Unknown W. Brackets
eacebd4c41
Font: Draw nothing for chars before first glyph.
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This matches the logic in sceFontGetCharImageRect(), and improves tests.
Previously, we were drawing the alt character in these cases.
2016-08-27 09:41:01 -07:00
Unknown W. Brackets
e8fb61cf43
Font: Fix clipping when x/y aren't 0.
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The final X2/Y2 are relative to the glyph at x,y.
2016-01-23 16:01:25 -08:00
Unknown W. Brackets
b8a2a6647d
Font: Turns out this happens a lot.
2016-01-23 15:59:47 -08:00
Unknown W. Brackets
621f86c7f1
Font: Blend after swizzling to 8 bit.
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This is much closer, but the values still are slightly off.
2016-01-23 15:42:42 -08:00
Unknown W. Brackets
1860180c2e
Font: Implement subpixel rendering.
2016-01-23 15:37:19 -08:00
Unknown W. Brackets
32573ce121
Fix a typo in font loading.
2015-02-01 01:20:28 -08:00
Henrik Rydgard
d6b51d4dfa
Reduce some excessive logging
2014-06-09 19:40:05 +02:00
Unknown W. Brackets
d65af7353b
Avoid some ChunkFile includes.
2014-03-15 11:32:57 -07:00
lioncash
b9886942a7
Fix some vertical alignments in misc Core source files.
2014-03-03 11:16:53 -05:00
Unknown W. Brackets
131cbc073c
Implement sceFontGetShadowInfo().
2014-03-01 00:18:19 -08:00
Unknown W. Brackets
29d2e81676
Cleanup errors in sceFontGet*ImageRect().
2014-02-28 23:04:34 -08:00
Unknown W. Brackets
bc3e123b61
Oops, fix negative clip regions.
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Since they're summed, need to clamp the left/top side. And the
bottom/right side is offset by x/y.
2014-02-28 21:25:45 -08:00
Unknown W. Brackets
46370e2860
Implement sceFontGetShadowGlyphImage().
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Not sure if any games actually use it, though...
2014-02-28 20:57:18 -08:00
Unknown W. Brackets
ab6b998710
Correct clipping in sceFontGetCharGlyphImage_Clip.
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It was not clipping completely, and didn't handle negative clip w/h.
Also, reduce to debug log (seems to work fine now and has been working
fine in most games.)
2014-02-27 00:19:40 -08:00
Unknown W. Brackets
603c1dd614
Improve error codes in sceFontOpen*().
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Fixes some unlikely cases of crashes as well. I think there are leaks
here...
2014-02-22 20:35:58 -08:00
Ced2911
67de460ec6
[Xbox] Endian, missing on swap.h ?
2014-01-26 14:28:42 -08:00
Unknown W. Brackets
916768d938
Kill the "packagedFont" hack, correctly fixed now.
2013-12-10 23:19:25 -08:00
Unknown W. Brackets
952ec82678
Detect bad fonts ascenders and workaround.
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Fixes #4765 with the fonts that come with PPSSPP.
2013-12-10 23:14:38 -08:00
Henrik Rydgard
a3caefed18
Buildfix (pgf 64-bit)
2013-11-17 12:55:35 +01:00
Unknown W. Brackets
0bd7d7ad19
Minor correctness: don't zero extend bpp bits.
2013-11-16 23:39:19 -08:00
Unknown W. Brackets
8f6315e375
Support replacement chars in sceFontGetCharInfo().
2013-11-16 23:32:13 -08:00
Unknown W. Brackets
d955d9b303
Cut down on unnecessary allocs in font loading.
2013-11-16 22:53:05 -08:00
Unknown W. Brackets
769ffbd33b
Read in the shadow flags and give them to the game.
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Yay, now this struct seems to match the PSP.
2013-11-16 21:08:34 -08:00
Unknown W. Brackets
4505cb4b3a
Match ascender/descender values per character.
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This makes sense, and matches the ascender/descender for my fonts.
However, it could be wrong for vertical fonts... not sure.
2013-11-16 20:35:50 -08:00
Unknown W. Brackets
bb94f31ec7
Simplify GetGlyph() and getBits() usage a bit.
