Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#pragma warning( disable : 4244 ) // conversion from 'double' to 'float', possible loss of data
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <malloc.h>
#include "vgui_surfacelib/Win32Font.h"
#include <tier0/dbg.h>
#include <vgui/ISurface.h>
#include <tier0/mem.h>
#include <utlbuffer.h>
#include "FontEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static OSVERSIONINFO s_OsVersionInfo;
static bool s_bOsVersionInitialized = false;
bool s_bSupportsUnicode = false;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWin32Font::CWin32Font() : m_ExtendedABCWidthsCache(256, 0, &ExtendedABCWidthsCacheLessFunc)
{
m_szName = UTL_INVAL_SYMBOL;
m_iTall = 0;
m_iWeight = 0;
m_iHeight = 0;
m_iAscent = 0;
m_iFlags = 0;
m_iMaxCharWidth = 0;
m_hFont = NULL;
m_hDC = NULL;
m_hDIB = NULL;
m_bAntiAliased = false;
m_bUnderlined = false;
m_iBlur = 0;
m_iScanLines = 0;
m_bRotary = false;
m_bAdditive = false;
m_rgiBitmapSize[ 0 ] = m_rgiBitmapSize[ 1 ] = 0;
#if defined( _X360 )
Q_memset( m_ABCWidthsCache, 0, sizeof( m_ABCWidthsCache ) );
#endif
m_ExtendedABCWidthsCache.EnsureCapacity( 128 );
if ( !s_bOsVersionInitialized )
{
// get the operating system version
s_bOsVersionInitialized = true;
memset(&s_OsVersionInfo, 0, sizeof(s_OsVersionInfo));
s_OsVersionInfo.dwOSVersionInfoSize = sizeof(s_OsVersionInfo);
GetVersionEx(&s_OsVersionInfo);
if (s_OsVersionInfo.dwMajorVersion >= 5)
{
s_bSupportsUnicode = true;
}
else
{
s_bSupportsUnicode = false;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CWin32Font::~CWin32Font()
{
if ( m_hFont )
::DeleteObject( m_hFont );
if ( m_hDC )
::DeleteDC( m_hDC );
if ( m_hDIB )
::DeleteObject( m_hDIB );
}
//-----------------------------------------------------------------------------
// Purpose: Font iteration callback function
// used to determine whether or not a font exists on the system
//-----------------------------------------------------------------------------
extern bool g_bFontFound = false;
int CALLBACK FontEnumProc(
const LOGFONT *lpelfe, // logical-font data
const TEXTMETRIC *lpntme, // physical-font data
DWORD FontType, // type of font
LPARAM lParam ) // application-defined data
{
g_bFontFound = true;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: creates the font from windows. returns false if font does not exist in the OS.
//-----------------------------------------------------------------------------
bool CWin32Font::Create(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags)
{
// setup font properties
m_szName = windowsFontName;
m_iTall = tall;
m_iWeight = weight;
m_iFlags = flags;
m_bAntiAliased = (flags & vgui::ISurface::FONTFLAG_ANTIALIAS) ? 1 : 0;
m_bUnderlined = flags & vgui::ISurface::FONTFLAG_UNDERLINE;
m_iDropShadowOffset = (flags & vgui::ISurface::FONTFLAG_DROPSHADOW) ? 1 : 0;
m_iOutlineSize = (flags & vgui::ISurface::FONTFLAG_OUTLINE) ? 1 : 0;
m_iBlur = blur;
m_iScanLines = scanlines;
m_bRotary = (flags & vgui::ISurface::FONTFLAG_ROTARY) ? 1 : 0;
m_bAdditive = (flags & vgui::ISurface::FONTFLAG_ADDITIVE) ? 1 : 0;
