Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
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#include "Font.h"
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#include <tinyxml2.h>
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#include "Alloc.h"
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Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
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#include "Constants.h"
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2023-01-21 19:06:30 +01:00
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#include "CustomLevels.h"
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Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
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#include "FileSystemUtils.h"
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#include "Graphics.h"
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2023-01-18 23:13:35 +01:00
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#include "GraphicsUtil.h"
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2023-01-06 16:21:42 +01:00
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#include "Localization.h"
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2023-02-23 04:15:27 +01:00
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#include "UTF8.h"
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Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
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|
#include "UtilityClass.h"
|
2023-01-11 02:57:31 +01:00
|
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#include "Vlogging.h"
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
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#include "XMLUtils.h"
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2023-02-20 23:53:48 +01:00
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extern "C"
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{
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#include <c-hashmap/map.h>
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}
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Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
// Sigh... This is the second forward-declaration, we need to put this in a header file
|
|
|
|
SDL_Texture* LoadImage(const char *filename, const TextureLoadType loadtype);
|
|
|
|
|
|
|
|
namespace font
|
|
|
|
{
|
|
|
|
|
2023-01-18 23:13:35 +01:00
|
|
|
#define GLYPH_EXISTS 0x1
|
|
|
|
#define GLYPH_COLOR 0x2
|
|
|
|
|
|
|
|
struct GlyphInfo
|
|
|
|
{
|
|
|
|
uint16_t image_idx;
|
|
|
|
uint8_t advance;
|
|
|
|
uint8_t flags;
|
|
|
|
};
|
|
|
|
|
|
|
|
/* Codepoints go up to U+10FFFF, so we have 0x110 (272) pages
|
|
|
|
* of 0x1000 (4096) glyphs, allocated as needed */
|
|
|
|
#define FONT_N_PAGES 0x110
|
|
|
|
#define FONT_PAGE_SIZE 0x1000
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
enum FontType
|
|
|
|
{
|
|
|
|
FontType_FONT,
|
|
|
|
FontType_BUTTONS
|
|
|
|
};
|
|
|
|
|
2023-01-18 23:13:35 +01:00
|
|
|
struct Font
|
|
|
|
{
|
|
|
|
char name[64];
|
2023-01-21 19:06:30 +01:00
|
|
|
char display_name[SCREEN_WIDTH_CHARS + 1];
|
2023-01-18 23:13:35 +01:00
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
FontType type;
|
|
|
|
|
2023-01-18 23:13:35 +01:00
|
|
|
uint8_t glyph_w;
|
|
|
|
uint8_t glyph_h;
|
|
|
|
|
|
|
|
SDL_Texture* image;
|
|
|
|
|
|
|
|
GlyphInfo* glyph_page[FONT_N_PAGES];
|
2023-02-20 04:35:19 +01:00
|
|
|
|
|
|
|
char fallback_key[64];
|
|
|
|
uint8_t fallback_idx;
|
|
|
|
bool fallback_idx_valid;
|
2023-01-18 23:13:35 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
struct FontContainer
|
|
|
|
{
|
|
|
|
uint8_t count;
|
|
|
|
Font* fonts;
|
2023-02-20 23:53:48 +01:00
|
|
|
hashmap* map_name_idx;
|
2023-01-18 23:13:35 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
struct PrintFlags
|
|
|
|
{
|
|
|
|
uint8_t scale;
|
|
|
|
Font* font_sel;
|
Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
2023-01-31 02:22:43 +01:00
|
|
|
uint8_t brightness;
|
2023-01-18 23:13:35 +01:00
|
|
|
bool border;
|
|
|
|
bool align_cen;
|
|
|
|
bool align_right;
|
|
|
|
bool cjk_low;
|
|
|
|
bool cjk_high;
|
|
|
|
};
|
|
|
|
|
2023-01-11 02:57:31 +01:00
|
|
|
static FontContainer fonts_main = {};
|
|
|
|
static FontContainer fonts_custom = {};
|
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
static uint8_t font_idx_8x8 = 0;
|
2023-01-11 02:57:31 +01:00
|
|
|
|
2023-01-21 19:06:30 +01:00
|
|
|
uint8_t font_idx_options_n = 0;
|
|
|
|
uint8_t font_idx_options[20];
|
|
|
|
|
2023-01-21 03:27:55 +01:00
|
|
|
static bool font_level_is_interface = false;
|
|
|
|
static bool font_idx_level_is_custom = false;
|
|
|
|
static uint8_t font_idx_level = 0;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
|
|
|
|
static void codepoint_split(
|
|
|
|
const uint32_t codepoint,
|
|
|
|
short* page,
|
|
|
|
short* glyph
|
|
|
|
)
|
|
|
|
{
|
|
|
|
// Splits a code point (0x10FFFF) into page (0x10F) and glyph (0xFFF)
|
|
|
|
if (codepoint > 0x10FFFF)
|
|
|
|
{
|
|
|
|
codepoint_split(0xFFFD, page, glyph);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
*page = codepoint >> 12;
|
|
|
|
*glyph = codepoint % FONT_PAGE_SIZE;
|
|
|
|
}
|
|
|
|
|
|
|
|
static GlyphInfo* get_glyphinfo(
|
|
|
|
const Font* f,
|
|
|
|
const uint32_t codepoint
|
|
|
|
)
|
|
|
|
{
|
|
|
|
short page, glyph;
|
|
|
|
codepoint_split(codepoint, &page, &glyph);
|
|
|
|
|
|
|
|
if (f->glyph_page[page] == NULL)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return &f->glyph_page[page][glyph];
|
|
|
|
}
|
|
|
|
|
|
|
|
static void add_glyphinfo(
|
|
|
|
Font* f,
|
|
|
|
const uint32_t codepoint,
|
|
|
|
const int image_idx
|
|
|
|
)
|
|
|
|
{
|
|
|
|
if (image_idx < 0 || image_idx > 65535)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
short page, glyph;
|
|
|
|
codepoint_split(codepoint, &page, &glyph);
|
|
|
|
|
|
|
|
if (f->glyph_page[page] == NULL)
|
|
|
|
{
|
|
|
|
f->glyph_page[page] = (GlyphInfo*) SDL_calloc(FONT_PAGE_SIZE, sizeof(GlyphInfo));
|
|
|
|
if (f->glyph_page[page] == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
f->glyph_page[page][glyph].image_idx = image_idx;
|
|
|
|
f->glyph_page[page][glyph].advance = f->glyph_w;
|
|
|
|
f->glyph_page[page][glyph].flags = GLYPH_EXISTS;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool glyph_is_valid(const GlyphInfo* glyph)
|
|
|
|
{
|
|
|
|
return glyph->flags & GLYPH_EXISTS;
|
|
|
|
}
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
static Font* fallback_for(const Font* f)
|
|
|
|
{
|
|
|
|
if (!f->fallback_idx_valid)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return &fonts_main.fonts[f->fallback_idx];
|
|
|
|
}
|
|
|
|
|
|
|
|
static GlyphInfo* find_glyphinfo(const Font* f, const uint32_t codepoint, const Font** f_glyph)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
|
|
|
/* Get the GlyphInfo for a specific codepoint, or <?> or ? if it doesn't exist.
|
2023-02-20 04:35:19 +01:00
|
|
|
* f_glyph may be either set to f (the main specified font) or its fallback font, if it exists.
