Commit Graph
30 Commits
Author SHA1 Message Date
Nunuhara Cabbage 5cbc697f23 parts: use bold width for text layout
Fixes the remaining issues with item descriptions in Rance 9.
2026-08-14 10:48:07 -07:00
Nunuhara Cabbage 05b78e6dc6 Fix text rendering issue in Rance Quest
Use ceil(threshold) as cutoff distance in dilate shader, and tone down
the strength of the fractional part of the threshold.

Take bold width into account during layout.

This fixes the text rendering of name plates in Rance Quest.
2025-09-13 21:46:00 -07:00
kichikuou 9a76d472db Implement StoatSpriteEngine.SP_SetDashTextSprite
This implementation creates a temporary "glyph" texture and draws it to
the sprite using gfx_draw_glyph().
2024-09-21 10:35:42 +09:00
Nunuhara Cabbage ab810e8f57 Implement functions for EN Haruka
Implement the NewFont HLL. This is a basic text rendering interface
which supports proportional fonts and kerning

Fixes #154
2024-08-04 21:17:10 -07:00
Nunuhara Cabbage ac298baaec Fix fnl font selection
type 0 -> gothic (ttf)
type 1 -> mincho (ttf)
type >= 256 -> fnl[type - 256]
2024-08-04 09:27:57 -07:00
Nunuhara Cabbage 103976b2b0 parts: use floats to calculate text width
gfx_render_text uses floats for layout, so the parts_text layout should
use floats to match.

This fixes an issue with off-center text in the English version of Rance
01.
2024-07-26 14:41:28 -07:00
kichikuou b155b4b79f Add a parameter to gfx_draw_glyph() for controlling blending behavior
This adds a new parameter `blend` to `gfx_draw_glyph()`. When `blend` is
true, the function performs normal alpha blending (same as
`gfx_draw_glyph_to_pmap()`).

If `blend` is false, the resulting pixel color will be the text color
and the alpha value will be copied from the glyph texture. However, if
the alpha value is less than 0.01, the pixel will not be written.

If you are drawing on a transparent texture (which will later be blended
into another texture), `blend` should be false. If you are drawing on top
of an image, `blend` should be true.

`gfx_draw_glyph()` used to fill transparent pixels with text color, but
this step is no longer needed and has been removed.
2024-06-15 14:34:58 +09:00
Nunuhara Cabbage 7392d74efe Replace debug_print with to_json
to_json and cJSON_Print are now used when displaying debug information.

The main reason for this change it to support sending objects over DAP.
2023-05-14 20:12:34 -07:00
Nunuhara Cabbage d4e06db8e2 Initial DAP implementation
So far only basic debugging functionality is implemented (breakpoints,
stepping, stack traces/variables).

This is not tested against an established DAP client. My intention is to
create a custom GUI frontend and extend the protocol to support
xsystem4-specific features, such as inspecting the scene. (This work is
underway.)

Instruction references are hex-encoded address strings. Clients do not
need to obtain them from DAP requests. This is outside the spec, but it
is needed for a binary-only debugger.

Functions that write directly to stdout (e.g. printf) should generally
not be used any more.  Instead, use either sys_message (which respects
sys_silent) or log_message (which will send the message to the debugger
if DAP is enabled). stderr can be used as normal.
2023-04-29 10:32:50 -07:00
Nunuhara Cabbage e68ff819de fnl: adjust for edge width in layout
Account for the edge width when doing text layout in games that use .fnl
fonts (except for the MangaGamer version of Sengoku Rance).
2022-06-14 20:51:34 -07:00
Nunuhara Cabbage caec854ed8 Implement scene_print function
Add a scene_print function which prints a textual representation of the
current scene. This works by attaching a `debug_print` function to each
entity in the scene. This function is implemented for SACT2 and
GUIEngine entities. A default implementation will be used of none is
provided.

This can be accessed from the debugger via the `scene` command (although
the output is typically too much to view in a terminal; it's better to
run `scene_print` somewhere and redirect stdout to a file).
2022-06-10 19:18:10 -07:00
Nunuhara Cabbage 09f2c3e1ed parts: implement Parts_Set*SurfaceArea functions
These functions apply a clipping rectangle to the parts texture.
2022-06-08 16:51:06 -07:00
Nunuhara Cabbage 9b83a6d09d Refactor text rendering code
.fnl fonts can now be used outside of SengokuRanceFont, and
SengokuRanceFont now uses the same text layout and caching code as
SACT2, etc.
2022-05-14 23:12:36 -07:00
Nunuhara Cabbage 128edda6c0 text: fix outline cropping issue
Fix issue where outlines would get cropped when crossing the glyph
texture boundary.