int charset = (flags & vgui::ISurface::FONTFLAG_SYMBOL) ? SYMBOL_CHARSET : ANSI_CHARSET;
// hack for japanese win98 support
if ( !stricmp( windowsFontName, "win98japanese" ) )
{
// use any font that contains the japanese charset
charset = SHIFTJIS_CHARSET;
m_szName = "Tahoma";
}
// create our windows device context
m_hDC = ::CreateCompatibleDC(NULL);
Assert( m_hDC );
// see if the font exists on the system
LOGFONT logfont;
logfont.lfCharSet = DEFAULT_CHARSET;
logfont.lfPitchAndFamily = 0;
strcpy(logfont.lfFaceName, m_szName.String());
g_bFontFound = false;
::EnumFontFamiliesEx(m_hDC, &logfont, &FontEnumProc, 0, 0);
if (!g_bFontFound)
{
// needs to go to a fallback
m_szName = UTL_INVAL_SYMBOL;
return false;
}
m_hFont = ::CreateFontA(tall, 0, 0, 0,
m_iWeight,
flags & vgui::ISurface::FONTFLAG_ITALIC,
flags & vgui::ISurface::FONTFLAG_UNDERLINE,
flags & vgui::ISurface::FONTFLAG_STRIKEOUT,
charset,
OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,
m_bAntiAliased ? ANTIALIASED_QUALITY : NONANTIALIASED_QUALITY,
DEFAULT_PITCH | FF_DONTCARE,
windowsFontName);
if (!m_hFont)
{
Error("Couldn't create windows font '%s'\n", windowsFontName);
m_szName = UTL_INVAL_SYMBOL;
return false;
}
// set as the active font
::SetMapMode(m_hDC, MM_TEXT);
::SelectObject(m_hDC, m_hFont);
::SetTextAlign(m_hDC, TA_LEFT | TA_TOP | TA_UPDATECP);
// get info about the font
::TEXTMETRIC tm;
memset( &tm, 0, sizeof( tm ) );
if ( !GetTextMetrics(m_hDC, &tm) )
{
m_szName = UTL_INVAL_SYMBOL;
return false;
}
m_iHeight = tm.tmHeight + m_iDropShadowOffset + 2 * m_iOutlineSize;
m_iMaxCharWidth = tm.tmMaxCharWidth;
m_iAscent = tm.tmAscent;
// code for rendering to a bitmap
m_rgiBitmapSize[0] = tm.tmMaxCharWidth + m_iOutlineSize * 2;
m_rgiBitmapSize[1] = tm.tmHeight + m_iDropShadowOffset + m_iOutlineSize * 2;
::BITMAPINFOHEADER header;
memset(&header, 0, sizeof(header));
header.biSize = sizeof(header);
header.biWidth = m_rgiBitmapSize[0];
header.biHeight = -m_rgiBitmapSize[1];
header.biPlanes = 1;
header.biBitCount = 32;
header.biCompression = BI_RGB;
m_hDIB = ::CreateDIBSection(m_hDC, (BITMAPINFO*)&header, DIB_RGB_COLORS, (void**)(&m_pBuf), NULL, 0);
::SelectObject(m_hDC, m_hDIB);
#if defined( _X360 )
// get char spacing
// a is space before character (can be negative)
// b is the width of the character
// c is the space after the character
memset(m_ABCWidthsCache, 0, sizeof(m_ABCWidthsCache));
ABC abc[ABCWIDTHS_CACHE_SIZE];
Assert(ABCWIDTHS_CACHE_SIZE <= 256);
if (::GetCharABCWidthsW(m_hDC, 0, ABCWIDTHS_CACHE_SIZE - 1, &abc[0]) || ::GetCharABCWidthsA(m_hDC, 0, ABCWIDTHS_CACHE_SIZE - 1, &abc[0]))
{
// copy out into our formated structure
for (int i = 0; i < ABCWIDTHS_CACHE_SIZE; i++)
{
m_ABCWidthsCache[i].a = abc[i].abcA - m_iBlur - m_iOutlineSize;
m_ABCWidthsCache[i].b = abc[i].abcB + ((m_iBlur + m_iOutlineSize) * 2) + m_iDropShadowOffset;
m_ABCWidthsCache[i].c = abc[i].abcC - m_iBlur - m_iDropShadowOffset - m_iOutlineSize;
}
}
else
{
Warning("GetCharABCWidths() failed for windows font '%s'\n", windowsFontName);
