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font.cpp
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font.cpp
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/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "templates.h"
#include "doomtype.h"
#include "m_swap.h"
#include "v_font.h"
#include "v_video.h"
#include "w_wad.h"
#include "gi.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "hu_stuff.h"
#include "gstrings.h"
#include "v_text.h"
#include "vm.h"
#include "image.h"
#include "utf8.h"
#include "textures/formats/fontchars.h"
#include "textures/formats/multipatchtexture.h"
#include "fontinternals.h"
//==========================================================================
//
// FFont :: FFont
//
// Loads a multi-texture font.
//
//==========================================================================
FFont::FFont (const char *name, const char *nametemplate, const char *filetemplate, int lfirst, int lcount, int start, int fdlump, int spacewidth, bool notranslate)
{
int i;
FTextureID lump;
char buffer[12];
int maxyoffs;
bool doomtemplate = (nametemplate && (gameinfo.gametype & GAME_DoomChex)) ? strncmp (nametemplate, "STCFN", 5) == 0 : false;
DVector2 Scale = { 1, 1 };
noTranslate = notranslate;
Lump = fdlump;
GlobalKerning = false;
FontName = name;
Next = FirstFont;
FirstFont = this;
Cursor = '_';
ActiveColors = 0;
SpaceWidth = 0;
FontHeight = 0;
uint8_t pp = 0;
for (auto &p : PatchRemap) p = pp++;
translateUntranslated = false;
int FixedWidth = 0;
maxyoffs = 0;
TMap<int, FTexture*> charMap;
int minchar = INT_MAX;
int maxchar = INT_MIN;
// Read the font's configuration.
// This will not be done for the default fonts, because they are not atomic and the default content does not need it.
TArray<FolderEntry> folderdata;
if (filetemplate != nullptr)
{
FStringf path("fonts/%s/", filetemplate);
// If a name template is given, collect data from all resource files.
// For anything else, each folder is being treated as an atomic, self-contained unit and mixing from different glyph sets is blocked.
Wads.GetLumpsInFolder(path, folderdata, nametemplate == nullptr);
//if (nametemplate == nullptr)
{
FStringf infpath("fonts/%s/font.inf", filetemplate);
unsigned index = folderdata.FindEx([=](const FolderEntry &entry)
{
return infpath.CompareNoCase(entry.name) == 0;
});
if (index < folderdata.Size())
{
FScanner sc;
sc.OpenLumpNum(folderdata[index].lumpnum);
while (sc.GetToken())
{
sc.TokenMustBe(TK_Identifier);
if (sc.Compare("Kerning"))
{
sc.MustGetValue(false);
GlobalKerning = sc.Number;
}
else if (sc.Compare("Scale"))
{
sc.MustGetValue(true);
Scale.Y = Scale.X = sc.Float;
if (sc.CheckToken(','))
{
sc.MustGetValue(true);
Scale.Y = sc.Float;
}
}
else if (sc.Compare("SpaceWidth"))
{
sc.MustGetValue(false);
SpaceWidth = sc.Number;
}
else if (sc.Compare("FontHeight"))
{
sc.MustGetValue(false);
FontHeight = sc.Number;
}
else if (sc.Compare("CellSize"))
{
sc.MustGetValue(false);
FixedWidth = sc.Number;
sc.MustGetToken(',');
sc.MustGetValue(false);
FontHeight = sc.Number;
}
else if (sc.Compare("Translationtype"))
{
sc.MustGetToken(TK_Identifier);
if (sc.Compare("console"))
{
TranslationType = 1;
}
else if (sc.Compare("standard"))
{
TranslationType = 0;
}
else
{
sc.ScriptError("Unknown translation type %s", sc.String);
}
}
}
}
}
}
if (FixedWidth > 0)
{
ReadSheetFont(folderdata, FixedWidth, FontHeight, Scale);
Type = Folder;
}
else
{
if (nametemplate != nullptr)
{
for (i = 0; i < lcount; i++)
{
int position = '!' + i;
mysnprintf(buffer, countof(buffer), nametemplate, i + start);
lump = TexMan.CheckForTexture(buffer, ETextureType::MiscPatch);
if (doomtemplate && lump.isValid() && i + start == 121)
{ // HACKHACK: Don't load STCFN121 in doom(2), because
// it's not really a lower-case 'y' but a '|'.
