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#include "platform-dependent.h"
#include <stdint.h>
#include <string.h>
#include "utf8.h"
#include "debug.h"
#include "allfiles.h"
#include "stringy.h"
#include "sprites.h"
#include "colours.h"
#include "fonttext.h"
#include "newfatal.h"
#include "moreio.h"
spriteBank theFont;
int fontHeight = 0, numFontColours, loadedFontNum;
char * fontOrderString = NULL;
short fontSpace = -1;
uint32_t * fontTable = NULL;
unsigned int fontTableSize = 0;
#define fontInTable(x) ((x<fontTableSize) ? fontTable[(uint32_t) x] : 0)
extern float cameraZoom;
bool isInFont (char * theText) {
if (! fontTableSize) return 0;
if (! theText[0]) return 0;
// We don't want to compare strings. Only single characters allowed!
if (u8_strlen (theText) > 1) return false;
int i=0;
uint32_t c = u8_nextchar(theText, &i);
return u8_strchr(fontOrderString, c, &i);
}
int stringLength (char * theText) {
return u8_strlen (theText);
}
int stringWidth (char * theText) {
int a = 0;
uint32_t c;
int xOff = 0;
if (! fontTableSize) return 0;
while (theText[a]) {
c = u8_nextchar(theText, &a);
xOff += theFont.sprites[fontInTable(c)].width + fontSpace;
}
return xOff;
}
void pasteString (char * theText, int xOff, int y, spritePalette & thePal) {
sprite * mySprite;
int a = 0;
uint32_t c;
if (! fontTableSize) return;
xOff += (int)((float)(fontSpace >> 1) / cameraZoom);
while (theText[a]) {
c = u8_nextchar(theText, &a);
mySprite = & theFont.sprites[fontInTable(c)];
fontSprite (xOff, y, * mySprite, thePal);
xOff += (int)((double)(mySprite -> width + fontSpace) / cameraZoom);
}
}
void pasteStringToBackdrop (char * theText, int xOff, int y, spritePalette & thePal) {
sprite * mySprite;
int a=0;
uint32_t c;
if (! fontTableSize) return;
xOff += fontSpace >> 1;
while (theText[a]) {
c = u8_nextchar(theText, &a);
mySprite = & theFont.sprites[fontInTable(c)];
pasteSpriteToBackDrop (xOff, y, * mySprite, thePal);
xOff += mySprite -> width + fontSpace;
}
}
void burnStringToBackdrop (char * theText, int xOff, int y, spritePalette & thePal) {
sprite * mySprite;
int a=0;
uint32_t c;
if (! fontTableSize) return;
xOff += fontSpace >> 1;
while (theText[a]) {
c = u8_nextchar(theText, &a);
mySprite = & theFont.sprites[fontInTable(c)];
burnSpriteToBackDrop (xOff, y, * mySprite, thePal);
xOff += mySprite -> width + fontSpace;
}
}
void fixFont (spritePalette & spal) {
delete [] spal.tex_names;
delete [] spal.burnTex_names;
delete [] spal.tex_h;
delete [] spal.tex_w;
spal.numTextures = theFont.myPalette.numTextures;
spal.tex_names = new GLuint [spal.numTextures];
if (! checkNew (spal.tex_names)) return;
spal.burnTex_names = new GLuint [spal.numTextures];
if (! checkNew (spal.burnTex_names)) return;
spal.tex_w = new int [spal.numTextures];
if (! checkNew (spal.tex_w)) return;
spal.tex_h = new int [spal.numTextures];
if (! checkNew (spal.tex_h)) return;
for (int i = 0; i < theFont.myPalette.numTextures; i++) {
spal.tex_names[i] = theFont.myPalette.tex_names[i];
spal.burnTex_names[i] = theFont.myPalette.burnTex_names[i];
spal.tex_w[i] = theFont.myPalette.tex_w[i];
spal.tex_h[i] = theFont.myPalette.tex_h[i];
}
}
void setFontColour (spritePalette & sP, byte r, byte g, byte b) {
sP.originalRed = r;
sP.originalGreen = g;
sP.originalBlue = b;
}
bool loadFont (int filenum, const char * charOrder, int h) {
int a=0;
uint32_t c;
delete [] fontOrderString;
fontOrderString = copyString(charOrder);
forgetSpriteBank (theFont);
loadedFontNum = filenum;
fontTableSize = 0;
while (charOrder[a]) {
c = u8_nextchar(charOrder, &a);
if (c > fontTableSize) fontTableSize = c;
}
fontTableSize++;
delete [] fontTable;
fontTable = new uint32_t [fontTableSize];
if (! checkNew (fontTable)) return false;
for (a = 0; a < fontTableSize; a ++) {
fontTable[a] = 0;
}
a=0;
int i=0;
while (charOrder[a]) {
c = u8_nextchar(charOrder, &a);
fontTable[c] = i;
i++;
}
if (! loadSpriteBank (filenum, theFont, true)) {
fatal ("Can't load font");
return false;
}
numFontColours = theFont.myPalette.total;
fontHeight = h;
return true;
}
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