// since that failed, it must be fixed width, zero everything so a and c will be zeros, then
// fill b with the value from TEXTMETRIC
for (int i = 0; i < ABCWIDTHS_CACHE_SIZE; i++)
{
// fallback to old method, no underhangs/overhangs (a/c)
SIZE size;
char mbcs[6] = { 0 };
wchar_t wch = (wchar_t)i;
::WideCharToMultiByte(CP_ACP, 0, &wch, 1, mbcs, sizeof(mbcs), NULL, NULL);
if (::GetTextExtentPoint32(m_hDC, mbcs, strlen(mbcs), &size))
{
m_ABCWidthsCache[i].b = size.cx;
}
else
{
// failed to get width, just use the average width
m_ABCWidthsCache[i].b = (char)tm.tmAveCharWidth;
}
}
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: writes the char into the specified 32bpp texture
//-----------------------------------------------------------------------------
void CWin32Font::GetCharRGBA(wchar_t ch, int rgbaWide, int rgbaTall, unsigned char *rgba)
{
int a, b, c;
GetCharABCWidths(ch, a, b, c);
// set us up to render into our dib
::SelectObject(m_hDC, m_hFont);
int wide = b;
if ( m_bUnderlined )
{
wide += ( a + c );
}
int tall = m_iHeight;
GLYPHMETRICS glyphMetrics;
MAT2 mat2 = { { 0, 1}, { 0, 0}, { 0, 0}, { 0, 1}};
int bytesNeeded = 0;
bool bShouldAntialias = m_bAntiAliased;
// filter out
if ( ch > 0x00FF && !(m_iFlags & vgui::ISurface::FONTFLAG_CUSTOM) )
{
bShouldAntialias = false;
}
if ( !s_bSupportsUnicode )
{
// win98 hack, don't antialias some characters that ::GetGlyphOutline() produces bad results for
if (ch == 'I' || ch == '1')
{
bShouldAntialias = false;
}
// don't antialias big fonts at all (since win98 often produces bad results)
if (m_iHeight >= 13)
{
bShouldAntialias = false;
}
}
// only antialias latin characters, since it essentially always fails for asian characters
if (bShouldAntialias)
{
// try and get the glyph directly
::SelectObject(m_hDC, m_hFont);
bytesNeeded = ::GetGlyphOutline(m_hDC, ch, GGO_GRAY8_BITMAP, &glyphMetrics, 0, NULL, &mat2);
}
if (bytesNeeded > 0)
{
// take it
unsigned char *lpbuf = (unsigned char *)_alloca(bytesNeeded);
::GetGlyphOutline(m_hDC, ch, GGO_GRAY8_BITMAP, &glyphMetrics, bytesNeeded, lpbuf, &mat2);
// rows are on DWORD boundaries
wide = glyphMetrics.gmBlackBoxX;
while (wide % 4 != 0)
{
wide++;
}
// see where we should start rendering
int pushDown = m_iAscent - glyphMetrics.gmptGlyphOrigin.y;
// set where we start copying from
int xstart = 0;
// don't copy the first set of pixels if the antialiased bmp is bigger than the char width
if ((int)glyphMetrics.gmBlackBoxX >= b + 2)
{
xstart = (glyphMetrics.gmBlackBoxX - b) / 2;
}
// iterate through copying the generated dib into the texture
for (unsigned int j = 0; j < glyphMetrics.gmBlackBoxY; j++)
{
for (unsigned int i = xstart; i < glyphMetrics.gmBlackBoxX; i++)
{
int x = i - xstart + m_iBlur + m_iOutlineSize;
int y = j + pushDown;
if ((x < rgbaWide) && (y < rgbaTall))
{
unsigned char grayscale = lpbuf[(j*wide+i)];
float r, g, b, a;
if (grayscale)
{
r = g = b = 1.0f;
a = (grayscale + 0) / 64.0f;
if (a > 1.0f) a = 1.0f;
}
else
{
r = g = b = a = 0.0f;
}
// Don't want anything drawn for tab characters.