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
* As a last resort, may return NULL. */
|
2023-02-20 04:35:19 +01:00
|
|
|
*f_glyph = f;
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
GlyphInfo* glyph = get_glyphinfo(f, codepoint);
|
|
|
|
if (glyph != NULL && glyph_is_valid(glyph))
|
|
|
|
{
|
|
|
|
return glyph;
|
|
|
|
}
|
2023-02-20 04:35:19 +01:00
|
|
|
|
|
|
|
Font* f_fallback = fallback_for(f);
|
|
|
|
if (f_fallback != NULL && (glyph = get_glyphinfo(f_fallback, codepoint)) != NULL && glyph_is_valid(glyph))
|
|
|
|
{
|
|
|
|
*f_glyph = f_fallback;
|
|
|
|
return glyph;
|
|
|
|
}
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
glyph = get_glyphinfo(f, 0xFFFD);
|
|
|
|
if (glyph != NULL && glyph_is_valid(glyph))
|
|
|
|
{
|
|
|
|
return glyph;
|
|
|
|
}
|
|
|
|
glyph = get_glyphinfo(f, '?');
|
|
|
|
if (glyph != NULL && glyph_is_valid(glyph))
|
|
|
|
{
|
|
|
|
return glyph;
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
static int get_advance_ff(const Font* f, const Font* f_glyph, const GlyphInfo* glyph)
|
2023-01-06 19:17:50 +01:00
|
|
|
{
|
2023-02-20 04:35:19 +01:00
|
|
|
/* Internal function - get the correct advance after we have
|
|
|
|
* determined whether the glyph is from the fallback font or not. */
|
|
|
|
|
|
|
|
if (glyph == NULL)
|
2023-01-12 05:27:52 +01:00
|
|
|
{
|
2023-02-20 04:35:19 +01:00
|
|
|
return f->glyph_w;
|
2023-01-12 05:27:52 +01:00
|
|
|
}
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
/* If the glyph is a fallback glyph, center it relative to the main font
|
|
|
|
* instead of trusting the fallback's width */
|
|
|
|
if (f_glyph != f)
|
2023-01-06 19:17:50 +01:00
|
|
|
{
|
|
|
|
return f->glyph_w;
|
|
|
|
}
|
|
|
|
|
|
|
|
return glyph->advance;
|
|
|
|
}
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
int get_advance(const Font* f, const uint32_t codepoint)
|
|
|
|
{
|
|
|
|
// Get the width of a single character in a font
|
|
|
|
if (f == NULL)
|
|
|
|
{
|
|
|
|
return 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Font* f_glyph;
|
|
|
|
GlyphInfo* glyph = find_glyphinfo(f, codepoint, &f_glyph);
|
|
|
|
return get_advance_ff(f, f_glyph, glyph);
|
|
|
|
}
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
static bool decode_xml_range(tinyxml2::XMLElement* elem, unsigned* start, unsigned* end)
|
|
|
|
{
|
|
|
|
// We do support hexadecimal start/end like "0x10FFFF"
|
|
|
|
if (elem->QueryUnsignedAttribute("start", start) != tinyxml2::XML_SUCCESS
|
|
|
|
|| elem->QueryUnsignedAttribute("end", end) != tinyxml2::XML_SUCCESS
|
|
|
|
|| *end < *start || *start > 0x10FFFF
|
|
|
|
)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
*end = SDL_min(*end, 0x10FFFF);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
static uint8_t load_font(FontContainer* container, const char* name)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-01-15 01:31:02 +01:00
|
|
|
if (container->count >= 254)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2023-01-11 02:57:31 +01:00
|
|
|
Font* new_fonts = (Font*) SDL_realloc(container->fonts, sizeof(Font)*(container->count+1));
|
|
|
|
if (new_fonts == NULL)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
container->fonts = new_fonts;
|
2023-01-15 01:31:02 +01:00
|
|
|
uint8_t f_idx = container->count++;
|
2023-01-11 02:57:31 +01:00
|
|
|
Font* f = &container->fonts[f_idx];
|
|
|
|
|
|
|
|
vlog_info("Loading font \"%s\"...", name);
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
char name_png[256];
|
|
|
|
char name_txt[256];
|
|
|
|
char name_xml[256];
|
|
|
|
SDL_snprintf(name_png, sizeof(name_png), "graphics/%s.png", name);
|
|
|
|
SDL_snprintf(name_txt, sizeof(name_txt), "graphics/%s.txt", name);
|
|
|
|
SDL_snprintf(name_xml, sizeof(name_xml), "graphics/%s.fontmeta", name);
|
2023-01-11 04:53:44 +01:00
|
|
|
SDL_strlcpy(f->name, name, sizeof(f->name));
|
2023-01-21 19:06:30 +01:00
|
|
|
SDL_strlcpy(f->display_name, name, sizeof(f->display_name));
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
f->type = FontType_FONT;
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
f->glyph_w = 8;
|
|
|
|
f->glyph_h = 8;
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
f->fallback_key[0] = '\0';
|
|
|
|
f->fallback_idx_valid = false;
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
bool white_teeth = false;
|
|
|
|
|
|
|
|
tinyxml2::XMLDocument doc;
|
|
|
|
tinyxml2::XMLHandle hDoc(&doc);
|
|
|
|
tinyxml2::XMLElement* pElem;
|
|
|
|
bool xml_loaded = false;
|
|
|
|
|
|
|
|
if (FILESYSTEM_areAssetsInSameRealDir(name_png, name_xml)
|
|
|
|
&& FILESYSTEM_loadAssetTiXml2Document(name_xml, doc)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
xml_loaded = true;
|
|
|
|
hDoc = hDoc.FirstChildElement("font_metadata");
|
|
|
|
|
2023-01-21 19:06:30 +01:00
|
|
|
if ((pElem = hDoc.FirstChildElement("display_name").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
SDL_strlcpy(f->display_name, pElem->GetText(), sizeof(f->display_name));
|
|
|
|
}
|
2023-02-20 04:35:19 +01:00
|
|
|
if ((pElem = hDoc.FirstChildElement("type").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
if (SDL_strcmp(pElem->GetText(), "buttons") == 0)
|
|
|
|
{
|
|
|
|
f->type = FontType_BUTTONS;
|
|
|
|
}
|
|
|
|
}
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
if ((pElem = hDoc.FirstChildElement("width").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
f->glyph_w = help.Int(pElem->GetText());
|
|
|
|
}
|
|
|
|
if ((pElem = hDoc.FirstChildElement("height").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
f->glyph_h = help.Int(pElem->GetText());
|
|
|
|
}
|
|
|
|
if ((pElem = hDoc.FirstChildElement("white_teeth").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
// If 1, we don't need to whiten the entire font (like in old versions)
|
|
|
|
white_teeth = help.Int(pElem->GetText());
|
|
|
|
}
|
2023-02-20 04:35:19 +01:00
|
|
|
if ((pElem = hDoc.FirstChildElement("fallback").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
SDL_strlcpy(f->fallback_key, pElem->GetText(), sizeof(f->fallback_key));
|
|
|
|
}
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
f->image = LoadImage(name_png, white_teeth ? TEX_COLOR : TEX_WHITE);
|
|
|
|
SDL_zeroa(f->glyph_page);
|
|
|
|
|
|
|
|
if (f->image == NULL)
|
|
|
|
{
|
2023-01-11 02:57:31 +01:00
|
|
|
return f_idx;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/* We may have a 2.3-style font.txt with all the characters.
|
|
|
|
* font.txt takes priority over <chars> in the XML.
|
|
|
|
* If neither exist, it's just ASCII. */
|
|
|
|
bool charset_loaded = false;
|
2023-01-06 16:21:42 +01:00
|
|
|
bool special_loaded = false;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
unsigned char* charmap = NULL;
|
|
|
|
if (FILESYSTEM_areAssetsInSameRealDir(name_png, name_txt))
|
|
|
|
{
|
2023-02-23 04:15:27 +01:00
|
|
|
FILESYSTEM_loadAssetToMemory(name_txt, &charmap, NULL, false);
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
if (charmap != NULL)
|
|
|
|
{
|
2023-02-02 23:22:24 +01:00
|
|
|
// We have a .txt! It's an obsolete system, but it takes priority if the file exists.
|
2023-02-23 04:15:27 +01:00
|
|
|
const char* current = (char*) charmap;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
int pos = 0;
|
2023-02-23 04:15:27 +01:00
|
|
|
uint32_t codepoint;
|
|
|
|
while ((codepoint = UTF8_next(¤t)))
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
|
|
|
add_glyphinfo(f, codepoint, pos);
|
|
|
|
++pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
VVV_free(charmap);
|
2023-02-02 23:22:24 +01:00
|
|
|
charset_loaded = true;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
2023-02-02 23:22:24 +01:00
|
|
|
if (xml_loaded && !charset_loaded && (pElem = hDoc.FirstChildElement("chars").ToElement()) != NULL)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-02-02 23:22:24 +01:00
|
|
|
// <chars> in the XML is the preferred system.
