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459 lines
13 KiB
C++
459 lines
13 KiB
C++
/*
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** v_text.cpp
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** Draws text to a canvas. Also has a text line-breaker thingy.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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 <stdlib.h>
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#include <stdarg.h>
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#include <ctype.h>
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#include <wctype.h>
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#include "v_text.h"
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#include "utf8.h"
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#include "v_draw.h"
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#include "gstrings.h"
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#include "vm.h"
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#include "printf.h"
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int ListGetInt(VMVa_List &tags);
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//==========================================================================
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//
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// Create a texture from a text in a given font.
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//
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//==========================================================================
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#if 0
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FGameTexture * BuildTextTexture(FFont *font, const char *string, int textcolor)
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{
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int w;
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const uint8_t *ch;
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int cx;
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int cy;
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int trans = -1;
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int kerning;
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FGameTexture *pic;
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kerning = font->GetDefaultKerning();
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ch = (const uint8_t *)string;
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cx = 0;
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cy = 0;
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IntRect box;
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while (auto c = GetCharFromString(ch))
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{
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if (c == TEXTCOLOR_ESCAPE)
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{
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// Here we only want to measure the texture so just parse over the color.
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V_ParseFontColor(ch, 0, 0);
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continue;
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}
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if (c == '\n')
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{
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cx = 0;
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cy += font->GetHeight();
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continue;
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}
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if (nullptr != (pic = font->GetChar(c, CR_UNTRANSLATED, &w, nullptr)))
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{
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auto img = pic->GetImage();
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auto offsets = img->GetOffsets();
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int x = cx - offsets.first;
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int y = cy - offsets.second;
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int ww = img->GetWidth();
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int h = img->GetHeight();
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box.AddToRect(x, y);
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box.AddToRect(x + ww, y + h);
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}
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cx += (w + kerning);
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}
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cx = -box.left;
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cy = -box.top;
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TArray<TexPart> part(strlen(string));
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while (auto c = GetCharFromString(ch))
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{
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if (c == TEXTCOLOR_ESCAPE)
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{
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EColorRange newcolor = V_ParseFontColor(ch, textcolor, textcolor);
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if (newcolor != CR_UNDEFINED)
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{
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trans = font->GetColorTranslation(newcolor);
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textcolor = newcolor;
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}
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continue;
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}
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if (c == '\n')
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{
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cx = 0;
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cy += font->GetHeight();
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continue;
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}
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if (nullptr != (pic = font->GetChar(c, textcolor, &w, nullptr)))
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{
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auto img = pic->GetImage();
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auto offsets = img->GetOffsets();
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int x = cx - offsets.first;
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int y = cy - offsets.second;
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auto &tp = part[part.Reserve(1)];
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tp.OriginX = x;
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tp.OriginY = y;
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tp.Image = img;
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tp.Translation = range;
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}
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cx += (w + kerning);
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}
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FMultiPatchTexture *image = new FMultiPatchTexture(box.width, box.height, part, false, false);
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image->SetOffsets(-box.left, -box.top);
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FImageTexture *tex = new FImageTexture(image, "");
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tex->SetUseType(ETextureType::MiscPatch);
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TexMan.AddTexture(tex);
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return tex;
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}
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#endif
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//==========================================================================
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//
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// DrawChar
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//
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// Write a single character using the given font
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//
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//==========================================================================
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void DrawChar(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...)
