dxx-rebirth/common/main/gamefont.h

180 lines
4.5 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Font declarations for the game.
*
*/
#pragma once
#ifdef __cplusplus
#include "gr.h"
// When adding a new font, don't forget to change the filename in
// gamefont.c!!!!!!!!!!!!!!!!!!!!!!!!!!!
// We are interleaving low & high resolution fonts, so to access a
// font you say fontnum+flag where flag is 0 for lowres, 1 for hires
#if defined(DXX_BUILD_DESCENT_I)
#define GFONT_BIG_1 MacPig // the Mac data doesn't have this in hires, in the automap the scaled/hires one won't fit
#elif defined(DXX_BUILD_DESCENT_II)
#define GFONT_BIG_1 0
#endif
#define GFONT_MEDIUM_1 1
#define GFONT_MEDIUM_2 2
#define GFONT_MEDIUM_3 3
#define GFONT_SMALL 4
#define GAME_FONT (Gamefonts[GFONT_SMALL])
#define MEDIUM1_FONT (Gamefonts[GFONT_MEDIUM_1])
#define MEDIUM2_FONT (Gamefonts[GFONT_MEDIUM_2])
#define MEDIUM3_FONT (Gamefonts[GFONT_MEDIUM_3])
#define HUGE_FONT (Gamefonts[GFONT_BIG_1])
constexpr std::integral_constant<unsigned, 5> MAX_FONTS{};
// add (scaled) spacing to given font coordinate
extern std::array<grs_font_ptr, MAX_FONTS> Gamefonts;
class base_font_scale_proportion
{
protected:
float f;
public:
base_font_scale_proportion() = default;
explicit constexpr base_font_scale_proportion(const float v) :
f(v)
{
}
explicit operator float() const
{
return f;
}
float operator*(const float v) const
{
return f * v;
}
void reset(const float v)
{
f = v;
}
constexpr bool operator==(const base_font_scale_proportion &rhs) const = default;
};
template <char tag>
class font_scale_proportion : public base_font_scale_proportion
{
public:
using base_font_scale_proportion::base_font_scale_proportion;
bool operator==(const font_scale_proportion &rhs) const = default; /* no `constexpr` due to gcc bug #98712 */
};
using font_x_scale_proportion = font_scale_proportion<'x'>;
using font_y_scale_proportion = font_scale_proportion<'y'>;
extern font_x_scale_proportion FNTScaleX;
extern font_y_scale_proportion FNTScaleY;
static inline float LINE_SPACING(const grs_font &active_font, const grs_font &game_font)
{
return FNTScaleY * (active_font.ft_h + (game_font.ft_h / 5));
}
/* All the logic is in the base class */
class base_font_scaled_float
{
const float f;
public:
explicit constexpr base_font_scaled_float(const float v) :
f(v)
{
}
base_font_scaled_float(int) = delete;
operator float() const
{
return f;
}
};
/* Use an otherwise unnecessary tag to prevent mixing x-scale with
* y-scale.
*/
template <char tag>
class font_scaled_float : public base_font_scaled_float
{
public:
using base_font_scaled_float::base_font_scaled_float;
};
template <char tag>
class font_scale_float
{
const float scale;
public:
using scaled = font_scaled_float<tag>;
explicit constexpr font_scale_float(const float s) :
scale(s)
{
}
font_scale_float(int) = delete;
auto operator()(const int &i) const
{
return scaled(scale * i);
}
};
using font_x_scale_float = font_scale_float<'x'>;
using font_y_scale_float = font_scale_float<'y'>;
using font_x_scaled_float = font_x_scale_float::scaled;
using font_y_scaled_float = font_y_scale_float::scaled;
static inline font_x_scale_float FSPACX()
{
return font_x_scale_float(FNTScaleX * (GAME_FONT->ft_w / 7));
}
static inline auto FSPACX(const int &x)
{
return FSPACX()(x);
}
static inline font_y_scale_float FSPACY()
{
return font_y_scale_float(FNTScaleY * (GAME_FONT->ft_h / 5));
}
static inline auto FSPACY(const int &y)
{
return FSPACY()(y);
}
#ifdef dsx
namespace dsx {
void gamefont_init();
}
#endif
void gamefont_close();
void gamefont_choose_game_font(int scrx,int scry);
#endif