// Because a lot of wads with their own font seem to foolishly
// copy STCFN121 and make it a '|' themselves, wads must
// provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load as a 'y'.
if (!TexMan.CheckForTexture("STCFN120", ETextureType::MiscPatch).isValid() ||
!TexMan.CheckForTexture("STCFN122", ETextureType::MiscPatch).isValid())
{
// insert the incorrectly named '|' graphic in its correct position.
position = 124;
}
}
if (lump.isValid())
{
Type = Multilump;
if (position < minchar) minchar = position;
if (position > maxchar) maxchar = position;
charMap.Insert(position, TexMan.GetTexture(lump));
}
}
}
if (folderdata.Size() > 0)
{
// all valid lumps must be named with a hex number that represents its Unicode character index.
for (auto &entry : folderdata)
{
char *endp;
auto base = ExtractFileBase(entry.name);
auto position = strtoll(base.GetChars(), &endp, 16);
if ((*endp == 0 || (*endp == '.' && position >= '!' && position < 0xffff)))
{
auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
if (lump.isValid())
{
if ((int)position < minchar) minchar = (int)position;
if ((int)position > maxchar) maxchar = (int)position;
auto tex = TexMan.GetTexture(lump);
tex->SetScale(Scale);
charMap.Insert((int)position, tex);
Type = Folder;
}
}
}
}
FirstChar = minchar;
LastChar = maxchar;
auto count = maxchar - minchar + 1;
Chars.Resize(count);
int fontheight = 0;
for (i = 0; i < count; i++)
{
auto lump = charMap.CheckKey(FirstChar + i);
if (lump != nullptr)
{
FTexture *pic = *lump;
if (pic != nullptr)
{
int height = pic->GetDisplayHeight();
int yoffs = pic->GetDisplayTopOffset();
if (yoffs > maxyoffs)
{
maxyoffs = yoffs;
}
height += abs(yoffs);
if (height > fontheight)
{
fontheight = height;
}
}
pic->SetUseType(ETextureType::FontChar);
if (!noTranslate)
{
Chars[i].OriginalPic = pic;
Chars[i].TranslatedPic = new FImageTexture(new FFontChar1(pic->GetImage()), "");
Chars[i].TranslatedPic->CopySize(pic);
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
TexMan.AddTexture(Chars[i].TranslatedPic);
}
else
{
Chars[i].TranslatedPic = pic;
}
Chars[i].XMove = Chars[i].TranslatedPic->GetDisplayWidth();
}
else
{
Chars[i].TranslatedPic = nullptr;
Chars[i].XMove = INT_MIN;
}
}
if (SpaceWidth == 0) // An explicit override from the .inf file must always take precedence
{
if (spacewidth != -1)
{
SpaceWidth = spacewidth;
}
else if ('N' - FirstChar >= 0 && 'N' - FirstChar < count && Chars['N' - FirstChar].TranslatedPic != nullptr)
{
SpaceWidth = (Chars['N' - FirstChar].XMove + 1) / 2;
}
else
{
SpaceWidth = 4;
}
}
if (FontHeight == 0) FontHeight = fontheight;
FixXMoves();
}
if (!noTranslate) LoadTranslations();
}
void FFont::ReadSheetFont(TArray<FolderEntry> &folderdata, int width, int height, const DVector2 &Scale)
{
// all valid lumps must be named with a hex number that represents the Unicode character index for its first character,
TArray<TexPart> part(1, true);
TMap<int, FTexture*> charMap;
int minchar = INT_MAX;
int maxchar = INT_MIN;
for (auto &entry : folderdata)
{
char *endp;
auto base = ExtractFileBase(entry.name);
auto position = strtoll(base.GetChars(), &endp, 16);
if ((*endp == 0 || (*endp == '.' && position >= 0 && position < 0xffff))) // Sheet fonts may fill in the low control chars.
