180 lines
4.3 KiB
C++
180 lines
4.3 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Font declarations for the game.
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*
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*/
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#pragma once
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#ifdef __cplusplus
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#include "gr.h"
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// When adding a new font, don't forget to change the filename in
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// gamefont.c!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// We are interleaving low & high resolution fonts, so to access a
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// font you say fontnum+flag where flag is 0 for lowres, 1 for hires
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#if defined(DXX_BUILD_DESCENT_I)
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#define GFONT_BIG_1 MacPig // the Mac data doesn't have this in hires, in the automap the scaled/hires one won't fit
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#elif defined(DXX_BUILD_DESCENT_II)
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#define GFONT_BIG_1 0
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#endif
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#define GFONT_MEDIUM_1 1
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#define GFONT_MEDIUM_2 2
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#define GFONT_MEDIUM_3 3
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#define GFONT_SMALL 4
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#define GAME_FONT (Gamefonts[GFONT_SMALL])
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#define MEDIUM1_FONT (Gamefonts[GFONT_MEDIUM_1])
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#define MEDIUM2_FONT (Gamefonts[GFONT_MEDIUM_2])
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#define MEDIUM3_FONT (Gamefonts[GFONT_MEDIUM_3])
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#define HUGE_FONT (Gamefonts[GFONT_BIG_1])
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constexpr std::integral_constant<unsigned, 5> MAX_FONTS{};
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// add (scaled) spacing to given font coordinate
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extern std::array<grs_font_ptr, MAX_FONTS> Gamefonts;
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class base_font_scale_proportion
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{
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protected:
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float f;
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public:
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base_font_scale_proportion() = default;
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explicit constexpr base_font_scale_proportion(const float v) :
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f(v)
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{
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}
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explicit operator float() const
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{
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return f;
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}
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float operator*(const float v) const
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{
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return f * v;
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}
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void reset(const float v)
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{
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f = v;
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}
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};
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template <char tag>
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class font_scale_proportion : public base_font_scale_proportion
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{
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public:
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DXX_INHERIT_CONSTRUCTORS(font_scale_proportion, base_font_scale_proportion);
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bool operator!=(const font_scale_proportion &rhs) const
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{
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return f != rhs.f;
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}
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};
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using font_x_scale_proportion = font_scale_proportion<'x'>;
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using font_y_scale_proportion = font_scale_proportion<'y'>;
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extern font_x_scale_proportion FNTScaleX;
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extern font_y_scale_proportion FNTScaleY;
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static inline float LINE_SPACING(const grs_font &active_font, const grs_font &game_font)
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{
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return FNTScaleY * (active_font.ft_h + (game_font.ft_h / 5));
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}
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/* All the logic is in the base class */
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class base_font_scaled_float
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{
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const float f;
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public:
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explicit constexpr base_font_scaled_float(const float v) :
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f(v)
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{
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}
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operator float() const
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{
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return f;
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}
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};
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/* Use an otherwise unnecessary tag to prevent mixing x-scale with
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* y-scale.
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*/
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template <char tag>
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class font_scaled_float : public base_font_scaled_float
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{
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public:
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DXX_INHERIT_CONSTRUCTORS(font_scaled_float, base_font_scaled_float);
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};
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template <char tag>
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class font_scale_float
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{
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const float scale;
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public:
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using scaled = font_scaled_float<tag>;
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constexpr font_scale_float(const float s) :
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scale(s)
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{
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}
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auto operator()(const int &i) const
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{
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return scaled(scale * i);
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}
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};
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using font_x_scale_float = font_scale_float<'x'>;
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using font_y_scale_float = font_scale_float<'y'>;
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using font_x_scaled_float = font_x_scale_float::scaled;
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using font_y_scaled_float = font_y_scale_float::scaled;
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static inline font_x_scale_float FSPACX()
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{
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return FNTScaleX * (GAME_FONT->ft_w / 7);
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}
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static inline auto FSPACX(const int &x)
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{
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return FSPACX()(x);
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}
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static inline font_y_scale_float FSPACY()
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{
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return FNTScaleY * (GAME_FONT->ft_h / 5);
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}
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static inline auto FSPACY(const int &y)
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{
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return FSPACY()(y);
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}
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#ifdef dsx
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namespace dsx {
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void gamefont_init();
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}
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#endif
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void gamefont_close();
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void gamefont_choose_game_font(int scrx,int scry);
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#endif
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