if (ch == '\t')
{
r = g = b = 0;
}
unsigned char *dst = &rgba[(y*rgbaWide+x)*4];
dst[0] = (unsigned char)(r * 255.0f);
dst[1] = (unsigned char)(g * 255.0f);
dst[2] = (unsigned char)(b * 255.0f);
dst[3] = (unsigned char)(a * 255.0f);
}
}
}
}
else
{
// use render-to-bitmap to get our font texture
::SetBkColor(m_hDC, RGB(0, 0, 0));
::SetTextColor(m_hDC, RGB(255, 255, 255));
::SetBkMode(m_hDC, OPAQUE);
if ( m_bUnderlined )
{
::MoveToEx(m_hDC, 0, 0, NULL);
}
else
{
::MoveToEx(m_hDC, -a, 0, NULL);
}
// render the character
wchar_t wch = (wchar_t)ch;
if (s_bSupportsUnicode)
{
// clear the background first
RECT rect = { 0, 0, wide, tall};
::ExtTextOutW( m_hDC, 0, 0, ETO_OPAQUE, &rect, NULL, 0, NULL );
// just use the unicode renderer
::ExtTextOutW( m_hDC, 0, 0, 0, NULL, &wch, 1, NULL );
}
else
{
// clear the background first (it may not get done automatically in win98/ME
RECT rect = { 0, 0, wide, tall};
::ExtTextOut(m_hDC, 0, 0, ETO_OPAQUE, &rect, NULL, 0, NULL);
// convert the character using the current codepage
char mbcs[6] = { 0 };
::WideCharToMultiByte(CP_ACP, 0, &wch, 1, mbcs, sizeof(mbcs), NULL, NULL);
::ExtTextOutA(m_hDC, 0, 0, 0, NULL, mbcs, strlen(mbcs), NULL);
}
::SetBkMode(m_hDC, TRANSPARENT);
if (wide > m_rgiBitmapSize[0])
{
wide = m_rgiBitmapSize[0];
}
if (tall > m_rgiBitmapSize[1])
{
tall = m_rgiBitmapSize[1];
}
// iterate through copying the generated dib into the texture
for (int j = (int)m_iOutlineSize; j < tall - (int)m_iOutlineSize; j++ )
{
// only copy from within the dib, ignore the outline border we are artificially adding
for (int i = (int)m_iOutlineSize; i < wide - (int)m_iDropShadowOffset - (int)m_iOutlineSize; i++)
{
if ((i < rgbaWide) && (j < rgbaTall))
{
unsigned char *src = &m_pBuf[(i + j*m_rgiBitmapSize[0])*4];
unsigned char *dst = &rgba[(i + j*rgbaWide)*4];
// Don't want anything drawn for tab characters.
unsigned char r, g, b;
if ( ch == '\t' )
{
r = g = b = 0;
}
else
{
r = src[0];
g = src[1];
b = src[2];
}
// generate alpha based on luminance conversion
dst[0] = r;
dst[1] = g;
dst[2] = b;
dst[3] = (unsigned char)((float)r * 0.34f + (float)g * 0.55f + (float)b * 0.11f);
}
}
}
// if we have a dropshadow, we need to clean off the bottom row of pixels
// this is because of a bug in winME that writes noise to them, only on the first time the game is run after a reboot
// the bottom row should guaranteed to be empty to fit the dropshadow
if ( m_iDropShadowOffset )
{
unsigned char *dst = &rgba[((m_iHeight - 1) * rgbaWide) * 4];
for (int i = 0; i < wide; i++)
{
dst[0] = 0;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
dst += 4;
}
}
}
// apply requested effects in specified order
ApplyDropShadowToTexture( rgbaWide, rgbaTall, rgba, m_iDropShadowOffset );
ApplyOutlineToTexture( rgbaWide, rgbaTall, rgba, m_iOutlineSize );
ApplyGaussianBlurToTexture( rgbaWide, rgbaTall, rgba, m_iBlur );
ApplyScanlineEffectToTexture( rgbaWide, rgbaTall, rgba, m_iScanLines );
ApplyRotaryEffectToTexture( rgbaWide, rgbaTall, rgba, m_bRotary );
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the font is equivalent to that specified
//-----------------------------------------------------------------------------
bool CWin32Font::IsEqualTo(const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags)
{
if ( !stricmp(windowsFontName, m_szName.String() )
&& m_iTall == tall
&& m_iWeight == weight
&& m_iBlur == blur
&& m_iFlags == flags)
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true only if this font is valid for use
//-----------------------------------------------------------------------------
bool CWin32Font::IsValid()
{
if ( m_szName.IsValid() && m_szName.String()[0] )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: set the font to be the one to currently draw with in the gdi
//-----------------------------------------------------------------------------
void CWin32Font::SetAsActiveFont(HDC hdc)
