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/**
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* @file text_render.cpp
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*
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* Text rendering.
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*/
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#include "text_render.hpp"
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#include "DiabloUI/ui_item.h"
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#include "cel_render.hpp"
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#include "engine.h"
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#include "palette.h"
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namespace devilution {
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namespace {
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/**
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* Maps ASCII character code to font index, as used by the
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* small, medium and large sized fonts; which corresponds to smaltext.cel,
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* medtexts.cel and bigtgold.cel respectively.
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*/
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const uint8_t FontIndex[256] = {
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// clang-format off
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'\0', 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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' ', '!', '\"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/',
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'0', '1', '2', '3', '4', '5', '6', '7', '8', '9', ':', ';', '<', '=', '>', '?',
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'@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
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'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', '\\', ']', '^', '_',
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'`', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o',
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'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '{', '|', '}', '~', 0x01,
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'C', 'u', 'e', 'a', 'a', 'a', 'a', 'c', 'e', 'e', 'e', 'i', 'i', 'i', 'A', 'A',
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'E', 'a', 'A', 'o', 'o', 'o', 'u', 'u', 'y', 'O', 'U', 'c', 'L', 'Y', 'P', 'f',
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'a', 'i', 'o', 'u', 'n', 'N', 'a', 'o', '?', 0x01, 0x01, 0x01, 0x01, '!', '<', '>',
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'o', '+', '2', '3', '\'', 'u', 'P', '.', ',', '1', '0', '>', 0x01, 0x01, 0x01, '?',
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'A', 'A', 'A', 'A', 'A', 'A', 'A', 'C', 'E', 'E', 'E', 'E', 'I', 'I', 'I', 'I',
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'D', 'N', 'O', 'O', 'O', 'O', 'O', 'X', '0', 'U', 'U', 'U', 'U', 'Y', 'b', 'B',
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'a', 'a', 'a', 'a', 'a', 'a', 'a', 'c', 'e', 'e', 'e', 'e', 'i', 'i', 'i', 'i',
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'o', 'n', 'o', 'o', 'o', 'o', 'o', '/', '0', 'u', 'u', 'u', 'u', 'y', 'b', 'y',
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// clang-format on
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};
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/** Maps from font index to cel frame number. */
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const uint8_t FontFrame[3][128] = {
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{
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// clang-format off
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 54, 44, 57, 58, 56, 55, 47, 40, 41, 59, 39, 50, 37, 51, 52,
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36, 27, 28, 29, 30, 31, 32, 33, 34, 35, 48, 49, 60, 38, 61, 53,
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62, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 42, 63, 43, 64, 65,
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 40, 66, 41, 67, 0,
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// clang-format on
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},
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{
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// clang-format off
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 37, 49, 38, 0, 39, 40, 47, 42, 43, 41, 45, 52, 44, 53, 55,
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36, 27, 28, 29, 30, 31, 32, 33, 34, 35, 51, 50, 48, 46, 49, 54,
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 42, 0, 43, 0, 0,
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 48, 0, 49, 0, 0,
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// clang-format on
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},
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{
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// clang-format off
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 37, 49, 38, 0, 39, 40, 47, 42, 43, 41, 45, 52, 44, 53, 55,
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36, 27, 28, 29, 30, 31, 32, 33, 34, 35, 51, 50, 0, 46, 0, 54,
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 42, 0, 43, 0, 0,
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 20, 0, 21, 0, 0,
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// clang-format on
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},
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};
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/**
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* Maps from cel frame number to character width. Note, the character width
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* may be distinct from the frame width, which is the same for every cel frame.
