Commit Graph

43 Commits

Author SHA1 Message Date
Henrik Rydgard
d6b51d4dfa Reduce some excessive logging 2014-06-09 19:40:05 +02:00
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d65af7353b Avoid some ChunkFile includes. 2014-03-15 11:32:57 -07:00
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131cbc073c Implement sceFontGetShadowInfo(). 2014-03-01 00:18:19 -08:00
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29d2e81676 Cleanup errors in sceFontGet*ImageRect(). 2014-02-28 23:04:34 -08:00
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bc3e123b61 Oops, fix negative clip regions.
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
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46370e2860 Implement sceFontGetShadowGlyphImage().
Not sure if any games actually use it, though...
2014-02-28 20:57:18 -08:00
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ab6b998710 Correct clipping in sceFontGetCharGlyphImage_Clip.
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
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603c1dd614 Improve error codes in sceFontOpen*().
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
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916768d938 Kill the "packagedFont" hack, correctly fixed now. 2013-12-10 23:19:25 -08:00
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952ec82678 Detect bad fonts ascenders and workaround.
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
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8f6315e375 Support replacement chars in sceFontGetCharInfo(). 2013-11-16 23:32:13 -08:00
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d955d9b303 Cut down on unnecessary allocs in font loading. 2013-11-16 22:53:05 -08:00
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769ffbd33b Read in the shadow flags and give them to the game.
Yay, now this struct seems to match the PSP.
2013-11-16 21:08:34 -08:00
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4505cb4b3a Match ascender/descender values per character.
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
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bb94f31ec7 Simplify GetGlyph() and getBits() usage a bit. 2013-11-16 20:16:49 -08:00
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d446659b2a Improve the performance of getBits().
Well, it's not used much, although it's much faster now, heh.
2013-11-16 19:34:45 -08:00
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e77b8bc5b5 Check for non-indexed glyph advance values.
This change from JPCSP:
http://code.google.com/p/jpcsp/source/detail?r=3350
2013-11-16 18:35:15 -08:00
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2d7741a433 Return # of glyphs, not charmaps, in font info.
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
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68af1ea6f8 Flip the descender in char info.
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
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50e9e45d65 Check version in each DoState() func.
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
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65d4601140 Fix compat issue between 64/32 bit savestates. 2013-08-13 21:05:40 -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
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
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0b5bdeb1d3 Fix some compile failures under big endian. 2013-07-28 21:04:17 -07:00
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5e87d6e45d Add _le typedefs to font handling stuff. 2013-07-25 08:04:36 -07:00
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a32cf817ff Fix some minor warnings. 2013-07-07 20:31:04 -07:00
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3c0ed69fd2 Improve GPU invalidation interface, check fonts.
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
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95823a776b Don't pass quite so many args to DrawCharacter(). 2013-05-05 21:13:50 -07:00
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5ffb7f7d23 Correct error handling in sceFontGet*Info().
And tone down the logging a bit.
2013-05-05 20:58:52 -07:00
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832edb0a8f Fix some x64 type conversion warnings. 2013-04-05 20:29:20 -07:00
Henrik Rydgard
41b862c689 warning fixes 2013-03-22 19:59:16 +01:00
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339b2839b3 Finish implementing savestates for fonts.
Oops, missed this before.  Was crashing FF3 and games using custom fonts.
2013-03-20 23:37:57 -07:00
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a3f93ed203 Fix some printf size warnings, signed warnings. 2013-03-02 15:34:15 -08:00
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e87276cbad Fix some minor warnings. 2013-03-02 15:34:15 -08:00
Henrik Rydgard
ba0362d817 PGF font support. Mostly an adaptation and cleanup of JPCSP's font system. 2013-02-27 17:41:39 +01:00