2013-11-16 20:16:49 -08:00
Unknown W. Brackets
d446659b2a
Improve the performance of getBits().
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Well, it's not used much, although it's much faster now, heh.
2013-11-16 19:34:45 -08:00
Unknown W. Brackets
e77b8bc5b5
Check for non-indexed glyph advance values.
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This change from JPCSP:
http://code.google.com/p/jpcsp/source/detail?r=3350
2013-11-16 18:35:15 -08:00
Unknown W. Brackets
2d7741a433
Return # of glyphs, not charmaps, in font info.
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This makes it match the value from the PSP, and seems logical (the charmap
value is hardly useful, and might lead me to overallocate space for the
glyph bitmaps...)
2013-11-16 18:33:10 -08:00
Unknown W. Brackets
68af1ea6f8
Flip the descender in char info.
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This makes it close to the value from a PSP (just rounded to 64...)
2013-11-16 18:32:06 -08:00
raven02
98cbd90178
Regression font alignment fix
2013-11-02 20:31:39 +08:00
raven02
92042e6b55
Apply offset by 1px to our provided PSP fonts
2013-10-27 10:02:13 +08:00
adrian17
7e3f35dfe3
Removed redundant includes
2013-09-30 19:05:04 +02:00
Unknown W. Brackets
50e9e45d65
Check version in each DoState() func.
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They bail on PointerWrap error or bad version.
2013-09-14 20:23:03 -07:00
Henrik Rydgard
8c88dff5a4
More log categories, use them (and existing ones). Improve log config.
2013-09-07 22:02:55 +02:00
Unknown W. Brackets
65d4601140
Fix compat issue between 64/32 bit savestates.
2013-08-13 21:05:40 -07:00
CPkmn
2a5b20a5a0
Update PGF.h
2013-08-13 05:59:10 -07:00
CPkmn
2428d3f5c5
Update PGF.cpp
2013-08-13 05:56:26 -07:00
CPkmn
4fccf6771f
Update PGF.cpp
2013-08-10 05:21:23 -07:00
CPkmn
8547eecd31
Update PGF.cpp
2013-08-09 18:49:01 -07:00
CPkmn
c067c48585
Sanity checks for shadow glyphs
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Partially fixes text, huds and videos in Jeanne d'Arc.
These changes shouldn't negatively impact other games since all it does is makes sure shadow glyphs are within the vector sizes.
The text, huds and videos still don't fully display, but that's because of something else.
2013-08-09 17:52:01 -07:00
Unknown W. Brackets
0b5bdeb1d3
Fix some compile failures under big endian.
2013-07-28 21:04:17 -07:00
Unknown W. Brackets
8da6259aff
More carefully check defines for endianness.
2013-07-25 22:25:50 -07:00
Henrik Rydgard
1533b588e3
Argh, this really shouldn't be needed but is.
2013-07-26 01:18:40 +02:00
Henrik Rydgard
b3ea250122
typo
2013-07-26 00:57:29 +02:00
Henrik Rydgard
144a5849e2
Uhm, fix the second part of the BIG_ENDIAN #define error...
2013-07-26 00:54:39 +02:00
Henrik Rydgård
9fc57894ab
Mac build fix (weird, BIG_ENDIAN really shouldn't be defined)
2013-07-25 19:21:43 +02:00
Unknown W. Brackets
5e87d6e45d
Add _le typedefs to font handling stuff.
2013-07-25 08:04:36 -07:00
Unknown W. Brackets
a32cf817ff
Fix some minor warnings.
2013-07-07 20:31:04 -07:00
Unknown W. Brackets
3c0ed69fd2
Improve GPU invalidation interface, check fonts.
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When a font is rendered, tell the GPU about it, but don't rehash.
This not only improves perf (less hashing) but makes font changes more
immediate (no deferred hashing.) But only if they use sceFont.
2013-05-05 22:52:01 -07:00
Unknown W. Brackets
95823a776b
Don't pass quite so many args to DrawCharacter().
2013-05-05 21:13:50 -07:00