Fix CJK render problem partially (#222)

* Fixed CJK render problem
* Add partial support of loading CJK fonts
This commit is contained in:
負弌 2019-11-22 10:40:12 +08:00 committed by Tim Sarbin
parent 23e228d88b
commit 30c3bb7330
2 changed files with 63 additions and 26 deletions

View File

@ -40,19 +40,19 @@ import (
// Engine is the core OpenDiablo2 engine
type Engine struct {
Settings *d2corecommon.Configuration // Engine configuration settings from json file
Files map[string]string // Map that defines which files are in which MPQs
CheckedPatch map[string]bool // First time we check a file, we'll check if it's in the patch. This notes that we've already checked that.
LoadingSprite d2render.Sprite // The sprite shown when loading stuff
loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
loadingIndex int // Determines which load function is currently being called
thingsToLoad []func() // The load functions for the next scene
stepLoadingSize float64 // The size for each loading step
Files map[string]string // Map that defines which files are in which MPQs
CheckedPatch map[string]bool // First time we check a file, we'll check if it's in the patch. This notes that we've already checked that.
LoadingSprite d2render.Sprite // The sprite shown when loading stuff
loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
loadingIndex int // Determines which load function is currently being called
thingsToLoad []func() // The load functions for the next scene
stepLoadingSize float64 // The size for each loading step
CurrentScene d2coreinterface.Scene // The current scene being rendered
UIManager *d2ui.Manager // The UI manager
SoundManager *d2audio.Manager // The sound manager
UIManager *d2ui.Manager // The UI manager
SoundManager *d2audio.Manager // The sound manager
nextScene d2coreinterface.Scene // The next scene to be loaded at the end of the game loop
fullscreenKey bool // When true, the fullscreen toggle is still being pressed
lastTime float64 // Last time we updated the scene
fullscreenKey bool // When true, the fullscreen toggle is still being pressed
lastTime float64 // Last time we updated the scene
showFPS bool
}
@ -104,11 +104,18 @@ var mutex sync.Mutex
func (v *Engine) LoadFile(fileName string) []byte {
fileName = strings.ReplaceAll(fileName, "{LANG}", d2resource.LanguageCode)
// todo: separate CJK and latin characters from LanguageCode
if "CHI" == strings.ToUpper(d2resource.LanguageCode) {
fileName = strings.ReplaceAll(fileName, "{LANG_FONT}", d2resource.LanguageCode)
} else {
fileName = strings.ReplaceAll(fileName, "{LANG_FONT}", "latin")
}
fileName = strings.ToLower(fileName)
fileName = strings.ReplaceAll(fileName, `/`, "\\")
if fileName[0] == '\\' {
fileName = fileName[1:]
}
mutex.Lock()
defer mutex.Unlock()
// TODO: May want to cache some things if performance becomes an issue

View File

@ -15,6 +15,10 @@ import (
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/hajimehoshi/ebiten"
"encoding/binary"
"unicode"
)
var fontCache = map[string]*Font{}
@ -28,7 +32,8 @@ type FontSize struct {
// Font represents a font
type Font struct {
fontSprite d2render.Sprite
metrics map[uint8]FontSize
fontTable map[uint16]uint16
metrics map[uint16]FontSize
}
// GetFont creates or loads an existing font
@ -45,21 +50,39 @@ func GetFont(font string, palette d2enum.PaletteType, fileProvider d2interface.F
// CreateFont creates an instance of a MPQ Font
func CreateFont(font string, palette d2enum.PaletteType, fileProvider d2interface.FileProvider) *Font {
result := &Font{
metrics: make(map[uint8]FontSize),
fontTable: make(map[uint16]uint16),
metrics: make(map[uint16]FontSize),
}
// bug: performance issue when using CJK fonts, because ten thousand frames will be rendered PER font
result.fontSprite = d2render.CreateSprite(fileProvider.LoadFile(font+".dc6"), d2datadict.Palettes[palette])
woo := "Woo!\x01"
fontData := fileProvider.LoadFile(font + ".tbl")
if string(fontData[0:5]) != woo {
panic("No woo :(")
}
containsCjk := false
for i := 12; i < len(fontData); i += 14 {
fontSize := FontSize{
Width: fontData[i+3],
Height: fontData[i+4],
// font mappings, map unicode code points to array indics
unicodeCode := binary.LittleEndian.Uint16(fontData[i : i+2])
fontIndex := binary.LittleEndian.Uint16(fontData[i+8 : i+10])
result.fontTable[unicodeCode] = fontIndex
if unicodeCode < unicode.MaxLatin1 {
result.metrics[unicodeCode] = FontSize{
Width: fontData[i+3],
Height: fontData[i+4],
}
} else if !containsCjk {
// CJK characters are all in the same size
result.metrics[unicode.MaxLatin1] = FontSize{
Width: fontData[i+3],
Height: fontData[i+4],
}
containsCjk = true
}
result.metrics[fontData[i+8]] = fontSize
}
return result
}
@ -69,19 +92,19 @@ func (v *Font) GetTextMetrics(text string) (width, height uint32) {
curWidth := uint32(0)
height = uint32(0)
maxCharHeight := uint32(0)
// todo: it can be saved as a struct member, since it only depends on `.Frames`
for _, m := range v.fontSprite.Frames {
maxCharHeight = d2helper.Max(maxCharHeight, uint32(m.Height))
}
for i := 0; i < len(text); i++ {
ch := text[i]
for _, ch := range text {
if ch == '\n' {
width = d2helper.Max(width, curWidth)
curWidth = 0
height += maxCharHeight + 6
continue
}
metric := v.metrics[uint8(ch)]
curWidth += uint32(metric.Width)
curWidth += v.getCharWidth(ch)
}
width = d2helper.Max(width, curWidth)
height += maxCharHeight
@ -105,12 +128,12 @@ func (v *Font) Draw(x, y int, text string, color color.Color, target *ebiten.Ima
xPos := x + ((targetWidth / 2) - int(lineWidth/2))
for _, ch := range line {
char := uint8(ch)
metric := v.metrics[char]
v.fontSprite.Frame = int16(char)
v.fontSprite.MoveTo(xPos, y+int(v.fontSprite.Frames[char].Height))
width := v.getCharWidth(ch)
index := v.fontTable[uint16(ch)]
v.fontSprite.Frame = int16(index)
v.fontSprite.MoveTo(xPos, y+int(v.fontSprite.Frames[index].Height))
v.fontSprite.Draw(target)
xPos += int(metric.Width)
xPos += int(width)
}
if lineIdx >= len(lines)-1 {
@ -121,3 +144,10 @@ func (v *Font) Draw(x, y int, text string, color color.Color, target *ebiten.Ima
y += int(maxCharHeight + 6)
}
}
func (v *Font) getCharWidth(char rune) (width uint32) {
if char < unicode.MaxLatin1 {
return uint32(v.metrics[uint16(char)].Width)
}
return uint32(v.metrics[unicode.MaxLatin1].Width)
}