This is accomplished by adding 4 border pixels to each glyph texture.
2022-05-10 19:53:31 -07:00
Nunuhara Cabbage 2262f7067c Use FreeType2 instead of SDL_ttf
SDL_ttf isn't really designed to be used with OpenGL. It caches glyph
bitmaps in memory, whereas we want to cache glyph textures on the GPU.
By using FreeType directly we avoid creating and destroying a new
texture every time a glyph is rendered.

Additionally, all glyph textures (including fnl-derived glyphs) now use
the GL_RED internal format instead of GL_RGBA.
2022-05-08 16:11:25 -07:00
Nunuhara Cabbage fa4cdc81d0 Use gfx_draw_glyph for SACT2 (etc.) text rendering
This greatly improves the look of outlines, especially at larger font
sizes (such as in Haruurare).
2022-05-05 18:12:18 -07:00
Nunuhara Cabbage 3d5f63a583 Handle special character mapping in Rance VI (EN) 2022-04-17 17:03:38 -07:00
Nunuhara Cabbage 9bcd17a151 Add --font-x-scale option
Add an option to control the horizontal scaling of text. This is mainly
to work around text overflow issues in the MangaGamer version of Rance
02 (an appropriate value is set automatically for that game).
2022-04-17 09:44:44 -07:00
Nunuhara Cabbage 38df5ea1c1 Use display_sjis0/display_utf0 in messages
Ensure correct encoding for error/warning/log messages.
2022-04-06 19:33:33 -07:00
Nunuhara Cabbage 11e4880def Handle all font weights
System 4 has 4 font weights: light, medium, bold and heavy bold.
SDL_ttf has 2 (normal and bold). For now, xsystem4 treats light/medium
as normal and bold/heavy-bold as bold.
2022-04-05 19:33:56 -07:00
Nunuhara Cabbage 5fe61c14d9 Rance 02: render '^' as 'é' 2022-04-04 21:26:23 -07:00
kichikuou 86a5c62fc7 Fix text rendering in OpenGL ES 3
In OpenGL ES 3, glTexImage2D cannot handle GL_BGRA format. SDL_ttf
returns pixels in BGRA format (because it's the format used in
FreeType2), so it needs to be converted to RGBA before passing to
gfx_init_texture_with_pixels.
2021-06-20 17:14:40 +09:00
Nunuhara Cabbage 815c1f20f0 Default font types > 1 to 0 2021-05-24 11:15:50 -07:00
Nunuhara Cabbage c432d8fa2d Provide fallback for missing fonts
If the user-provided font can't be loaded, try to load the default font.
If the default font can't be loaded (e.g. xsystem4 isn't installed), try
to load the default font from the project directory.
2020-09-04 20:54:35 -07:00
Nunuhara Cabbage d30689a8fd Add install target
Also allow running from outside of the source directory once installed.
2020-09-04 20:33:47 -07:00
Nunuhara Cabbage d9d8a201e8 Implement miscellaneous HLL functions
Reduce console spam by implementing some commonly used functions.

DrawGraph.SetFontName
SACT2.Mouse_SetPos
SACT2.Sound_ReverseLR
2020-08-16 19:57:46 -07:00
Nunuhara Cabbage 45ebe96220 Handle explicitly set char spacing
Handle char spacing set up by SACT2.SP_SetTextCharSpace and
DrawGraph.SetFontSpace.
2020-08-15 10:33:23 -07:00
Nunuhara Cabbage 3be0133f21 Fix spacing in DrawGraph text API
Render each character individually so that we control the spacing.
2020-08-15 10:19:22 -07:00
Nunuhara Cabbage 6addc801d8 Force fixed-width font rendering.
MS Mincho/MS Gothic are have the nice property that latin characters are
exactly half the size of full-width characters. English translated games
depend on this to determine where line breaks are placed. We now force
text to be rendered with this spacing to prevent overflow issues.

Most open source mincho/gothic fonts do not even have fixed width latin
glyphs. The two fonts included in this commit are the closest I could
find, and the mincho font is still not quite good enough (there is a bit
of overlap on adjacent characters sometimes).
2020-08-05 19:20:07 -07:00
Nunuhara Cabbage 5d6f148e1b Reorganize project file structure
- Create separate directories for source and header files.
- Build code shared between xsystem4 and aindump as a static library.
- Create header dirs gfx/ system4/ and vm/
- Make CG.c/h usable without a running VM
2019-12-31 17:50:40 -08:00