|
|
|
|
int pos = 0;
|
|
|
|
tinyxml2::XMLElement* subElem;
|
|
|
|
FOR_EACH_XML_SUB_ELEMENT(pElem, subElem)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-02-02 23:22:24 +01:00
|
|
|
EXPECT_ELEM(subElem, "range");
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
|
2023-02-02 23:22:24 +01:00
|
|
|
unsigned start, end;
|
|
|
|
if (!decode_xml_range(subElem, &start, &end))
|
|
|
|
{
|
|
|
|
continue;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
2023-02-02 23:22:24 +01:00
|
|
|
for (uint32_t codepoint = start; codepoint <= end; codepoint++)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-02-02 23:22:24 +01:00
|
|
|
add_glyphinfo(f, codepoint, pos);
|
|
|
|
++pos;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
}
|
2023-02-02 23:22:24 +01:00
|
|
|
charset_loaded = true;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if (!charset_loaded)
|
|
|
|
{
|
|
|
|
/* If we don't have font.txt and no <chars> tag either,
|
|
|
|
* this font is 2.2-and-below-style plain ASCII. */
|
2023-01-06 16:21:42 +01:00
|
|
|
for (uint32_t codepoint = 0x00; codepoint < 0x80; codepoint++)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
|
|
|
add_glyphinfo(f, codepoint, codepoint);
|
|
|
|
}
|
|
|
|
}
|
2023-01-06 16:21:42 +01:00
|
|
|
|
2023-02-02 23:22:24 +01:00
|
|
|
if (xml_loaded && (pElem = hDoc.FirstChildElement("special").ToElement()) != NULL)
|
|
|
|
{
|
|
|
|
tinyxml2::XMLElement* subElem;
|
|
|
|
FOR_EACH_XML_SUB_ELEMENT(pElem, subElem)
|
|
|
|
{
|
|
|
|
EXPECT_ELEM(subElem, "range");
|
|
|
|
|
|
|
|
unsigned start, end;
|
|
|
|
if (!decode_xml_range(subElem, &start, &end))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
int advance = subElem->IntAttribute("advance", -1);
|
|
|
|
int color = subElem->IntAttribute("color", -1);
|
|
|
|
|
|
|
|
for (uint32_t codepoint = start; codepoint <= end; codepoint++)
|
|
|
|
{
|
|
|
|
GlyphInfo* glyph = get_glyphinfo(f, codepoint);
|
|
|
|
if (glyph == NULL)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (advance >= 0 && advance < 256)
|
|
|
|
{
|
|
|
|
glyph->advance = advance;
|
|
|
|
}
|
|
|
|
if (color == 0)
|
|
|
|
{
|
|
|
|
glyph->flags &= ~GLYPH_COLOR;
|
|
|
|
}
|
|
|
|
else if (color == 1)
|
|
|
|
{
|
|
|
|
glyph->flags |= GLYPH_COLOR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
special_loaded = true;
|
|
|
|
}
|
|
|
|
|
2023-01-06 16:21:42 +01:00
|
|
|
if (!special_loaded && f->glyph_w == 8 && f->glyph_h == 8)
|
|
|
|
{
|
|
|
|
/* If we don't have <special>, and the font is 8x8,
|
|
|
|
* 0x00-0x1F will be less wide because that's how it has always been. */
|
|
|
|
for (uint32_t codepoint = 0x00; codepoint < 0x20; codepoint++)
|
|
|
|
{
|
|
|
|
GlyphInfo* glyph = get_glyphinfo(f, codepoint);
|
|
|
|
if (glyph != NULL)
|
|
|
|
{
|
|
|
|
glyph->advance = 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2023-01-11 02:57:31 +01:00
|
|
|
|
|
|
|
return f_idx;
|
|
|
|
}
|
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
static bool find_font_by_name(FontContainer* container, const char* name, uint8_t* idx)
|
2023-01-11 04:53:44 +01:00
|
|
|
{
|
|
|
|
// Returns true if font found (and idx is set), false if not found
|
2023-02-20 23:53:48 +01:00
|
|
|
if (container->map_name_idx == NULL)
|
|
|
|
{
|
|
|
|
// No fonts yet...
|
|
|
|
return false;
|
|
|
|
}
|
2023-01-11 04:53:44 +01:00
|
|
|
|
2023-02-20 23:53:48 +01:00
|
|
|
uintptr_t i;
|
|
|
|
if (hashmap_get(container->map_name_idx, (char*) name, SDL_strlen(name), &i))
|
2023-01-11 04:53:44 +01:00
|
|
|
{
|
2023-02-20 23:53:48 +01:00
|
|
|
*idx = i;
|
|
|
|
return true;
|
2023-01-11 04:53:44 +01:00
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
bool find_main_font_by_name(const char* name, uint8_t* idx)
|
|
|
|
{
|
|
|
|
return find_font_by_name(&fonts_main, name, idx);
|
|
|
|
}
|
|
|
|
|
|
|
|
uint8_t get_font_idx_8x8(void)
|
|
|
|
{
|
|
|
|
return font_idx_8x8;
|
|
|
|
}
|
|
|
|
|
2023-01-21 19:06:30 +01:00
|
|
|
bool level_font_is_main_idx(const uint8_t idx)
|
|
|
|
{
|
|
|
|
return !font_idx_level_is_custom && font_idx_level == idx;
|
|
|
|
}
|
|
|
|
|
2023-01-21 03:27:55 +01:00
|
|
|
void set_level_font(const char* name)
|
2023-01-11 04:53:44 +01:00
|
|
|
{
|
2023-01-21 03:27:55 +01:00
|
|
|
/* Apply the choice for a certain level-specific font.
|
|
|
|
* This function is for custom levels. */
|
|
|
|
font_level_is_interface = false;
|
2023-01-12 05:27:52 +01:00
|
|
|
|
2023-01-21 03:27:55 +01:00
|
|
|
if (find_font_by_name(&fonts_custom, name, &font_idx_level))
|
2023-01-11 04:53:44 +01:00
|
|
|
{
|
2023-01-21 03:27:55 +01:00
|
|
|
font_idx_level_is_custom = true;
|
2023-01-11 04:53:44 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2023-01-21 03:27:55 +01:00
|
|
|
font_idx_level_is_custom = false;
|
|
|
|
if (!find_font_by_name(&fonts_main, name, &font_idx_level))
|
2023-01-11 04:53:44 +01:00
|
|
|
{
|
2023-01-20 03:56:17 +01:00
|
|
|
if (SDL_strcmp(name, "font") != 0)
|
|
|
|
{
|
2023-01-21 03:27:55 +01:00
|
|
|
set_level_font("font");
|
2023-01-20 03:56:17 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2023-01-21 03:27:55 +01:00
|
|
|
font_idx_level = font_idx_8x8;
|
2023-01-20 03:56:17 +01:00
|
|
|
}
|
2023-01-11 04:53:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-21 03:27:55 +01:00
|
|
|
void set_level_font_interface(void)
|
|
|
|
{
|
|
|
|
/* Set the level font equal to the interface font.
|
|
|
|
* This function is for the main game. */
|
|
|
|
font_level_is_interface = true;
|
|
|
|
}
|
|
|
|
|
2023-01-21 19:06:30 +01:00
|
|
|
void set_level_font_new(void)
|
|
|
|
{
|
|
|
|
/* Set the level font to the default font for new levels.
|
|
|
|
* This function is for starting the editor. */
|
|
|
|
font_level_is_interface = false;
|
|
|
|
font_idx_level_is_custom = false;
|
|
|
|
if (loc::new_level_font == "")
|
|
|
|
{
|
|
|
|
/* Just take the language's font
|
|
|
|
* (Japanese VVVVVV can make Japanese levels by default, etc) */
|
|
|
|
font_idx_level = loc::get_langmeta()->font_idx;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* If the user has changed the font (wants to make levels
|
|
|
|
* for a different userbase) then remember that choice. */
|
|
|
|
if (!find_main_font_by_name(loc::new_level_font.c_str(), &font_idx_level))
|
|
|
|
{
|
|
|
|
font_idx_level = font_idx_8x8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifndef NO_CUSTOM_LEVELS
|
|
|
|
cl.level_font_name = get_main_font_name(font_idx_level);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2023-03-04 01:29:19 +01:00
|
|
|
static void fill_map_name_idx(FontContainer* container)
|
|
|
|
{
|
|
|
|
/* Initialize the name->idx hashmap for the fonts in this container.