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{
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if (font == NULL)
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return;
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if (normalcolor >= NumTextColors)
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normalcolor = CR_UNTRANSLATED;
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FGameTexture* pic;
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int dummy;
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if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
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{
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DrawParms parms;
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Va_List tags;
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va_start(tags.list, tag_first);
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bool res = ParseDrawTextureTags(drawer, pic, x, y, tag_first, tags, &parms, DrawTexture_Normal);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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bool palettetrans = (normalcolor == CR_NATIVEPAL && parms.TranslationId != NO_TRANSLATION);
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PalEntry color = 0xffffffff;
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if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
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drawer->AddTexture(pic, parms);
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}
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}
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void DrawChar(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args)
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{
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if (font == NULL)
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return;
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if (normalcolor >= NumTextColors)
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normalcolor = CR_UNTRANSLATED;
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FGameTexture *pic;
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int dummy;
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if (NULL != (pic = font->GetChar(character, normalcolor, &dummy)))
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{
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DrawParms parms;
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uint32_t tag = ListGetInt(args);
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bool res = ParseDrawTextureTags(drawer, pic, x, y, tag, args, &parms, DrawTexture_Normal);
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if (!res) return;
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bool palettetrans = (normalcolor == CR_NATIVEPAL && parms.TranslationId != NO_TRANSLATION);
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PalEntry color = 0xffffffff;
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if (!palettetrans) parms.TranslationId = font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry((color.a * parms.color.a) / 255, (color.r * parms.color.r) / 255, (color.g * parms.color.g) / 255, (color.b * parms.color.b) / 255);
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drawer->AddTexture(pic, parms);
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}
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}
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DEFINE_ACTION_FUNCTION(_Screen, DrawChar)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(font, FFont);
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PARAM_INT(cr);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_INT(chr);
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PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
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if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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VMVa_List args = { param + 5, 0, numparam - 6, va_reginfo + 5 };
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DrawChar(twod, font, cr, x, y, chr, args);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(FCanvas, DrawChar)
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{
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PARAM_SELF_PROLOGUE(FCanvas);
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PARAM_POINTER(font, FFont);
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PARAM_INT(cr);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_INT(chr);
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PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
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VMVa_List args = { param + 6, 0, numparam - 7, va_reginfo + 6 };
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DrawChar(&self->Drawer, font, cr, x, y, chr, args);
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self->Tex->NeedUpdate();
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return 0;
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}
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//==========================================================================
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//
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// DrawText
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//
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// Write a string using the given font
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//
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//==========================================================================
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// This is only needed as a dummy. The code using wide strings does not need color control.
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EColorRange V_ParseFontColor(const char32_t *&color_value, int normalcolor, int boldcolor) { return CR_UNTRANSLATED; }
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template<class chartype>
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void DrawTextCommon(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, const chartype *string, DrawParms &parms)
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{
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int w;
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const chartype *ch;
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int c;
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double cx;
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double cy;
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int boldcolor;
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FTranslationID trans = INVALID_TRANSLATION;
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int kerning;
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FGameTexture *pic;
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double scalex = parms.scalex * parms.patchscalex;
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double scaley = parms.scaley * parms.patchscaley;
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if (parms.celly == 0) parms.celly = font->GetHeight() + 1;
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parms.celly = int (parms.celly * scaley);
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bool palettetrans = (normalcolor == CR_NATIVEPAL && parms.TranslationId != NO_TRANSLATION);
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if (normalcolor >= NumTextColors)
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normalcolor = CR_UNTRANSLATED;
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boldcolor = normalcolor ? normalcolor - 1 : NumTextColors - 1;
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PalEntry colorparm = parms.color;
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PalEntry color = 0xffffffff;
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trans = palettetrans? INVALID_TRANSLATION : font->GetColorTranslation((EColorRange)normalcolor, &color);
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parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
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kerning = font->GetDefaultKerning();
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ch = string;
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cx = x;
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cy = y;
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if (parms.monospace == EMonospacing::CellCenter)
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cx += parms.spacing / 2;
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else if (parms.monospace == EMonospacing::CellRight)
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cx += parms.spacing;
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auto currentcolor = normalcolor;
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while (ch - string < parms.maxstrlen)
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{
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c = GetCharFromString(ch);
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if (!c)
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break;
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if (c == TEXTCOLOR_ESCAPE)
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{
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EColorRange newcolor = V_ParseFontColor(ch, normalcolor, boldcolor);
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if (newcolor != CR_UNDEFINED)
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{
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trans = font->GetColorTranslation(newcolor, &color);
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parms.color = PalEntry(colorparm.a, (color.r * colorparm.r) / 255, (color.g * colorparm.g) / 255, (color.b * colorparm.b) / 255);
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currentcolor = newcolor;
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}
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continue;
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}
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if (c == '\n')
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{
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cx = x;
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cy += parms.celly;
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continue;
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}
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if (NULL != (pic = font->GetChar(c, currentcolor, &w)))
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{
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// if palette translation is used, font colors will be ignored.
