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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.
This commit is contained in:
Dav999-v 2023-01-02 05:14:53 +01:00 committed by Misa Elizabeth Kai
parent b29f3e2fae
commit 794f081530
10 changed files with 416 additions and 84 deletions

View file

@ -76,6 +76,7 @@ set(VVV_SRC
src/Entity.cpp
src/FileSystemUtils.cpp
src/Finalclass.cpp
src/Font.cpp
src/Game.cpp
src/Graphics.cpp
src/GraphicsResources.cpp

View file

@ -14,6 +14,7 @@
#include "Editor.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Font.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
@ -1313,6 +1314,7 @@ next:
#endif
loc::loadtext_custom(_path.c_str());
font::load_custom();
version=2;

View file

@ -0,0 +1,348 @@
#include "Font.h"
#include <tinyxml2.h>
#include <utf8/unchecked.h>
#include "Alloc.h"
#include "FileSystemUtils.h"
#include "Graphics.h"
#include "UtilityClass.h"
#include "XMLUtils.h"
// 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
{
Font temp_bfont; // replace with like, a vector of all loaded fonts
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;
}
static GlyphInfo* find_glyphinfo(const Font* f, const uint32_t codepoint)
{
/* Get the GlyphInfo for a specific codepoint, or <?> or ? if it doesn't exist.
* As a last resort, may return NULL. */
GlyphInfo* glyph = get_glyphinfo(f, codepoint);
if (glyph != NULL && glyph_is_valid(glyph))
{
return glyph;
}
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;
}
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;
}
static void load_font(Font* f, const char* name)
{
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);
f->glyph_w = 8;
f->glyph_h = 8;
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");
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());
}
}
f->image = LoadImage(name_png, white_teeth ? TEX_COLOR : TEX_WHITE);
SDL_zeroa(f->glyph_page);
if (f->image == NULL)
{
return;
}
/* 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;
unsigned char* charmap = NULL;
size_t length;
if (FILESYSTEM_areAssetsInSameRealDir(name_png, name_txt))
{
FILESYSTEM_loadAssetToMemory(name_txt, &charmap, &length, false);
}
if (charmap != NULL)
{
charset_loaded = true;
unsigned char* current = charmap;
unsigned char* end = charmap + length;
int pos = 0;
while (current != end)
{
uint32_t codepoint = utf8::unchecked::next(current);
add_glyphinfo(f, codepoint, pos);
++pos;
}
VVV_free(charmap);
}
if (xml_loaded)
{
if (!charset_loaded && (pElem = hDoc.FirstChildElement("chars").ToElement()) != NULL)
{
// <chars> in the XML is only looked at if we haven't already seen font.txt.
int pos = 0;
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;
}
for (uint32_t codepoint = start; codepoint <= end; codepoint++)
{
add_glyphinfo(f, codepoint, pos);
++pos;
}
}
charset_loaded = true;
}
if ((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;
}
}
}
}
}
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. */
for (uint8_t codepoint = 0x00; codepoint < 0x80; codepoint++)
{
add_glyphinfo(f, codepoint, codepoint);
}
}
}
void load_main(void)
{
// TODO PHYSFS_enumerateFiles, load everything that matches *.fontmeta or font.png (but not font.fontmeta)
load_font(&temp_bfont, "font");
}
void load_custom(void)
{
// Custom (level-specific assets) fonts NYI
}
void unload_custom(void)
{
/* Unload all custom fonts */
}
void destroy(void)
{
/* Unload all fonts (main and custom) for exiting */
Font* f = &temp_bfont;
VVV_freefunc(SDL_DestroyTexture, f->image);
for (int i = 0; i < FONT_N_PAGES; i++)
{
VVV_free(f->glyph_page[i]);
}
}
int get_advance(const Font* f, const uint32_t codepoint)
{
/* Get the width of a single character in a font */
GlyphInfo* glyph = find_glyphinfo(f, codepoint);
if (glyph == NULL)
{
return f->glyph_w;
}
return glyph->advance;
}
int print_char(
const Font* f,
const uint32_t codepoint,
const int x,
const int y,
const int scale,
const uint8_t r,
const uint8_t g,
const uint8_t b,
const uint8_t a
)
{
/* Draws the glyph for a codepoint at x,y.
* Returns the amount of pixels to advance the cursor. */
GlyphInfo* glyph = find_glyphinfo(f, codepoint);;
if (glyph == NULL)
{
return f->glyph_w * scale;
}
if (glyph->flags & GLYPH_COLOR)
{
graphics.draw_grid_tile(f->image, glyph->image_idx, x, y, f->glyph_w, f->glyph_h, 255, 255, 255, 255, scale, scale * (graphics.flipmode ? -1 : 1));
}
else
{
graphics.draw_grid_tile(f->image, glyph->image_idx, x, y, f->glyph_w, f->glyph_h, r, g, b, a, scale, scale * (graphics.flipmode ? -1 : 1));
}
return glyph->advance * scale;
}
} // namespace font

