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Author SHA1 Message Date
Dav999-v
0475539075 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).
2023-02-13 23:27:00 -08:00
Dav999-v
9879fb2809 Draw outlines for colored characters correctly
If we try to draw a colored character, and the color is fully black,
it means we're drawing the outline.
2023-02-13 23:27:00 -08:00
Dav999-v
794f081530 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.
2023-02-13 23:27:00 -08:00