|
|
|
|
* This should only be done once, after all the fonts are added. */
|
|
|
|
container->map_name_idx = hashmap_create();
|
|
|
|
|
|
|
|
for (uint8_t i = 0; i < container->count; i++)
|
|
|
|
{
|
|
|
|
Font* f = &container->fonts[i];
|
|
|
|
hashmap_set(container->map_name_idx, f->name, SDL_strlen(f->name), i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
static void set_fallbacks(FontContainer* container)
|
|
|
|
{
|
|
|
|
/* Initialize the value of fallback_idx for all fonts in this container.
|
|
|
|
* Only main fonts can be fallback fonts. */
|
|
|
|
for (uint8_t i = 0; i < container->count; i++)
|
|
|
|
{
|
|
|
|
Font* f = &container->fonts[i];
|
|
|
|
if (find_main_font_by_name(f->fallback_key, &f->fallback_idx))
|
|
|
|
{
|
|
|
|
f->fallback_idx_valid = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-11 02:57:31 +01:00
|
|
|
static void load_font_filename(bool is_custom, const char* filename)
|
|
|
|
{
|
|
|
|
// Load font.png, and everything that matches *.fontmeta (but not font.fontmeta)
|
|
|
|
size_t expected_ext_start;
|
|
|
|
bool is_fontpng = SDL_strcmp(filename, "font.png") == 0;
|
|
|
|
if (is_fontpng)
|
|
|
|
{
|
|
|
|
expected_ext_start = SDL_strlen(filename)-4;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
expected_ext_start = SDL_strlen(filename)-9;
|
|
|
|
}
|
|
|
|
if (is_fontpng || (endsWith(filename, ".fontmeta") && SDL_strcmp(filename, "font.fontmeta") != 0))
|
|
|
|
{
|
2023-01-11 04:53:44 +01:00
|
|
|
char font_name[64];
|
2023-01-11 02:57:31 +01:00
|
|
|
SDL_strlcpy(font_name, filename, sizeof(font_name));
|
2023-01-11 04:53:44 +01:00
|
|
|
font_name[SDL_min(63, expected_ext_start)] = '\0';
|
2023-01-11 02:57:31 +01:00
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
uint8_t f_idx = load_font(is_custom ? &fonts_custom : &fonts_main, font_name);
|
2023-01-11 02:57:31 +01:00
|
|
|
|
|
|
|
if (is_fontpng && !is_custom)
|
|
|
|
{
|
|
|
|
font_idx_8x8 = f_idx;
|
|
|
|
}
|
|
|
|
}
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void load_main(void)
|
|
|
|
{
|
2023-01-11 02:57:31 +01:00
|
|
|
// Load all global fonts
|
|
|
|
EnumHandle handle = {};
|
|
|
|
const char* item;
|
|
|
|
while ((item = FILESYSTEM_enumerate("graphics", &handle)) != NULL)
|
|
|
|
{
|
|
|
|
load_font_filename(false, item);
|
|
|
|
}
|
|
|
|
FILESYSTEM_freeEnumerate(&handle);
|
2023-01-21 03:27:55 +01:00
|
|
|
font_idx_level = font_idx_8x8;
|
2023-01-21 19:06:30 +01:00
|
|
|
|
2023-03-04 01:29:19 +01:00
|
|
|
fill_map_name_idx(&fonts_main);
|
2023-02-20 04:35:19 +01:00
|
|
|
set_fallbacks(&fonts_main);
|
|
|
|
|
2023-01-21 19:06:30 +01:00
|
|
|
// Initialize the font menu options, 8x8 font first
|
|
|
|
font_idx_options[0] = font_idx_8x8;
|
|
|
|
font_idx_options_n = 1;
|
|
|
|
|
|
|
|
for (uint8_t i = 0; i < fonts_main.count; i++)
|
|
|
|
{
|
|
|
|
if (i == font_idx_8x8)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2023-02-20 04:35:19 +01:00
|
|
|
if (fonts_main.fonts[i].type != FontType_FONT)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2023-01-21 19:06:30 +01:00
|
|
|
font_idx_options[font_idx_options_n++] = i;
|
|
|
|
if (font_idx_options_n >= sizeof(font_idx_options))
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
2023-01-20 03:56:17 +01:00
|
|
|
void load_custom(const char* name)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-01-11 02:57:31 +01:00
|
|
|
// Load all custom (level-specific assets) fonts
|
|
|
|
unload_custom();
|
|
|
|
EnumHandle handle = {};
|
|
|
|
const char* item;
|
|
|
|
while ((item = FILESYSTEM_enumerateAssets("graphics", &handle)) != NULL)
|
|
|
|
{
|
|
|
|
load_font_filename(true, item);
|
|
|
|
}
|
|
|
|
FILESYSTEM_freeEnumerate(&handle);
|
|
|
|
|
2023-03-04 01:29:19 +01:00
|
|
|
fill_map_name_idx(&fonts_custom);
|
2023-02-20 04:35:19 +01:00
|
|
|
set_fallbacks(&fonts_custom);
|
|
|
|
|
2023-01-21 03:27:55 +01:00
|
|
|
set_level_font(name);
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
2023-01-11 04:53:44 +01:00
|
|
|
void unload_font(Font* f)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
|
|
|
VVV_freefunc(SDL_DestroyTexture, f->image);
|
|
|
|
|
|
|
|
for (int i = 0; i < FONT_N_PAGES; i++)
|
|
|
|
{
|
|
|
|
VVV_free(f->glyph_page[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-11 04:53:44 +01:00
|
|
|
void unload_font_container(FontContainer* container)
|
|
|
|
{
|
2023-02-20 23:53:48 +01:00
|
|
|
VVV_freefunc(hashmap_free, container->map_name_idx);
|
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
for (uint8_t i = 0; i < container->count; i++)
|
2023-01-11 04:53:44 +01:00
|
|
|
{
|
|
|
|
unload_font(&container->fonts[i]);
|
|
|
|
}
|
|
|
|
VVV_free(container->fonts);
|
|
|
|
container->fonts = NULL;
|
|
|
|
container->count = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void unload_custom(void)
|
|
|
|
{
|
|
|
|
// Unload all custom fonts
|
|
|
|
unload_font_container(&fonts_custom);
|
|
|
|
}
|
|
|
|
|
|
|
|
void destroy(void)
|
|
|
|
{
|
|
|
|
// Unload all fonts (main and custom) for exiting
|
|
|
|
unload_custom();
|
|
|
|
unload_font_container(&fonts_main);
|
|
|
|
}
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
static Font* container_get(FontContainer* container, uint8_t idx)
|
|
|
|
{
|
|
|
|
/* Get a certain font from the given container (with bounds checking).
|
|
|
|
* Does its best to return at least something,
|
|
|
|
* but if there are no fonts whatsoever, can return NULL. */
|
|
|
|
|
|
|
|
if (idx < container->count)
|
|
|
|
{
|
|
|
|
return &container->fonts[idx];
|
|
|
|
}
|
|
|
|
if (font_idx_8x8 < fonts_main.count)
|
|
|
|
{
|
|
|
|
return &fonts_main.fonts[font_idx_8x8];
|
|
|
|
}
|
|
|
|
if (fonts_main.count > 0)
|
|
|
|
{
|
|
|
|
return &fonts_main.fonts[0];
|
|
|
|
}
|
|
|
|
if (fonts_custom.count > 0)
|
|
|
|
{
|
|
|
|
return &fonts_custom.fonts[0];
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Font* fontsel_to_font(int sel)
|
|
|
|
{
|
|
|
|
/* Take font selection integer (0-31) and turn it into the correct Font
|
|
|
|
* 0: PR_FONT_INTERFACE - use interface font
|
|
|
|
* 1: PR_FONT_LEVEL - use level font
|
|
|
|
* 2: PR_FONT_8X8 - use 8x8 font no matter what
|
|
|
|
* 3-31: - use (main) font index 0-28 */
|
|
|
|
|
|
|
|
if (sel < 0)
|
|
|
|
{
|
|
|
|
// Shouldn't happen but better safe than sorry...