{
Assert( IsValid() );
::SelectObject( hdc, m_hFont );
}
//-----------------------------------------------------------------------------
// Purpose: gets the abc widths for a character
//-----------------------------------------------------------------------------
void CWin32Font::GetCharABCWidths(int ch, int &a, int &b, int &c)
{
Assert( IsValid() );
#if defined( _X360 )
if (ch < ABCWIDTHS_CACHE_SIZE)
{
// use the cache entry
a = m_ABCWidthsCache[ch].a;
b = m_ABCWidthsCache[ch].b;
c = m_ABCWidthsCache[ch].c;
}
else
#endif
{
// look for it in the cache
abc_cache_t finder = { (wchar_t)ch };
unsigned short i = m_ExtendedABCWidthsCache.Find(finder);
if (m_ExtendedABCWidthsCache.IsValidIndex(i))
{
a = m_ExtendedABCWidthsCache[i].abc.a;
b = m_ExtendedABCWidthsCache[i].abc.b;
c = m_ExtendedABCWidthsCache[i].abc.c;
return;
}
// not in the cache, get from windows (this call is a little slow)
ABC abc;
if (::GetCharABCWidthsW(m_hDC, ch, ch, &abc) || ::GetCharABCWidthsA(m_hDC, ch, ch, &abc))
{
a = abc.abcA;
b = abc.abcB;
c = abc.abcC;
}
else
{
// wide character version failed, try the old api function
SIZE size;
char mbcs[6] = { 0 };
wchar_t wch = ch;
::WideCharToMultiByte(CP_ACP, 0, &wch, 1, mbcs, sizeof(mbcs), NULL, NULL);
if (::GetTextExtentPoint32(m_hDC, mbcs, strlen(mbcs), &size))
{
a = c = 0;
b = size.cx;
}
else
{
// failed to get width, just use the max width
a = c = 0;
b = m_iMaxCharWidth;
}
}
// add to the cache
finder.abc.a = a - m_iBlur - m_iOutlineSize;
finder.abc.b = b + ((m_iBlur + m_iOutlineSize) * 2) + m_iDropShadowOffset;
finder.abc.c = c - m_iBlur - m_iDropShadowOffset - m_iOutlineSize;
m_ExtendedABCWidthsCache.Insert(finder);
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the height of the font, in pixels
//-----------------------------------------------------------------------------
int CWin32Font::GetHeight()
{
Assert( IsValid() );
return m_iHeight;
}
//-----------------------------------------------------------------------------
// Purpose: returns the requested height of the font
//-----------------------------------------------------------------------------
int CWin32Font::GetHeightRequested()
{
assert(IsValid());
return m_iTall;
}
//-----------------------------------------------------------------------------
// Purpose: returns the ascent of the font, in pixels (ascent=units above the base line)
//-----------------------------------------------------------------------------
int CWin32Font::GetAscent()
{
Assert( IsValid() );
return m_iAscent;
}
//-----------------------------------------------------------------------------
// Purpose: returns the maximum width of a character, in pixels
//-----------------------------------------------------------------------------
int CWin32Font::GetMaxCharWidth()
{
Assert( IsValid() );
return m_iMaxCharWidth;
}
//-----------------------------------------------------------------------------
// Purpose: returns the flags used to make this font, used by the dynamic resizing code
//-----------------------------------------------------------------------------
int CWin32Font::GetFlags()
{
return m_iFlags;
}
//-----------------------------------------------------------------------------
// Purpose: Comparison function for abc widths storage
//-----------------------------------------------------------------------------
bool CWin32Font::ExtendedABCWidthsCacheLessFunc(const abc_cache_t &lhs, const abc_cache_t &rhs)
{
return lhs.wch < rhs.wch;
}
//-----------------------------------------------------------------------------
// Purpose: Get the kerned size of a char, for win32 just pass thru for now
//-----------------------------------------------------------------------------
void CWin32Font::GetKernedCharWidth( wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA )
{
int a,b,c;
GetCharABCWidths(ch, a, b, c );
wide = ( a + b + c);
abcA = a;
}