{
auto lump = TexMan.CheckForTexture(entry.name, ETextureType::MiscPatch);
if (lump.isValid())
{
auto tex = TexMan.GetTexture(lump);
int numtex_x = tex->GetWidth() / width;
int numtex_y = tex->GetHeight() / height;
int maxinsheet = int(position) + numtex_x * numtex_y - 1;
if (minchar > position) minchar = int(position);
if (maxchar < maxinsheet) maxchar = maxinsheet;
for (int y = 0; y < numtex_y; y++)
{
for (int x = 0; x < numtex_x; x++)
{
part[0].OriginX = -width * x;
part[0].OriginY = -height * y;
part[0].Image = tex->GetImage();
FMultiPatchTexture *image = new FMultiPatchTexture(width, height, part, false, false);
FImageTexture *tex = new FImageTexture(image, "");
tex->SetUseType(ETextureType::FontChar);
tex->bMultiPatch = true;
tex->Width = width;
tex->Height = height;
tex->_LeftOffset[0] =
tex->_LeftOffset[1] =
tex->_TopOffset[0] =
tex->_TopOffset[1] = 0;
tex->Scale = Scale;
tex->bMasked = true;
tex->bTranslucent = -1;
tex->bWorldPanning = true;
tex->bNoDecals = false;
tex->SourceLump = -1; // We do not really care.
TexMan.AddTexture(tex);
charMap.Insert(int(position) + x + y * numtex_x, tex);
}
}
}
}
}
FirstChar = minchar;
bool map1252 = false;
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);
int fontheight = 0;
for (int i = 0; i < count; i++)
{
auto lump = charMap.CheckKey(FirstChar + i);
if (lump != nullptr)
{
FTexture *pic = *lump;
auto b = pic->Get8BitPixels(false);
Chars[i].OriginalPic = pic;
Chars[i].TranslatedPic = new FImageTexture(new FFontChar1(pic->GetImage()), "");
Chars[i].TranslatedPic->CopySize(pic);
Chars[i].TranslatedPic->SetUseType(ETextureType::FontChar);
TexMan.AddTexture(Chars[i].TranslatedPic);
}
Chars[i].XMove = width;
}
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].TranslatedPic != nullptr && Chars[win1252map[i - 0x80] - minchar].TranslatedPic == nullptr)
{
std::swap(Chars[i - minchar], Chars[win1252map[i - 0x80] - minchar]);
}
}
}
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 :: 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]]++;
}
}
//==========================================================================
//
// 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 :: SimpleTranslation
//
// Colorsused, translation, and reverse must all be 256 entry buffers.
// Colorsused must already be filled out.
// Translation be set to remap the source colors to a new range of
// consecutive colors based at 1 (0 is transparent).
// Reverse will be just the opposite of translation: It maps the new color
// range to the original colors.
// *Luminosity will be an array just large enough to hold the brightness
// levels of all the used colors, in consecutive order. It is sorted from
// darkest to lightest and scaled such that the darkest color is 0.0 and
// the brightest color is 1.0.
// The return value is the number of used colors and thus the number of
// entries in *luminosity.