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (sel)
|
|
|
|
{
|
|
|
|
case 1:
|
2023-01-21 03:27:55 +01:00
|
|
|
if (!font_level_is_interface)
|
2023-01-21 02:31:44 +01:00
|
|
|
{
|
2023-01-21 03:27:55 +01:00
|
|
|
if (font_idx_level_is_custom)
|
|
|
|
{
|
|
|
|
return container_get(&fonts_custom, font_idx_level);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return container_get(&fonts_main, font_idx_level);
|
|
|
|
}
|
2023-01-21 02:31:44 +01:00
|
|
|
}
|
2023-01-21 03:27:55 +01:00
|
|
|
SDL_FALLTHROUGH;
|
|
|
|
case 0:
|
|
|
|
return container_get(&fonts_main, loc::get_langmeta()->font_idx);
|
2023-01-21 02:31:44 +01:00
|
|
|
case 2:
|
|
|
|
return container_get(&fonts_main, font_idx_8x8);
|
|
|
|
}
|
|
|
|
|
|
|
|
return container_get(&fonts_main, sel-3);
|
|
|
|
}
|
|
|
|
|
|
|
|
#define FLAG_PART(start, count) ((flags >> start) % (1 << count))
|
|
|
|
static PrintFlags decode_print_flags(uint32_t flags)
|
|
|
|
{
|
|
|
|
PrintFlags pf;
|
|
|
|
pf.scale = FLAG_PART(0, 3) + 1;
|
|
|
|
pf.font_sel = fontsel_to_font(FLAG_PART(3, 5));
|
Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
2023-01-31 02:22:43 +01:00
|
|
|
pf.brightness = ~FLAG_PART(8, 8) & 0xff;
|
2023-01-21 02:31:44 +01:00
|
|
|
pf.border = flags & PR_BOR;
|
|
|
|
pf.align_cen = flags & PR_CEN;
|
|
|
|
pf.align_right = flags & PR_RIGHT;
|
|
|
|
pf.cjk_low = flags & PR_CJK_LOW;
|
|
|
|
pf.cjk_high = flags & PR_CJK_HIGH;
|
|
|
|
|
|
|
|
return pf;
|
|
|
|
}
|
|
|
|
#undef FLAG_PART
|
2023-01-11 04:53:44 +01:00
|
|
|
|
2023-01-06 19:17:50 +01:00
|
|
|
static bool next_wrap(
|
2023-01-21 02:31:44 +01:00
|
|
|
Font* f,
|
2023-01-06 19:17:50 +01:00
|
|
|
size_t* start,
|
|
|
|
size_t* len,
|
|
|
|
const char* str,
|
|
|
|
const int maxwidth
|
|
|
|
) {
|
2023-01-23 01:56:44 +01:00
|
|
|
/* Get information about the current line in wordwrapped text,
|
|
|
|
* given this line starts at str[*start].
|
|
|
|
* *start is updated to the start of the next line. */
|
2023-01-06 19:17:50 +01:00
|
|
|
size_t idx = 0;
|
|
|
|
size_t lenfromlastspace = 0;
|
|
|
|
size_t lastspace = 0;
|
|
|
|
int linewidth = 0;
|
|
|
|
*len = 0;
|
|
|
|
|
|
|
|
if (str[idx] == '\0')
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
{
|
2023-02-23 04:52:56 +01:00
|
|
|
uint8_t codepoint_nbytes;
|
|
|
|
uint32_t codepoint = UTF8_peek_next(&str[idx], &codepoint_nbytes);
|
2023-01-06 19:17:50 +01:00
|
|
|
|
2023-02-23 04:52:56 +01:00
|
|
|
switch (codepoint)
|
2023-01-06 19:17:50 +01:00
|
|
|
{
|
|
|
|
case ' ':
|
|
|
|
if (loc::get_langmeta()->autowordwrap)
|
|
|
|
{
|
|
|
|
lenfromlastspace = idx;
|
|
|
|
lastspace = *start;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case '\n':
|
|
|
|
case '|':
|
|
|
|
*start += 1;
|
|
|
|
SDL_FALLTHROUGH;
|
|
|
|
case '\0':
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2023-02-23 04:52:56 +01:00
|
|
|
linewidth += get_advance(f, codepoint);
|
2023-02-20 04:58:16 +01:00
|
|
|
|
2023-01-06 19:17:50 +01:00
|
|
|
if (linewidth > maxwidth)
|
|
|
|
{
|
|
|
|
if (lenfromlastspace != 0)
|
|
|
|
{
|
|
|
|
*len = lenfromlastspace;
|
|
|
|
*start = lastspace + 1;
|
|
|
|
}
|
2023-01-23 01:56:44 +01:00
|
|
|
if (idx == 0)
|
|
|
|
{
|
|
|
|
// Oops, we're stuck at a single character
|
|
|
|
*len = 1;
|
|
|
|
*start += 1;
|
|
|
|
}
|
2023-01-06 19:17:50 +01:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2023-02-23 04:52:56 +01:00
|
|
|
idx += codepoint_nbytes;
|
|
|
|
*start += codepoint_nbytes;
|
|
|
|
*len += codepoint_nbytes;
|
2023-01-06 19:17:50 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-23 01:56:44 +01:00
|
|
|
static bool next_wrap_buf(
|
2023-01-21 02:31:44 +01:00
|
|
|
Font* f,
|
2023-01-06 19:17:50 +01:00
|
|
|
char buffer[],
|
|
|
|
const size_t buffer_size,
|
|
|
|
size_t* start,
|
|
|
|
const char* str,
|
|
|
|
const int maxwidth
|
|
|
|
) {
|
2023-01-23 01:56:44 +01:00
|
|
|
/* Get each line of wordwrapped text, writing one line at a time to a buffer.
|
|
|
|
* Call as follows:
|
|
|
|
*
|
|
|
|
* char buf[256];
|
|
|
|
* size_t start = 0;
|
|
|
|
* while (next_wrap_buf(font, buf, sizeof(buf), &start, "String to wordwrap", 320))
|
|
|
|
* {
|
|
|
|
* // buf contains a line of text
|
|
|
|
* }
|
|
|
|
*/
|
2023-01-06 19:17:50 +01:00
|
|
|
size_t len = 0;
|
|
|
|
const size_t prev_start = *start;
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
const bool retval = next_wrap(f, start, &len, &str[*start], maxwidth);
|
2023-01-06 19:17:50 +01:00
|
|
|
|
|
|
|
if (retval)
|
|
|
|
{
|
|
|
|
/* Like next_split_s(), don't use SDL_strlcpy() here. */
|
|
|
|
const size_t length = SDL_min(buffer_size - 1, len);
|
|
|
|
SDL_memcpy(buffer, &str[prev_start], length);
|
|
|
|
buffer[length] = '\0';
|
|
|
|
}
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
std::string string_wordwrap(const uint32_t flags, const std::string& s, int maxwidth, short *lines /*= NULL*/)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-01-06 19:17:50 +01:00
|
|
|
/* Return a string wordwrapped to a maximum limit by adding newlines.
|
|
|
|
* CJK will need to have autowordwrap disabled and have manually inserted newlines. */
|
|
|
|
|
|
|
|
if (lines != NULL)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
2023-01-06 19:17:50 +01:00
|
|
|
*lines = 1;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
PrintFlags pf = decode_print_flags(flags);
|
|
|
|
if (pf.font_sel == NULL)
|
|
|
|
{
|
|
|
|
return s;
|
|
|
|
}
|
|
|
|
|
2023-01-06 19:17:50 +01:00
|
|
|
const char* orig = s.c_str();
|
|
|
|
|
|
|
|
std::string result;
|
|
|
|
size_t start = 0;
|
|
|
|
bool first = true;
|
|
|
|
|
|
|
|
while (true)
|
|
|
|
{
|
|
|
|
size_t len = 0;
|
|
|
|
const char* part = &orig[start];
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
const bool retval = next_wrap(pf.font_sel, &start, &len, part, maxwidth);
|
2023-01-06 19:17:50 +01:00
|
|
|
|
|
|
|
if (!retval)
|
|
|
|
{
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (first)
|
|
|
|
{
|
|
|
|
first = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
result.push_back('\n');
|
|
|
|
|
|
|
|
if (lines != NULL)
|
|
|
|
{
|
|
|
|
(*lines)++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
result.append(part, len);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
std::string string_wordwrap_balanced(const uint32_t flags, const std::string& s, int maxwidth)
|
2023-01-06 19:17:50 +01:00
|
|
|
{
|
|
|
|
/* Return a string wordwrapped to a limit of maxwidth by adding newlines.
|
|
|
|
* Try to fill the lines as far as possible, and return result where lines are most filled.