View file

@ -0,0 +1,50 @@
#ifndef FONT_H
#define FONT_H
#include <SDL.h>
#include <stdint.h>
#include "GraphicsUtil.h"
namespace font
{
#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
struct Font
{
uint8_t glyph_w;
uint8_t glyph_h;
SDL_Texture* image;
GlyphInfo* glyph_page[FONT_N_PAGES];
};
extern Font temp_bfont;
void load_main(void);
void load_custom(void);
void unload_custom(void);
void destroy(void);
int get_advance(const Font* f, uint32_t codepoint); // TODO de-api
int print_char(const Font* f, uint32_t codepoint, int x, int y, int scale, uint8_t r, uint8_t g, uint8_t b, uint8_t a); // TODO de-api
} // namespace font
#endif // FONT_H

View file

@ -13,6 +13,7 @@
#include "Entity.h"
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Font.h"
#include "GlitchrunnerMode.h"
#include "Graphics.h"
#include "Localization.h"
@ -7028,6 +7029,7 @@ void Game::quittomenu(void)
graphics.fademode = FADE_START_FADEIN;
FILESYSTEM_unmountAssets();
loc::unloadtext_custom();
font::unload_custom();
cliplaytest = false;
graphics.titlebg.tdrawback = true;
graphics.flipmode = false;

View file

@ -10,6 +10,7 @@
#include "Entity.h"
#include "Exit.h"
#include "FileSystemUtils.h"
#include "Font.h"
#include "GraphicsUtil.h"
#include "Localization.h"
#include "Map.h"
@ -210,28 +211,6 @@ void Graphics::destroy_buffers(void)
VVV_freefunc(SDL_DestroyTexture, backgroundTexture);
}
int Graphics::font_idx(uint32_t ch)
{
if (font_positions.size() > 0)
{
std::map<int, int>::iterator iter = font_positions.find(ch);
if (iter == font_positions.end())
{
iter = font_positions.find('?');
if (iter == font_positions.end())
{
WHINE_ONCE("font.txt missing fallback character!");
return -1;
}
}
return iter->second;
}
else
{
return ch;
}
}
void Graphics::drawspritesetcol(int x, int y, int t, int c)
{
draw_grid_tile(grphx.im_sprites, t, x, y, sprites_rect.w, sprites_rect.h, getcol(c));
@ -298,47 +277,6 @@ void Graphics::updatetitlecolours(void)
#define PROCESS_TILESHEET(tilesheet, tile_square, extra_code) \
PROCESS_TILESHEET_RENAME(tilesheet, tilesheet, tile_square, extra_code)
bool Graphics::Makebfont(void)
{
unsigned char* charmap = NULL;
size_t length;
if (FILESYSTEM_areAssetsInSameRealDir("graphics/font.png", "graphics/font.txt"))
{
FILESYSTEM_loadAssetToMemory("graphics/font.txt", &charmap, &length, false);
}
if (charmap != NULL)
{
unsigned char* current = charmap;
unsigned char* end = charmap + length;
int pos = 0;
while (current != end)
{
int codepoint = utf8::unchecked::next(current);
font_positions[codepoint] = pos;
++pos;
}
VVV_free(charmap);
}
else
{
font_positions.clear();
}
return true;
}
int Graphics::bfontlen(uint32_t ch)
{
if (ch < 32)
{
return 6;
}
else
{
return 8;
}
}
bool Graphics::MakeSpriteArray(void)
{
PROCESS_TILESHEET(sprites_surf, 32, {})
@ -409,6 +347,8 @@ void Graphics::do_print(
int a,
const int scale
) {
// TODO do something with flipmode
int position = 0;
std::string::const_iterator iter = text.begin();
@ -420,11 +360,7 @@ void Graphics::do_print(
while (iter != text.end())
{
const uint32_t character = utf8::unchecked::next(iter);
const int idx = font_idx(character);
draw_grid_tile(grphx.im_bfont, idx, (x + position), y, 8, 8, r, g, b, a, scale, scale * (flipmode ? -1 : 1));
position += bfontlen(character) * scale;
position += font::print_char(&font::temp_bfont, character, x + position, y, scale, r, g, b, a);
}
}
@ -467,7 +403,7 @@ bool Graphics::next_wrap(
goto next;
}
linewidth += bfontlen(str[idx]);
linewidth += font::get_advance(&font::temp_bfont, str[idx]);
switch (str[idx])
{
@ -620,13 +556,13 @@ void Graphics::bigbprint(int x, int y, const std::string& s, int r, int g, int b
int Graphics::len(const std::string& t)
{
int bfontpos = 0;
int text_len = 0;
std::string::const_iterator iter = t.begin();
while (iter != t.end()) {
int cur = utf8::unchecked::next(iter);
bfontpos += bfontlen(cur);
text_len += font::get_advance(&font::temp_bfont, cur);
}
return bfontpos;
return text_len;
}
std::string Graphics::string_wordwrap(const std::string& s, int maxwidth, short *lines /*= NULL*/)
@ -3805,7 +3741,6 @@ bool Graphics::reloadresources(void)
destroy();
MAYBE_FAIL(MakeSpriteArray());
MAYBE_FAIL(Makebfont());
images[IMAGE_LEVELCOMPLETE] = grphx.im_image0;
images[IMAGE_MINIMAP] = grphx.im_image1;

