GetDisplayHeight();
|
||
return offset;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Checks if the font contains proper glyphs for all characters in the string
|
||
//
|
||
//==========================================================================
|
||
|
||
bool FFont::CanPrint(const uint8_t *string) const
|
||
{
|
||
if (!string) return true;
|
||
while (*string)
|
||
{
|
||
auto chr = GetCharFromString(string);
|
||
if (!MixedCase) chr = upperforlower[chr]; // For uppercase-only fonts we shouldn't check lowercase characters.
|
||
if (chr == TEXTCOLOR_ESCAPE)
|
||
{
|
||
// We do not need to check for UTF-8 in here.
|
||
if (*string == '[')
|
||
{
|
||
while (*string != '\0' && *string != ']')
|
||
{
|
||
++string;
|
||
}
|
||
}
|
||
if (*string != '\0')
|
||
{
|
||
++string;
|
||
}
|
||
continue;
|
||
}
|
||
else if (chr != '\n')
|
||
{
|
||
int cc = GetCharCode(chr, false);
|
||
if (chr != cc && myiswalpha(chr) && cc != getAlternative(chr))
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Find string width using this font
|
||
//
|
||
//==========================================================================
|
||
|
||
int FFont::StringWidth(const uint8_t *string, int spacing) const
|
||
{
|
||
int w = 0;
|
||
int maxw = 0;
|
||
|
||
while (*string)
|
||
{
|
||
auto chr = GetCharFromString(string);
|
||
if (chr == TEXTCOLOR_ESCAPE)
|
||
{
|
||
// We do not need to check for UTF-8 in here.
|
||
if (*string == '[')
|
||
{
|
||
while (*string != '\0' && *string != ']')
|
||
{
|
||
++string;
|
||
}
|
||
}
|
||
if (*string != '\0')
|
||
{
|
||
++string;
|
||
}
|
||
continue;
|
||
}
|
||
else if (chr == '\n')
|
||
{
|
||
if (w > maxw)
|
||
maxw = w;
|
||
w = 0;
|
||
}
|
||
else if (spacing >= 0)
|
||
{
|
||
w += GetCharWidth(chr) + GlobalKerning + spacing;
|
||
}
|
||
else
|
||
{
|
||
w -= spacing;
|
||
}
|
||
}
|
||
|
||
return max(maxw, w);
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// Get the largest ascender in the first line of this text.
|
||
//
|
||
//==========================================================================
|
||
|
||
int FFont::GetMaxAscender(const uint8_t* string) const
|
||
{
|
||
int retval = 0;
|
||
|
||
while (*string)
|
||
{
|
||
auto chr = GetCharFromString(string);
|
||
if (chr == TEXTCOLOR_ESCAPE)
|
||
{
|
||
// We do not need to check for UTF-8 in here.
|
||
if (*string == '[')
|
||
{
|
||
while (*string != '\0' && *string != ']')
|
||
{
|
||
++string;
|
||
}
|
||
}
|
||
if (*string != '\0')
|
||
{
|
||
++string;
|
||
}
|
||
continue;
|
||
}
|
||
else if (chr == '\n')
|
||
{
|
||
break;
|
||
}
|
||
else
|
||
{
|
||
auto ctex = GetChar(chr, CR_UNTRANSLATED, nullptr);
|
||
if (ctex)
|
||
{
|
||
auto offs = int(ctex->GetDisplayTopOffset());
|
||
if (offs > retval) retval = offs;
|
||
}
|
||
}
|
||
}
|
||
|
||
return retval;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: LoadTranslations
|
||
//
|
||
//==========================================================================
|
||
|
||
void FFont::LoadTranslations()
|
||
{
|
||
unsigned int count = min<unsigned>(Chars.Size(), LastChar - FirstChar + 1);
|
||
|
||
if (count == 0) return;
|
||
int minlum = 255, maxlum = 0;
|
||
for (unsigned int i = 0; i < count; i++)
|
||
{
|
||
if (Chars[i].OriginalPic)
|
||
{
|
||
auto pic = Chars[i].OriginalPic->GetTexture()->GetImage();
|
||
RecordLuminosity(pic, &minlum, &maxlum);
|
||
}
|
||
}
|
||
|
||
if (MinLum >= 0 && MinLum < minlum) minlum = MinLum;
|
||
if (MaxLum > maxlum) maxlum = MaxLum;
|
||
|
||
// Here we can set everything to a luminosity translation.
|
||
Translations.Resize(NumTextColors);
|
||
for (int i = 0; i < NumTextColors; i++)
|
||
{
|
||
if (i == CR_UNTRANSLATED) Translations[i] = 0;
|
||
else Translations[i] = LuminosityTranslation(i*2 + TranslationType, minlum, maxlum);
|
||
}
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: FFont - default constructor
|
||
//
|
||
//==========================================================================
|
||
|
||
FFont::FFont (int lump, FName nm)
|
||
{
|
||
FirstChar = LastChar = 0;
|
||
Next = FirstFont;
|
||
FirstFont = this;
|
||
Lump = lump;
|
||
FontName = nm;
|
||
Cursor = '_';
|
||
noTranslate = false;
|
||
}
|
||
|
||
//==========================================================================
|
||
//
|
||
// FFont :: FixXMoves
|
||
//
|
||
// If a font has gaps in its characters, set the missing characters'
|
||
// XMoves to either SpaceWidth or the unaccented or uppercase variant's
|
||
// XMove. Missing XMoves must be initialized with INT_MIN beforehand.
|
||
//
|
||
//==========================================================================
|
||
|
||
void FFont::FixXMoves()
|
||
{
|
||
if (FirstChar < 'a' && LastChar >= 'z')
|
||
{
|
||
MixedCase = true;
|
||
// First check if this is a mixed case font.
|
||
// For this the basic Latin small characters all need to be present.
|
||
for (int i = 'a'; i <= 'z'; i++)
|
||
if (Chars[i - FirstChar].OriginalPic == nullptr)
|
||
{
|
||
MixedCase = false;
|
||
break;
|
||
}
|
||
}
|
||
|
||
for (int i = 0; i <= LastChar - FirstChar; ++i)
|
||
{
|
||
if (Chars[i].XMove == INT_MIN)
|
||
{
|
||
// Try an uppercase character.
|
||
if (myislower(i + FirstChar))
|
||
{
|
||
int upper = upperforlower[FirstChar + i];
|
||
if (upper >= FirstChar && upper <= LastChar )
|
||
{
|
||
Chars[i].XMove = Chars[upper - FirstChar].XMove;
|
||
continue;
|
||
}
|
||
}
|
||
// Try an unnaccented character.
|
||
int noaccent = stripaccent(i + FirstChar);
|
||
if (noaccent != i + FirstChar)
|
||
{
|
||
noaccent -= FirstChar;
|
||
if (noaccent >= 0)
|
||
{
|
||
Chars[i].XMove = Chars[noaccent].XMove;
|
||
continue;
|
||
}
|
||
}
|
||
Chars[i].XMove = SpaceWidth;
|
||
}
|
||
if (Chars[i].OriginalPic)
|
||
{
|
||
int ofs = (int)Chars[i].OriginalPic->GetDisplayTopOffset();
|
||
if (ofs > Displacement) Displacement = ofs;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
void FFont::ClearOffsets()
|
||
{
|
||
for (auto& c : Chars) if (c.OriginalPic) c.OriginalPic->SetOffsets(0, 0);
|
||
}
|