//
//==========================================================================
int FFont::SimpleTranslation (uint32_t *colorsused, uint8_t *translation, uint8_t *reverse, TArray<double> &Luminosity)
{
double min, max, diver;
int i, j;
memset (translation, 0, 256);
reverse[0] = 0;
for (i = 1, j = 1; i < 256; i++)
{
if (colorsused[i])
{
reverse[j++] = i;
}
}
qsort (reverse+1, j-1, 1, compare);
Luminosity.Resize(j);
Luminosity[0] = 0.0; // [BL] Prevent uninitalized memory
max = 0.0;
min = 100000000.0;
for (i = 1; i < j; i++)
{
translation[reverse[i]] = i;
Luminosity[i] = RPART(GPalette.BaseColors[reverse[i]]) * 0.299 +
GPART(GPalette.BaseColors[reverse[i]]) * 0.587 +
BPART(GPalette.BaseColors[reverse[i]]) * 0.114;
if (Luminosity[i] > max)
max = Luminosity[i];
if (Luminosity[i] < min)
min = Luminosity[i];
}
diver = 1.0 / (max - min);
for (i = 1; i < j; i++)
{
Luminosity[i] = (Luminosity[i] - min) * diver;
}
return j;
}
//==========================================================================
//
// FFont :: BuildTranslations
//
// Build color translations for this font. Luminosity is an array of
// brightness levels. The ActiveColors member must be set to indicate how
// large this array is. Identity is an array that remaps the colors to
// their original values; it is only used for CR_UNTRANSLATED. Ranges
// is an array of TranslationParm structs defining the ranges for every
// possible color, in order. Palette is the colors to use for the
// untranslated version of the font.
//
//==========================================================================
void FFont::BuildTranslations (const double *luminosity, const uint8_t *identity,
const void *ranges, int total_colors, const PalEntry *palette)
{
int i, j;
const TranslationParm *parmstart = (const TranslationParm *)ranges;
FRemapTable remap(total_colors);
// Create different translations for different color ranges
Ranges.Clear();
for (i = 0; i < NumTextColors; i++)
{
if (i == CR_UNTRANSLATED)
{
if (identity != nullptr)
{
memcpy (remap.Remap, identity, ActiveColors);
if (palette != nullptr)
{
memcpy (remap.Palette, palette, ActiveColors*sizeof(PalEntry));
}
else
{
remap.Palette[0] = GPalette.BaseColors[identity[0]] & MAKEARGB(0,255,255,255);
for (j = 1; j < ActiveColors; ++j)
{
remap.Palette[j] = GPalette.BaseColors[identity[j]] | MAKEARGB(255,0,0,0);
}
}
}
else
{
remap = Ranges[0];
}
Ranges.Push(remap);
continue;
}
assert(parmstart->RangeStart >= 0);
remap.Remap[0] = 0;
remap.Palette[0] = 0;
for (j = 1; j < ActiveColors; j++)
{
int v = int(luminosity[j] * 256.0);
// Find the color range that this luminosity value lies within.
const TranslationParm *parms = parmstart - 1;
do
{
parms++;
if (parms->RangeStart <= v && parms->RangeEnd >= v)
break;
}
while (parms[1].RangeStart > parms[0].RangeEnd);
// Linearly interpolate to find out which color this luminosity level gets.
int rangev = ((v - parms->RangeStart) << 8) / (parms->RangeEnd - parms->RangeStart);
int r = ((parms->Start[0] << 8) + rangev * (parms->End[0] - parms->Start[0])) >> 8; // red
int g = ((parms->Start[1] << 8) + rangev * (parms->End[1] - parms->Start[1])) >> 8; // green
int b = ((parms->Start[2] << 8) + rangev * (parms->End[2] - parms->Start[2])) >> 8; // blue
r = clamp(r, 0, 255);
g = clamp(g, 0, 255);
b = clamp(b, 0, 255);
remap.Remap[j] = ColorMatcher.Pick(r, g, b);
remap.Palette[j] = PalEntry(255,r,g,b);
}
Ranges.Push(remap);
// Advance to the next color range.