|
|
|
|
* Goal is to have all lines in textboxes be about as long and to avoid wrapping just one word to a new line.
|
|
|
|
* CJK will need to have autowordwrap disabled and have manually inserted newlines. */
|
|
|
|
|
|
|
|
if (!loc::get_langmeta()->autowordwrap)
|
|
|
|
{
|
|
|
|
return s;
|
|
|
|
}
|
|
|
|
|
|
|
|
short lines;
|
2023-01-21 02:31:44 +01:00
|
|
|
string_wordwrap(flags, s, maxwidth, &lines);
|
2023-01-06 19:17:50 +01:00
|
|
|
|
|
|
|
int bestwidth = maxwidth;
|
|
|
|
if (lines > 1)
|
|
|
|
{
|
|
|
|
for (int curlimit = maxwidth; curlimit > 1; curlimit -= 8)
|
|
|
|
{
|
|
|
|
short try_lines;
|
2023-01-21 02:31:44 +01:00
|
|
|
string_wordwrap(flags, s, curlimit, &try_lines);
|
2023-01-06 19:17:50 +01:00
|
|
|
|
|
|
|
if (try_lines > lines)
|
|
|
|
{
|
|
|
|
bestwidth = curlimit + 8;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-21 02:31:44 +01:00
|
|
|
return string_wordwrap(flags, s, bestwidth);
|
2023-01-06 19:17:50 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
std::string string_unwordwrap(const std::string& s)
|
|
|
|
{
|
|
|
|
/* Takes a string wordwrapped by newlines, and turns it into a single line, undoing the wrapping.
|
|
|
|
* Also trims any leading/trailing whitespace and collapses multiple spaces into one (to undo manual centering)
|
|
|
|
* Only applied to English, so langmeta.autowordwrap isn't used here (it'd break looking up strings) */
|
|
|
|
|
|
|
|
std::string result;
|
2023-02-23 04:15:27 +01:00
|
|
|
result.reserve(s.length());
|
2023-01-06 19:17:50 +01:00
|
|
|
bool latest_was_space = true; // last character was a space (or the beginning, don't want leading whitespace)
|
|
|
|
int consecutive_newlines = 0; // number of newlines currently encountered in a row (multiple newlines should stay!)
|
|
|
|
|
2023-02-23 04:15:27 +01:00
|
|
|
const char* str = s.c_str();
|
|
|
|
uint32_t ch;
|
|
|
|
while ((ch = UTF8_next(&str)))
|
|
|
|
{
|
2023-01-06 19:17:50 +01:00
|
|
|
if (ch == '\n')
|
|
|
|
{
|
|
|
|
if (consecutive_newlines == 0)
|
|
|
|
{
|
|
|
|
ch = ' ';
|
|
|
|
}
|
|
|
|
else if (consecutive_newlines == 1)
|
|
|
|
{
|
|
|
|
// The last character was already a newline, so change it back from the space we thought it should have become.
|
|
|
|
result[result.size()-1] = '\n';
|
|
|
|
}
|
|
|
|
consecutive_newlines++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
consecutive_newlines = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ch != ' ' || !latest_was_space)
|
|
|
|
{
|
2023-02-23 04:15:27 +01:00
|
|
|
result.append(UTF8_encode(ch).bytes);
|
2023-01-06 19:17:50 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
latest_was_space = (ch == ' ' || ch == '\n');
|
|
|
|
}
|
|
|
|
|
|
|
|
// We could have one trailing space
|
|
|
|
if (!result.empty() && result[result.size()-1] == ' ')
|
|
|
|
{
|
|
|
|
result.erase(result.end()-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
static int print_char(
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
const Font* f,
|
|
|
|
const uint32_t codepoint,
|
2023-02-20 04:35:19 +01:00
|
|
|
int x,
|
|
|
|
int y,
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
const int scale,
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
uint8_t r,
|
|
|
|
uint8_t g,
|
|
|
|
uint8_t b,
|
Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
2023-01-31 02:22:43 +01:00
|
|
|
const uint8_t brightness
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
)
|
|
|
|
{
|
|
|
|
/* Draws the glyph for a codepoint at x,y.
|
|
|
|
* Returns the amount of pixels to advance the cursor. */
|
2023-02-20 04:35:19 +01:00
|
|
|
const Font* f_glyph;
|
|
|
|
GlyphInfo* glyph = find_glyphinfo(f, codepoint, &f_glyph);
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
if (glyph == NULL)
|
|
|
|
{
|
|
|
|
return f->glyph_w * scale;
|
|
|
|
}
|
|
|
|
|
2023-01-05 04:55:13 +01:00
|
|
|
if (glyph->flags & GLYPH_COLOR && (r | g | b) != 0)
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
{
|
Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
2023-01-31 02:22:43 +01:00
|
|
|
r = g = b = brightness;
|
|
|
|
}
|
|
|
|
else if (brightness < 255)
|
|
|
|
{
|
|
|
|
float bri_factor = brightness / (float) 255;
|
|
|
|
r *= bri_factor;
|
|
|
|
g *= bri_factor;
|
|
|
|
b *= bri_factor;
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
}
|
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
// If the glyph is a fallback glyph, center it
|
|
|
|
if (f_glyph != f)
|
|
|
|
{
|
|
|
|
x += (f->glyph_w - f_glyph->glyph_w) / 2;
|
|
|
|
y += (f->glyph_h - f_glyph->glyph_h) / 2;
|
|
|
|
}
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
|
2023-02-20 04:35:19 +01:00
|
|
|
graphics.draw_grid_tile(
|
|
|
|
f_glyph->image,
|
|
|
|
glyph->image_idx,
|
|
|
|
x,
|
|
|
|
y,
|
|
|
|
f_glyph->glyph_w,
|
|
|
|
f_glyph->glyph_h,
|
|
|
|
r, g, b,
|
|
|
|
scale,
|
|
|
|
scale * (graphics.flipmode ? -1 : 1)
|
|
|
|
);
|
|
|
|
|
|
|
|
return get_advance_ff(f, f_glyph, glyph) * scale;
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
}
|
|
|
|
|
2023-01-15 01:31:02 +01:00
|
|
|
const char* get_main_font_name(uint8_t idx)
|
|
|
|
{
|
|
|
|
Font* f = container_get(&fonts_main, idx);
|
|
|
|
if (f == NULL)
|
|
|
|
{
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
return f->name;
|
|
|
|
}
|
|
|
|
|
2023-01-21 19:06:30 +01:00
|
|
|
const char* get_main_font_display_name(uint8_t idx)
|
|
|
|
{
|
|
|
|
Font* f = container_get(&fonts_main, idx);
|
|
|
|
if (f == NULL)
|
|
|
|
{
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
|
|
|
|
if (idx == font_idx_8x8)
|
|
|
|
{
|
|
|
|
// Deciding the name for the 8x8 font was harder than I'd like to admit.
|
|
|
|
if (loc::lang == "en" || loc::get_langmeta()->font_idx != font_idx_8x8)
|
|
|
|
{
|
|
|
|
// If you use English, or a CJK language: "english/..."
|
|
|
|
SDL_strlcpy(
|
|
|
|
f->display_name,
|
|
|
|
"english/…",
|
|
|
|
sizeof(f->display_name)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// If you use another, e.g. German: "english/deutsch/..."
|
|
|
|
SDL_snprintf(
|
|
|
|
f->display_name, sizeof(f->display_name),
|
|
|
|
"english/%s/…",
|
|
|
|
loc::get_langmeta()->nativename.c_str()
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return f->display_name;
|
|
|
|
}
|
|
|
|
|
|
|
|
const char* get_level_font_display_name(void)
|
|
|
|
{
|
|
|
|
if (font_idx_level_is_custom)
|
|
|
|
{
|
|
|
|
Font* f = container_get(&fonts_custom, font_idx_level);
|
|
|
|
if (f == NULL)
|
|
|
|
{
|
|
|
|
return "";
|
|
|
|
}
|
|
|
|
return f->display_name;
|
|
|
|
}
|
|
|
|
|
|
|
|
return get_main_font_display_name(font_idx_level);
|
|
|
|
}
|
|
|
|
|
2023-01-17 22:18:39 +01:00
|
|
|
bool glyph_dimensions(uint32_t flags, uint8_t* glyph_w, uint8_t* glyph_h)
|
|
|
|
{
|
|
|
|
/* Gets the dimensions (glyph_w and glyph_h) of a certain font.