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if (!palettetrans) parms.TranslationId = trans;
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SetTextureParms(drawer, &parms, pic, cx, cy);
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if (parms.cellx)
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{
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w = parms.cellx;
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parms.destwidth = parms.cellx;
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parms.destheight = parms.celly;
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}
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if (parms.monospace == EMonospacing::CellLeft)
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parms.left = 0;
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else if (parms.monospace == EMonospacing::CellCenter)
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parms.left = w / 2.;
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else if (parms.monospace == EMonospacing::CellRight)
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parms.left = w;
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drawer->AddTexture(pic, parms);
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}
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if (parms.monospace == EMonospacing::Off)
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{
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cx += (w + kerning + parms.spacing) * scalex;
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}
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else
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{
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cx += (parms.spacing) * scalex;
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}
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}
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}
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// For now the 'drawer' parameter is a placeholder - this should be the way to handle it later to allow different drawers.
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void DrawText(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const char* string, int tag_first, ...)
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{
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Va_List tags;
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DrawParms parms;
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if (font == NULL || string == NULL)
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return;
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va_start(tags.list, tag_first);
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bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag_first, tags, &parms, DrawTexture_Text);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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const char *txt = (parms.localize && string[0] == '$') ? GStrings.GetString(&string[1]) : string;
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DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)string, parms);
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}
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void DrawText(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const char32_t* string, int tag_first, ...)
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{
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Va_List tags;
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DrawParms parms;
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if (font == NULL || string == NULL)
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return;
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va_start(tags.list, tag_first);
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bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag_first, tags, &parms, DrawTexture_Text);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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// [Gutawer] right now nothing needs the char32_t version to have localisation support, and i don't know how to do it
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assert(parms.localize == false);
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DrawTextCommon(drawer, font, normalcolor, x, y, string, parms);
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}
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void DrawText(F2DDrawer *drawer, FFont *font, int normalcolor, double x, double y, const FString& string, VMVa_List &args)
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{
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DrawParms parms;
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if (font == NULL)
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return;
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uint32_t tag = ListGetInt(args);
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bool res = ParseDrawTextureTags(drawer, nullptr, 0, 0, tag, args, &parms, DrawTexture_Text, ~0u, 0.0, true);
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if (!res)
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{
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return;
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}
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const char *txt = (parms.localize && string[0] == '$') ? GStrings.GetString(&string[1]) : string.GetChars();
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DrawTextCommon(drawer, font, normalcolor, x, y, (uint8_t*)txt, parms);
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}
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DEFINE_ACTION_FUNCTION(_Screen, DrawText)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_NOT_NULL(font, FFont);
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PARAM_INT(cr);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_STRING(chr);
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PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
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if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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VMVa_List args = { param + 5, 0, numparam - 6, va_reginfo + 5 };
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DrawText(twod, font, cr, x, y, chr, args);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(FCanvas, DrawText)
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{
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PARAM_SELF_PROLOGUE(FCanvas);
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PARAM_POINTER_NOT_NULL(font, FFont);
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PARAM_INT(cr);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_STRING(chr);
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PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
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VMVa_List args = { param + 6, 0, numparam - 7, va_reginfo + 6 };
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DrawText(&self->Drawer, font, cr, x, y, chr, args);
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self->Tex->NeedUpdate();
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return 0;
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}
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