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https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
446 lines
12 KiB
C++
446 lines
12 KiB
C++
/*
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** bdffont.cpp
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** Management for the VGA consolefont
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "engineerrors.h"
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#include "textures.h"
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#include "image.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "utf8.h"
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#include "sc_man.h"
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#include "texturemanager.h"
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#include "fontinternals.h"
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struct HexDataSource
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{
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int FirstChar = INT_MAX, LastChar = INT_MIN;
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TArray<uint8_t> glyphdata;
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unsigned glyphmap[65536] = {};
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PalEntry ConsolePal[18], SmallPal[18];
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//==========================================================================
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//
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// parse a HEX font
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//
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//==========================================================================
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void ParseDefinition(FResourceLump* font)
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{
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FScanner sc;
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auto data = font->Lock();
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sc.OpenMem("newconsolefont.hex", (const char*)data, font->Size());
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sc.SetCMode(true);
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glyphdata.Push(0); // ensure that index 0 can be used as 'not present'.
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while (sc.GetString())
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{
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int codepoint = (int)strtoull(sc.String, nullptr, 16);
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sc.MustGetStringName(":");
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sc.MustGetString();
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if (codepoint >= 0 && codepoint < 65536 && !sc.Compare("00000000000000000000000000000000")) // don't set up empty glyphs.
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{
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unsigned size = (unsigned)strlen(sc.String);
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unsigned offset = glyphdata.Reserve(size / 2 + 1);
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glyphmap[codepoint] = offset;
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glyphdata[offset++] = size / 2;
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for (unsigned i = 0; i < size; i += 2)
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{
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char hex[] = { sc.String[i], sc.String[i + 1], 0 };
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glyphdata[offset++] = (uint8_t)strtoull(hex, nullptr, 16);
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}
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if (codepoint < FirstChar) FirstChar = codepoint;
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if (codepoint > LastChar) LastChar = codepoint;
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}
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}
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ConsolePal[0] = SmallPal[0] = 0;
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for (int i = 1; i < 18; i++)
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{
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double lum = i == 1 ? 0.01 : 0.5 + (i - 2) * (0.5 / 17.);
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uint8_t lumb = (uint8_t(lum * 255));
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ConsolePal[i] = PalEntry(255, lumb, lumb, lumb);
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lumb = i * 255 / 17;
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SmallPal[i] = PalEntry(255, lumb, lumb, lumb);
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}
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font->Unlock();
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}
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};
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static HexDataSource hexdata;
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// This is a font character that reads RLE compressed data.
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class FHexFontChar : public FImageSource
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{
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public:
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FHexFontChar(uint8_t *sourcedata, int swidth, int width, int height);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap* bmp, int conversion);
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protected:
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int SourceWidth;
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const uint8_t *SourceData;
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};
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//==========================================================================
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//
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// FHexFontChar :: FHexFontChar
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//
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// Used by HEX fonts.
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//
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//==========================================================================
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FHexFontChar::FHexFontChar (uint8_t *sourcedata, int swidth, int width, int height)
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: SourceData (sourcedata)
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{
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SourceWidth = swidth;
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Width = width;
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Height = height;
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LeftOffset = 0;
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TopOffset = 0;
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}
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//==========================================================================
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//
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// FHexFontChar :: Get8BitPixels
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//
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// The render style has no relevance here.
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//
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//==========================================================================
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TArray<uint8_t> FHexFontChar::CreatePalettedPixels(int)
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{
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int destSize = Width * Height;
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TArray<uint8_t> Pixels(destSize, true);
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uint8_t *dest_p = Pixels.Data();
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const uint8_t *src_p = SourceData;
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memset(dest_p, 0, destSize);
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < SourceWidth; x++)
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{
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int byte = *src_p++;
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uint8_t *pixelstart = dest_p + 8 * x * Height + y;
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for (int bit = 0; bit < 8; bit++)
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{
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if (byte & (128 >> bit))
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{
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pixelstart[bit*Height] = y+2;
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// Add a shadow at the bottom right, similar to the old console font.
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if (y != Height - 1)
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{
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pixelstart[bit*Height + Height + 1] = 1;
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}
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}
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}
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}
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}
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return Pixels;
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}
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int FHexFontChar::CopyPixels(FBitmap* bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry* palette = hexdata.ConsolePal;
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auto ppix = CreatePalettedPixels(conversion);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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return 0;
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}
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class FHexFontChar2 : public FHexFontChar
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{
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public:
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FHexFontChar2(uint8_t *sourcedata, int swidth, int width, int height);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap* bmp, int conversion);
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};
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//==========================================================================
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//
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// FHexFontChar :: FHexFontChar
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//
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// Used by HEX fonts.
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//
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//==========================================================================
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FHexFontChar2::FHexFontChar2(uint8_t *sourcedata, int swidth, int width, int height)
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: FHexFontChar(sourcedata, swidth, width, height)
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{
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}
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//==========================================================================
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//
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// FHexFontChar :: Get8BitPixels
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//
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// The render style has no relevance here.