|
|
|
|
* Returns true if the font is valid (glyph_w and/or glyph_h were written to if not NULL), false if not. */
|
|
|
|
|
|
|
|
PrintFlags pf = decode_print_flags(flags);
|
|
|
|
|
|
|
|
if (pf.font_sel == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (glyph_w != NULL)
|
|
|
|
{
|
|
|
|
*glyph_w = pf.font_sel->glyph_w;
|
|
|
|
}
|
|
|
|
if (glyph_h != NULL)
|
|
|
|
{
|
|
|
|
*glyph_h = pf.font_sel->glyph_h;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2023-01-06 19:17:50 +01:00
|
|
|
int len(const uint32_t flags, const std::string& t)
|
|
|
|
{
|
|
|
|
PrintFlags pf = decode_print_flags(flags);
|
|
|
|
|
|
|
|
int text_len = 0;
|
2023-02-23 04:15:27 +01:00
|
|
|
uint32_t codepoint;
|
|
|
|
const char* text = t.c_str(); // TODO no std::string
|
|
|
|
while ((codepoint = UTF8_next(&text)))
|
2023-01-06 19:17:50 +01:00
|
|
|
{
|
2023-02-23 04:15:27 +01:00
|
|
|
text_len += get_advance(pf.font_sel, codepoint);
|
2023-01-06 19:17:50 +01:00
|
|
|
}
|
2023-01-08 01:22:15 +01:00
|
|
|
return text_len * pf.scale;
|
2023-01-06 19:17:50 +01:00
|
|
|
}
|
|
|
|
|
2023-01-12 05:27:52 +01:00
|
|
|
int height(const uint32_t flags)
|
|
|
|
{
|
|
|
|
PrintFlags pf = decode_print_flags(flags);
|
|
|
|
if (pf.font_sel == NULL)
|
|
|
|
{
|
|
|
|
return 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
return pf.font_sel->glyph_h * pf.scale;
|
|
|
|
}
|
|
|
|
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
void print(
|
|
|
|
const uint32_t flags,
|
|
|
|
int x,
|
|
|
|
int y,
|
|
|
|
const std::string& text,
|
|
|
|
const uint8_t r,
|
|
|
|
const uint8_t g,
|
|
|
|
const uint8_t b
|
|
|
|
)
|
|
|
|
{
|
|
|
|
PrintFlags pf = decode_print_flags(flags);
|
2023-01-12 05:27:52 +01:00
|
|
|
if (pf.font_sel == NULL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
|
|
|
|
if (pf.align_cen || pf.align_right)
|
|
|
|
{
|
2023-01-08 01:22:15 +01:00
|
|
|
const int textlen = len(flags, text);
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
|
|
|
|
if (pf.align_cen)
|
|
|
|
{
|
|
|
|
if (x == -1)
|
|
|
|
{
|
|
|
|
x = SCREEN_WIDTH_PIXELS / 2;
|
|
|
|
}
|
|
|
|
x = SDL_max(x - textlen/2, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
x -= textlen;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pf.border && !graphics.notextoutline)
|
|
|
|
{
|
|
|
|
static const int offsets[4][2] = {{0,-1}, {-1,0}, {1,0}, {0,1}};
|
|
|
|
|
|
|
|
for (int offset = 0; offset < 4; offset++)
|
|
|
|
{
|
|
|
|
print(
|
|
|
|
flags & ~PR_BOR & ~PR_CEN & ~PR_RIGHT,
|
|
|
|
x + offsets[offset][0]*pf.scale,
|
|
|
|
y + offsets[offset][1]*pf.scale,
|
|
|
|
text,
|
|
|
|
0, 0, 0
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-01-13 05:11:39 +01:00
|
|
|
int h_diff_8 = (pf.font_sel->glyph_h-8)*pf.scale;
|
2023-01-08 01:22:15 +01:00
|
|
|
if (h_diff_8 < 0)
|
|
|
|
{
|
|
|
|
/* If the font is less high than 8,
|
|
|
|
* just center it (lower on screen) */
|
|
|
|
y -= h_diff_8/2;
|
|
|
|
}
|
|
|
|
else if (pf.cjk_high)
|
|
|
|
{
|
|
|
|
y -= h_diff_8;
|
|
|
|
}
|
|
|
|
else if (!pf.cjk_low)
|
|
|
|
{
|
|
|
|
y -= h_diff_8/2;
|
|
|
|
}
|
|
|
|
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
int position = 0;
|
2023-02-23 04:15:27 +01:00
|
|
|
const char* str = text.c_str(); // TODO no std::string
|
|
|
|
uint32_t codepoint;
|
|
|
|
while ((codepoint = UTF8_next(&str)))
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
{
|
|
|
|
position += font::print_char(
|
2023-01-08 01:22:15 +01:00
|
|
|
pf.font_sel,
|
2023-02-23 04:15:27 +01:00
|
|
|
codepoint,
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
x + position,
|
|
|
|
y,
|
|
|
|
pf.scale,
|
|
|
|
r,
|
|
|
|
g,
|
|
|
|
b,
|
Replace PR_COLORGLYPH_BRI(a) and PR_ALPHA(a) with PR_BRIGHTNESS(a)
There used to be two ways of fading in/out text in VVVVVV:
- Local code that modifies the R, G and B values of the text
- Keeping the RGB values the same and using the alpha channel
The latter approach is only used once, for [Press ENTER to return to
editor]. The former approach causes problems with colored (button)
glyphs: there's no way for the print function to tell from the RGB
values whether a color is "full Viridian-cyan" or "Viridian-cyan faded
out 50%", so I added the flag PR_COLORGLYPH_BRI(value) to tell the
print function that the color brightness is reduced to match the
brightness of colored glyphs to the brightness of the rest of the text.
However, there were already plans to make the single use of alpha
consistent with the rest of the game and the style, so PR_ALPHA(value)
could be removed, as well as the bit signifying whether the brightness
or alpha value is used. For the editor text, I simply copied the "Press
{button} to teleport" behavior of hiding the text completely if it
becomes darker than 100/255.
Another simplification is to make the print function handle not just
the brightness of the color glyphs while local code handled the
brightness of the normal text color, but to make the print function
handle both. That way, the callsite can simply pass in the full colors
and the brightness flag, and the flag name can be made a lot simpler as
well: PR_BRIGHTNESS(value).
2023-01-31 02:22:43 +01:00
|
|
|
pf.brightness
|
Implement first font::print function, fix most fading of colored glyphs
There has always been a mess of different print functions that all had
slightly different specifics and called each other:
Print(x, y, text, r, g, b, cen)
nothing special here, just does what the arguments say
PrintAlpha(x, y, text, r, g, b, a, cen)
just Print but with an alpha argument
PrintWrap(x, y, text, r, g, b, cen, linespacing, maxwidth)
added for wordwrapping, heavily used now
bprint(x, y, text, r, g, b, cen)
prints an outline, then just PrintAlpha
bprintalpha(x, y, text, r, g, b, a, cen)
just bprint but with an alpha argument
bigprint(x, y, text, r, g, b, cen, sc)
nothing special here, just does what the arguments say
bigbprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigprint
bigrprint(x, y, text, r, g, b, cen, sc)
right-aligns text, unless cen is given in which case it just
centers text like other functions already do?
bigbrprint(x, y, text, r, g, b, cen, sc)
prints an outline, then just bigrprint
We need even more specifics with the new font system: we need to be
able to specify whether CJK characters should be vertically centered or
stick out on the top/bottom, and we sometimes need to pass in
brightness variables for colored glyphs. And text printing functions
now fit better in Font.cpp anyway. So there's now a big overhaul of
print functions: all these functions will be replaced by font::print
and font::print_wrap (the former of which now exists). These take flags
as their first argument, which can be 0 for a basic left-aligned print,
PR_CEN for centered text (set X to -1!!!) PR_BOR for a border (instead
of functions like bprint and bigbprint), PR_2X, PR_3X etc for scaling,
and these can be combined with |.