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*/
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const uint8_t FontKern[3][68] = {
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{
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// clang-format off
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8, 10, 7, 9, 8, 7, 6, 8, 8, 3,
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3, 8, 6, 11, 9, 10, 6, 9, 9, 6,
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9, 11, 10, 13, 10, 11, 7, 5, 7, 7,
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8, 7, 7, 7, 7, 7, 10, 4, 5, 6,
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3, 3, 4, 3, 6, 6, 3, 3, 3, 3,
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3, 2, 7, 6, 3, 10, 10, 6, 6, 7,
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4, 4, 9, 6, 6, 12, 3, 7
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// clang-format on
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},
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{
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// clang-format off
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5, 15, 10, 13, 14, 10, 9, 13, 11, 5,
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5, 11, 10, 16, 13, 16, 10, 15, 12, 10,
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14, 17, 17, 22, 17, 16, 11, 5, 11, 11,
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11, 10, 11, 11, 11, 11, 15, 5, 10, 18,
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15, 8, 6, 6, 7, 10, 9, 6, 10, 10,
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5, 5, 5, 5, 11, 12
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// clang-format on
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},
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{
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// clang-format off
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18, 33, 21, 26, 28, 19, 19, 26, 25, 11,
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12, 25, 19, 34, 28, 32, 20, 32, 28, 20,
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28, 36, 35, 46, 33, 33, 24, 11, 23, 22,
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22, 21, 22, 21, 21, 21, 32, 10, 20, 36,
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31, 17, 13, 12, 13, 18, 16, 11, 20, 21,
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11, 10, 12, 11, 21, 23
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// clang-format on
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}
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};
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enum text_color : uint8_t {
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ColorWhite,
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ColorBlue,
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ColorRed,
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ColorGold,
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ColorBlack,
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};
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int LineHeights[3] = { 12, 38, 50 };
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/** Graphics for the fonts */
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std::array<std::optional<CelSprite>, 3> fonts;
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uint8_t fontColorTableGold[256];
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uint8_t fontColorTableBlue[256];
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uint8_t fontColorTableRed[256];
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void DrawChar(const CelOutputBuffer &out, Point position, GameFontTables size, int nCel, text_color color)
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{
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switch (color) {
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case ColorWhite:
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CelDrawTo(out, position, *fonts[size], nCel);
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return;
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case ColorBlue:
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CelDrawLightTo(out, position, *fonts[size], nCel, fontColorTableBlue);
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break;
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case ColorRed:
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CelDrawLightTo(out, position, *fonts[size], nCel, fontColorTableRed);
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break;
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case ColorGold:
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CelDrawLightTo(out, position, *fonts[size], nCel, fontColorTableGold);
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break;
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case ColorBlack:
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light_table_index = 15;
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CelDrawLightTo(out, position, *fonts[size], nCel, nullptr);
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return;
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}
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}
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} // namespace
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std::optional<CelSprite> pSPentSpn2Cels;
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void InitText()
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{
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fonts[GameFontSmall] = LoadCel("CtrlPan\\SmalText.CEL", 13);
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fonts[GameFontMed] = LoadCel("Data\\MedTextS.CEL", 22);
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fonts[GameFontBig] = LoadCel("Data\\BigTGold.CEL", 46);
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pSPentSpn2Cels = LoadCel("Data\\PentSpn2.CEL", 12);
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for (int i = 0; i < 256; i++) {
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uint8_t pix = i;
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if (pix >= PAL16_GRAY + 14)
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pix = PAL16_BLUE + 15;
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else if (pix >= PAL16_GRAY)
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pix -= PAL16_GRAY - (PAL16_BLUE + 2);
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fontColorTableBlue[i] = pix;
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}
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for (int i = 0; i < 256; i++) {
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uint8_t pix = i;
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if (pix >= PAL16_GRAY)
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pix -= PAL16_GRAY - PAL16_RED;
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fontColorTableRed[i] = pix;
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}
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for (int i = 0; i < 256; i++) {
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uint8_t pix = i;
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if (pix >= PAL16_GRAY + 14)
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pix = PAL16_YELLOW + 15;
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else if (pix >= PAL16_GRAY)
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pix -= PAL16_GRAY - (PAL16_YELLOW + 2);
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fontColorTableGold[i] = pix;
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}
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}
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void FreeText()
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{
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fonts[GameFontSmall] = std::nullopt;
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fonts[GameFontMed] = std::nullopt;
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fonts[GameFontBig] = std::nullopt;
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pSPentSpn2Cels = std::nullopt;
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}
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int GetLineWidth(const char *text, GameFontTables size, int spacing, int *charactersInLine)
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{
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int lineWidth = 0;
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size_t textLength = strlen(text);
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size_t i = 0;
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for (; i < textLength; i++) {
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if (text[i] == '\n')
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break;
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uint8_t frame = FontFrame[size][FontIndex[static_cast<uint8_t>(text[i])]];
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lineWidth += FontKern[size][frame] + spacing;
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}
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if (charactersInLine != nullptr)
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*charactersInLine = i;
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return lineWidth != 0 ? (lineWidth - spacing) : 0;
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}
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int AdjustSpacingToFitHorizontally(int &lineWidth, int maxSpacing, int charactersInLine, int availableWidth)