while (parmstart[1].RangeStart > parmstart[0].RangeEnd)
{
parmstart++;
}
parmstart++;
}
}
//==========================================================================
//
// FFont :: GetColorTranslation
//
//==========================================================================
FRemapTable *FFont::GetColorTranslation (EColorRange range, PalEntry *color) const
{
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 (ActiveColors == 0)
return nullptr;
else if (range >= NumTextColors)
range = CR_UNTRANSLATED;
//if (range == CR_UNTRANSLATED && !translateUntranslated) return nullptr;
return &Ranges[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
{
if (code < 0 && code >= -128)
{
// regular chars turn negative when the 8th bit is set.
code &= 255;
}
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
{
return code;
}
// Special handling for the ß which may only exist as lowercase, so for this we need an additional upper -> lower check for all fonts aside from the generic substitution logic.
if (code == 0x1e9e)
{
if (LastChar <= 0xdf && (!needpic || Chars[0xdf - FirstChar].TranslatedPic != nullptr))
{
return 0xdf;
}
}
// 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)
{
// Try converting lowercase characters to uppercase.
if (myislower(code))
{
code = upperforlower[code];
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
{
return code;
}
}
// Try stripping accents from accented characters.
int newcode = stripaccent(code);
if (newcode != code)
{
code = newcode;
if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
{
return code;
}
}
}
else
{
int originalcode = code;
int newcode;
// 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 && (!needpic || Chars[code - FirstChar].TranslatedPic != 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, needpic);
}
// 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 && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
{
return code;
}
}
}
return -1;
}
//==========================================================================
//
// FFont :: GetChar
//
//==========================================================================
FTexture *FFont::GetChar (int code, int translation, int *const width, bool *redirected) 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;
if (translation == CR_UNTRANSLATED)
{
bool redirect = Chars[code].OriginalPic && Chars[code].OriginalPic != Chars[code].TranslatedPic;
if (redirected) *redirected = redirect;
if (redirect)
{
assert(Chars[code].OriginalPic->UseType == ETextureType::FontChar);
return Chars[code].OriginalPic;
}
}
if (redirected) *redirected = false;
assert(Chars[code].TranslatedPic->UseType == ETextureType::FontChar);
return Chars[code].TranslatedPic;
}
//==========================================================================
//
// 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;
FTexture *tex_zero = font->GetChar('0', CR_UNDEFINED, &w);
FTexture *texc = font->GetChar(c, CR_UNDEFINED, &w);
double offset = 0;
if (texc) offset += texc->GetDisplayTopOffsetDouble();
if (tex_zero) offset += -tex_zero->GetDisplayTopOffsetDouble() + tex_zero->GetDisplayHeightDouble();
return offset;
}
//==========================================================================
//
// Find string width using this font
//
//==========================================================================
int FFont::StringWidth(const uint8_t *string) 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
{
w += GetCharWidth(chr) + GlobalKerning;
}
}
return MAX(maxw, w);
}
//==========================================================================
//
// FFont :: LoadTranslations
//
//==========================================================================
void FFont::LoadTranslations()
{
unsigned int count = LastChar - FirstChar + 1;
uint32_t usedcolors[256] = {};
uint8_t identity[256];
TArray<double> Luminosity;
for (unsigned int i = 0; i < count; i++)
{
if (Chars[i].TranslatedPic)
{
FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage());
if (pic)
{
pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture
RecordTextureColors(pic, usedcolors);
}
}
}
// Fixme: This needs to build a translation based on the source palette, not some intermediate 'ordered' table.
ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity);
for (unsigned int i = 0; i < count; i++)
{
if(Chars[i].TranslatedPic)
static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage())->SetSourceRemap(PatchRemap);
}
BuildTranslations (Luminosity.Data(), identity, &TranslationParms[TranslationType][0], ActiveColors, nullptr);
}
//==========================================================================
//
// FFont :: FFont - default constructor
//
//==========================================================================
FFont::FFont (int lump)
{
Lump = lump;
FontName = NAME_None;
Cursor = '_';
noTranslate = false;
uint8_t pp = 0;
for (auto &p : PatchRemap) p = pp++;
}
//==========================================================================
//
// 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()
{
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;
}
}
}