Some text, for example [Press ESC to return to editor], fades in/out
using the alpha value, which is passed to the print function. In some
other places (like Press ENTER to teleport, textboxes, trophy text...)
text can fade in or out by direct changes to the RGB values. This means
regular color-adjusted white text can change color, but colored button
glyphs can't, since there's no way to know in the print system what the
maximum RGB values of a specific textbox are supposed to be, so the
only thing it can do is draw the button glyphs at full brightness,
which looks bad. Therefore, you can now also pass in the brightness
value via the flags, with PR_COLORGLYPH_BRI(255).
2023-01-06 04:43:21 +01:00
|
|
|
);
|
|
|
|
}
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
|
|
|
}
|
|
|
|
|
2023-01-06 16:21:42 +01:00
|
|
|
int print_wrap(
|
2023-01-14 05:16:00 +01:00
|
|
|
uint32_t flags,
|
2023-01-06 16:21:42 +01:00
|
|
|
const int x,
|
|
|
|
int y,
|
|
|
|
const std::string& text,
|
|
|
|
const uint8_t r,
|
|
|
|
const uint8_t g,
|
|
|
|
const uint8_t b,
|
|
|
|
int linespacing /*= -1*/,
|
|
|
|
int maxwidth /*= -1*/
|
|
|
|
)
|
|
|
|
{
|
2023-01-14 05:16:00 +01:00
|
|
|
PrintFlags pf = decode_print_flags(flags);
|
|
|
|
if (pf.font_sel == NULL)
|
|
|
|
{
|
|
|
|
return y;
|
|
|
|
}
|
|
|
|
|
2023-01-06 16:21:42 +01:00
|
|
|
if (linespacing == -1)
|
|
|
|
{
|
|
|
|
linespacing = 10;
|
|
|
|
}
|
2023-01-14 05:16:00 +01:00
|
|
|
linespacing = SDL_max(linespacing, pf.font_sel->glyph_h * pf.scale);
|
2023-01-06 16:21:42 +01:00
|
|
|
|
|
|
|
if (maxwidth == -1)
|
|
|
|
{
|
|
|
|
maxwidth = 304;
|
|
|
|
}
|
|
|
|
|
2023-01-14 05:16:00 +01:00
|
|
|
if (pf.border && !graphics.notextoutline && (r|g|b) != 0)
|
|
|
|
{
|
|
|
|
print_wrap(flags, x, y, text, 0, 0, 0, linespacing, maxwidth);
|
|
|
|
flags &= ~PR_BOR;
|
|
|
|
}
|
2023-01-06 16:21:42 +01:00
|
|
|
|
|
|
|
const char* str = text.c_str();
|
|
|
|
// This could fit 64 non-BMP characters onscreen, should be plenty
|
|
|
|
char buffer[256];
|
|
|
|
size_t start = 0;
|
|
|
|
|
|
|
|
if (graphics.flipmode)
|
|
|
|
{
|
|
|
|
// Correct for the height of the resulting print.
|
|
|
|
size_t len = 0;
|
2023-01-21 02:31:44 +01:00
|
|
|
while (next_wrap(pf.font_sel, &start, &len, &str[start], maxwidth))
|
2023-01-06 16:21:42 +01:00
|
|
|
{
|
|
|
|
y += linespacing;
|
|
|
|
}
|
|
|
|
y -= linespacing;
|
|
|
|
start = 0;
|
|
|
|
}
|
|
|
|
|
2023-01-23 01:56:44 +01:00
|
|
|
while (next_wrap_buf(pf.font_sel, buffer, sizeof(buffer), &start, str, maxwidth))
|
2023-01-06 16:21:42 +01:00
|
|
|
{
|
|
|
|
print(flags, x, y, buffer, r, g, b);
|
|
|
|
|
|
|
|
if (graphics.flipmode)
|
|
|
|
{
|
|
|
|
y -= linespacing;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
y += linespacing;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return y + linespacing;
|
|
|
|
}
|
|
|
|
|
Start rewrite of font system
This is still a work in progress, but the existing font system has been
removed and replaced by a new one, in Font.cpp.
Design goals of the new font system include supporting colored button
glyphs, different fonts for different languages, and larger fonts than
8x8 for Chinese, Japanese and Korean, while being able to support their
30000+ characters without hiccups, slowdowns or high memory usage. And
to have more flexibility with fonts in general. Plus, Graphics.cpp was
long enough as-is, so it's good to have a dedicated file for font
storage.
The old font system worked with a std::vector<SDL_Surface*> to store
8x8 surfaces for each character, and a std::map<int,int> to store
mappings between codepoints and vector indexes.
The new system has a per-font collection of pages for every block of
0x1000 (4096) codepoints, that may be allocated as needed. A glyph on
a page contains the index of the glyph in the image (giving its
coordinates), the advance (how much the cursor should advance, so the
width of that glyph) and some flags which would be at least whether the
glyph exists and whether it is colored.
Most of the *new* features aren't implemented yet; it's currently
hardcoded to the regular 8x8 font.png, but it should be functionally
equivalent to the previous behavior. The only thing that doesn't really
work yet is level-specific font.png, but that'll be supported again
soon enough.
This commit also adds fontmeta (xml) support.
Since the fonts folder is mounted at graphics/, there are two main
options for recognizing non-font.png fonts: the font files have to be
prefixed with font (or font_) or some special file extension is
involved to signal what files are fonts. I always had a font.xml in
mind (so font_cn.xml, font_ja.xml, etc) but if there's ever gonna be
a need for further xml files inside the graphics folder, we have a
problem. So I named them .fontmeta instead.
A .fontmeta file looks somewhat like this:
<?xml version="1.0" encoding="UTF-8"?>
<font_metadata>
<width>12</width>
<height>12</height>
<white_teeth>1</white_teeth>
<chars>
<range start="0x20" end="0x7E"/>
<range start="0x80" end="0x80"/>
<range start="0xA0" end="0xDF"/>
<range start="0x250" end="0x2A8"/>
<range start="0x2AD" end="0x2AD"/>
<range start="0x2C7" end="0x2C7"/>
<range start="0x2C9" end="0x2CB"/>
...
</chars>
<special>
<range start="0x00" end="0x1F" advance="6"/>
<range start="0x61" end="0x66" color="1"/>
<range start="0x63" end="0x63" color="0"/>
</special>
</font_metadata>
The <chars> tag can be used to specify characters instead of in a .txt.
The original idea was to just always use the existing .txt system for
specifying the font charset, and only use the XML for the other stuff
that the .txt doesn't cover. However, it's probably better to keep it
simple if possible - having to only have a .png and a .fontmeta seems
simpler than having the data spread out over three files. And a major
advantage: Chinese fonts can have about 30000 characters! It's more
efficient to be able to have a tag saying "now there's 20902 characters
starting at U+4E00" than to include them all in a text file and having
to UTF-8 decode every single one of them.
If a font.txt exists, it takes priority over the <chars> tag, and in
that case, there's no reason to include the <chars> tag in the XML.
But font.txt has to be in the same directory as font.png, otherwise it
is rejected. Same for font.fontmeta. If neither font.txt nor <chars>
exist, then the font is seen as a 2.2-and-below-style ASCII font.
In <special>: advance is the number of pixels the cursor advances after
drawing the character (so the width of the character, without affecting
the grid in the source image), color is whether the character should
have its original colors retained when printed (for button glyphs).
As for <white_teeth>:
The renderer PR has replaced draw-time whitening of sprites/etc
(using BlitSurfaceColoured) by load-time whitening of entire images
(using LoadImage with TEX_WHITE as an argument).
This means we have a problem: fonts have always had their glyphs
whitened at printing time, and since I'm adding support for colored
button glyphs, I changed it so glyphs would sometimes not be whitened.
But if we can't whiten at print time, then we'd need to whiten at load
time, and if we whiten the entire font, any colored glyphs will get
destroyed too. If you whiten the image selectively, well, we need more
code to target specific squares in the image, and it's kind of a waste
when you need to whiten 30000 12x12 Chinese characters when you're only
going to need a handful, but you don't know which ones.
The solution: Whitening fonts is useless if all the non-colored glyphs
are already white, so we don't need to do it anyway! However, any
existing fonts that have non-white glyphs (and I know of at least one
level like that) will still need to be whitened. So there is now a
font property <white_teeth> that can be specified in the fontmeta,
which indicates that the font is already pre-whitened. If not
specified, traditional whitening behavior will be used, and the font
cannot use colored glyphs.
2023-01-02 05:14:53 +01:00
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} // namespace font
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