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{
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if (lineWidth <= availableWidth || charactersInLine < 2)
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return maxSpacing;
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const int overhang = lineWidth - availableWidth;
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const int spacingRedux = (overhang + charactersInLine - 2) / (charactersInLine - 1);
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lineWidth -= spacingRedux * (charactersInLine - 1);
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return maxSpacing - spacingRedux;
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}
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void WordWrapGameString(char *text, size_t width, GameFontTables size, int spacing)
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{
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const size_t textLength = strlen(text);
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size_t lineStart = 0;
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size_t lineWidth = 0;
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for (unsigned i = 0; i < textLength; i++) {
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if (text[i] == '\n') { // Existing line break, scan next line
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lineStart = i + 1;
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lineWidth = 0;
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continue;
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}
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uint8_t frame = FontFrame[size][FontIndex[static_cast<uint8_t>(text[i])]];
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lineWidth += FontKern[size][frame] + spacing;
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if (lineWidth - spacing <= width) {
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continue; // String is still within the limit, continue to the next line
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}
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size_t j; // Backtrack to the previous space
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for (j = i; j >= lineStart; j--) {
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if (text[j] == ' ') {
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break;
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}
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}
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if (j == lineStart) { // Single word longer than width
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if (i == textLength)
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break;
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j = i;
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}
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// Break line and continue to next line
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i = j;
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text[i] = '\n';
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lineStart = i + 1;
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lineWidth = 0;
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}
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}
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/**
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* @todo replace SDL_Rect with cropped CelOutputBuffer
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*/
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int DrawString(const CelOutputBuffer &out, const char *text, const SDL_Rect &rect, uint16_t flags, int spacing, int lineHeight, bool drawTextCursor)
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{
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GameFontTables size = GameFontSmall;
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if ((flags & UIS_MED) != 0)
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size = GameFontMed;
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else if ((flags & UIS_HUGE) != 0)
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size = GameFontBig;
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text_color color = ColorGold;
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if ((flags & UIS_SILVER) != 0)
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color = ColorWhite;
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else if ((flags & UIS_BLUE) != 0)
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color = ColorBlue;
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else if ((flags & UIS_RED) != 0)
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color = ColorRed;
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else if ((flags & UIS_BLACK) != 0)
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color = ColorBlack;
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const int w = rect.w != 0 ? rect.w : out.w() - rect.x;
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const int h = rect.h != 0 ? rect.h : out.h() - rect.y;
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const size_t textLength = strlen(text);
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int charactersInLine = 0;
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int lineWidth = 0;
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if ((flags & (UIS_CENTER | UIS_RIGHT | UIS_FIT_SPACING)) != 0)
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lineWidth = GetLineWidth(text, size, spacing, &charactersInLine);
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int maxSpacing = spacing;
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if ((flags & UIS_FIT_SPACING) != 0)
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spacing = AdjustSpacingToFitHorizontally(lineWidth, maxSpacing, charactersInLine, rect.w);
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int sx = rect.x;
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if ((flags & UIS_CENTER) != 0)
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sx += (w - lineWidth) / 2;
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else if ((flags & UIS_RIGHT) != 0)
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sx += w - lineWidth;
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int sy = rect.y;
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int rightMargin = rect.x + w;
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int bottomMargin = rect.y + h;
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if (lineHeight == -1)
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lineHeight = LineHeights[size];
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unsigned i = 0;
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for (; i < textLength; i++) {
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uint8_t frame = FontFrame[size][FontIndex[static_cast<uint8_t>(text[i])]];
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int symbolWidth = FontKern[size][frame];
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if (text[i] == '\n' || sx + symbolWidth > rightMargin) {
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if (sy + lineHeight >= bottomMargin)
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break;
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sy += lineHeight;
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if ((flags & (UIS_CENTER | UIS_RIGHT | UIS_FIT_SPACING)) != 0)
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lineWidth = GetLineWidth(&text[i + 1], size, spacing, &charactersInLine);
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if ((flags & UIS_FIT_SPACING) != 0)
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spacing = AdjustSpacingToFitHorizontally(lineWidth, maxSpacing, charactersInLine, rect.w);
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sx = rect.x;
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if ((flags & UIS_CENTER) != 0)
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sx += (w - lineWidth) / 2;
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else if ((flags & UIS_RIGHT) != 0)
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sx += w - lineWidth;
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}
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if (frame != 0) {
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DrawChar(out, { sx, sy }, size, frame, color);
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}
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if (text[i] != '\n')
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sx += symbolWidth + spacing;
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}
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if (drawTextCursor) {
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CelDrawTo(out, { sx, sy }, *pSPentSpn2Cels, PentSpn2Spin());
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}
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return i;
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}
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int PentSpn2Spin()
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{
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return (SDL_GetTicks() / 50) % 8 + 1;
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}
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} // namespace devilution
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