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//
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//==========================================================================
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TArray<uint8_t> FHexFontChar2::CreatePalettedPixels(int)
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{
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int destSize = Width * Height;
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TArray<uint8_t> Pixels(destSize, true);
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uint8_t *dest_p = Pixels.Data();
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assert(SourceData);
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if (SourceData)
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{
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auto drawLayer = [&](int ix, int iy, int color)
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{
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const uint8_t *src_p = SourceData;
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for (int y = 0; y < Height - 2; y++)
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{
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for (int x = 0; x < SourceWidth; x++)
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{
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int byte = *src_p++;
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uint8_t *pixelstart = dest_p + (ix + 8 * x) * Height + (iy + y);
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for (int bit = 0; bit < 8; bit++)
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{
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if (byte & (128 >> bit))
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{
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pixelstart[bit*Height] = color;
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}
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}
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}
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}
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};
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memset(dest_p, 0, destSize);
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const int darkcolor = 1;
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const int brightcolor = 14;
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for (int xx = 0; xx < 3; xx++) for (int yy = 0; yy < 3; yy++) if (xx != 1 || yy != 1)
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drawLayer(xx, yy, darkcolor);
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drawLayer(1, 1, brightcolor);
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}
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return Pixels;
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}
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int FHexFontChar2::CopyPixels(FBitmap* bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry* palette = hexdata.SmallPal;
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auto ppix = CreatePalettedPixels(conversion);
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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return 0;
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}
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class FHexFont : public FFont
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{
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public:
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//==========================================================================
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//
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// FHexFont :: FHexFont
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//
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// Loads a HEX font
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//
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//==========================================================================
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FHexFont (const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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FirstChar = hexdata.FirstChar;
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LastChar = hexdata.LastChar;
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FontHeight = 16;
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SpaceWidth = 9;
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GlobalKerning = 0;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].OriginalPic = MakeGameTexture(new FImageTexture(new FHexFontChar(&hexdata.glyphdata[offset + 1], size, size * 9, 16)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].OriginalPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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//
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// FHexFont :: LoadTranslations
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//
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//==========================================================================
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void LoadTranslations()
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{
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int minlum = hexdata.ConsolePal[1].r;
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int maxlum = hexdata.ConsolePal[17].r;
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Translations.Resize(NumTextColors);
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for (int i = 0; i < NumTextColors; i++)
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{
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if (i == CR_UNTRANSLATED) Translations[i] = 0;
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else Translations[i] = LuminosityTranslation(i * 2 + 1, minlum, maxlum);
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}
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}
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};
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class FHexFont2 : public FFont
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{
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public:
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//==========================================================================
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//
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// FHexFont :: FHexFont
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//
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// Loads a HEX font
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//
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//==========================================================================
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FHexFont2(const char *fontname, int lump)
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: FFont(lump)
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{
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const int spacing = 9;
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assert(lump >= 0);
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FontName = fontname;
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FirstChar = hexdata.FirstChar;
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LastChar = hexdata.LastChar;
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FontHeight = 18;
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SpaceWidth = 9;
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GlobalKerning = -1;
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Chars.Resize(LastChar - FirstChar + 1);
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for (int i = FirstChar; i <= LastChar; i++)
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{
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if (hexdata.glyphmap[i] > 0)
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{
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auto offset = hexdata.glyphmap[i];
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int size = hexdata.glyphdata[offset] / 16;
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Chars[i - FirstChar].OriginalPic = MakeGameTexture(new FImageTexture(new FHexFontChar2(&hexdata.glyphdata[offset + 1], size, 2 + size * 8, 18)), nullptr, ETextureType::FontChar);
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Chars[i - FirstChar].XMove = size * spacing;
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TexMan.AddGameTexture(Chars[i - FirstChar].OriginalPic);
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}
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else Chars[i - FirstChar].XMove = spacing;
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}
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}
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//==========================================================================
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//
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// FHexFont :: LoadTranslations
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//
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//==========================================================================
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void LoadTranslations() override
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{
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int minlum = hexdata.SmallPal[1].r;
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int maxlum = hexdata.SmallPal[17].r;
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Translations.Resize(NumTextColors);
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for (int i = 0; i < NumTextColors; i++)
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{
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if (i == CR_UNTRANSLATED) Translations[i] = 0;
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else Translations[i] = LuminosityTranslation(i * 2, minlum, maxlum);
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}
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}
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFont *CreateHexLumpFont (const char *fontname, int lump)
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{
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assert(hexdata.FirstChar != INT_MAX);
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return new FHexFont(fontname, lump);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FFont *CreateHexLumpFont2(const char *fontname, int lump)
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{
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assert(hexdata.FirstChar != INT_MAX);
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return new FHexFont2(fontname, lump);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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uint8_t* GetHexChar(int codepoint)
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{
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assert(hexdata.FirstChar != INT_MAX);
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if (hexdata.glyphmap[codepoint] > 0)
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{
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auto offset = hexdata.glyphmap[codepoint];
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return &hexdata.glyphdata[offset];
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}
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return nullptr;
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}
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void LoadHexFont(const char* filename)
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{
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auto resf = FResourceFile::OpenResourceFile(filename);
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if (resf == nullptr) I_FatalError("Unable to open %s", filename);
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auto hexfont = resf->FindLump("newconsolefont.hex");
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if (hexfont == nullptr) I_FatalError("Unable to find newconsolefont.hex in %s", filename);
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hexdata.ParseDefinition(hexfont);
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}
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