View file

@ -51,11 +51,6 @@ public:
GraphicsResources grphx;
int bfontlen(uint32_t ch);
int font_idx(uint32_t ch);
bool Makebfont(void);
SDL_Color huetilegetcol(int t);
SDL_Color bigchunkygetcol(int t);
@ -388,8 +383,6 @@ public:
bool translucentroomname;
std::map<int, int> font_positions;
#ifndef GAME_DEFINITION
float inline lerp(const float v0, const float v1)
{

View file

@ -158,7 +158,7 @@ static SDL_Texture* LoadTextureFromRaw(const char* filename, SDL_Surface* loaded
return texture;
}
static SDL_Texture* LoadImage(const char *filename, const TextureLoadType loadtype)
SDL_Texture* LoadImage(const char *filename, const TextureLoadType loadtype)
{
unsigned char* data;
@ -269,7 +269,6 @@ void GraphicsResources::init(void)
LoadSprites("graphics/flipsprites.png", &im_flipsprites, &im_flipsprites_surf);
im_tiles3 = LoadImage("graphics/tiles3.png");
im_bfont = LoadImage("graphics/font.png", TEX_WHITE);
im_teleporter = LoadImage("graphics/teleporter.png", TEX_WHITE);
im_image0 = LoadImage("graphics/levelcomplete.png");
@ -309,7 +308,6 @@ void GraphicsResources::destroy(void)
CLEAR(im_entcolours_tint);
CLEAR(im_sprites);
CLEAR(im_flipsprites);
CLEAR(im_bfont);
CLEAR(im_teleporter);
CLEAR(im_image0);

View file

@ -29,7 +29,6 @@ public:
SDL_Texture* im_entcolours_tint;
SDL_Texture* im_sprites;
SDL_Texture* im_flipsprites;
SDL_Texture* im_bfont;
SDL_Texture* im_teleporter;
SDL_Texture* im_image0;
SDL_Texture* im_image1;

View file

@ -11,6 +11,7 @@
#include "Entity.h"
#include "Exit.h"
#include "FileSystemUtils.h"
#include "Font.h"
#include "Game.h"
#include "Graphics.h"
#include "GraphicsUtil.h"
@ -628,6 +629,8 @@ int main(int argc, char *argv[])
gameScreen.init(&screen_settings);
}
font::load_main();
// This loads music too...
if (!graphics.reloadresources())
{
@ -802,6 +805,7 @@ static void cleanup(void)
graphics.destroy_buffers();
gameScreen.destroy();
graphics.destroy();
font::destroy();
music.destroy();
map.destroy();
NETWORK_shutdown();