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https://github.com/neoStudiosLCE/neoLegacy.git
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Goal: Allow players to type and display text in any language supported by Unicode, including Chinese, Japanese, Korean, Thai, Arabic, Korean, Hindi, and more. This covers all text surfaces: chat editor, chat messages, signs (in-world and editor), world name/seed, server address/port fields, and all Iggy Flash UI text fields. Multi-language support: Two complementary rendering systems were added to handle Unicode text across the entire client: 1. Iggy UI (Flash-based text fields): A new UIUnicodeBitmapFont class serves Java Minecraft's glyph page PNGs (glyph_00.png-glyph_FF.png) through Iggy's bitmap font provider API. Registered as the global fallback font with metrics matching the Mojangles bitmap font for correct baseline alignment. When the primary bitmap font lacks a glyph, it returns IGGY_GLYPH_INVALID and Iggy seamlessly falls back to the unicode bitmap font. 2. Legacy C++ Font renderer (chat editor, in-world signs): Revived the commented-out unicode glyph page system in Font.cpp. Characters not in the bitmap font texture are rendered from glyph page PNGs loaded on demand, with proper texture switching mid-string. 3. ChatScreen input: Removed the restrictive acceptableLetters filter so all printable Unicode characters are accepted in chat. Languages now supported for text input and rendering: - Japanese (Hiragana, Katakana, Kanji) - Chinese (Simplified and Traditional) - Korean (Hangul) - Thai - Arabic - Hindi (Devanagari) - Russian (Cyrillic) - already worked via bitmap font - Greek - already worked via bitmap font - Polish, Czech, Turkish (Extended Latin) - already worked via bitmap font - Armenian, Georgian, and other scripts covered by glyph pages Security fixes: - Fixed memset under-initialization of Font::charWidths (zeroed 460 bytes instead of 460*sizeof(int)=1840 bytes, leaving entries 115+ uninitialized) - pre-existing bug - Added bounds checks to all UIUnicodeBitmapFont callbacks to reject glyph IDs outside [0, 65535], preventing OOB array access - Added bounds check in Font::width() section-sign fallback path to prevent OOB read on charWidths[] with high codepoints - Blocked Unicode bidirectional override characters (U+202A-202E, U+2066-2069) in chat input to prevent message spoofing Memory leak fix: - Fixed SignTileEntity::load allocating wchar_t[256] with new[] on every sign load without freeing. Replaced with stack allocation. Debug logging: - Added [SIGN] prefixed logging for sign save/update operations - Added [CHAT] prefixed logging for chat send/receive operations Files changed: - UIUnicodeBitmapFont.h/.cpp (new) - Iggy bitmap font for glyph pages - UIBitmapFont.cpp - Return IGGY_GLYPH_INVALID for unknown chars - UIFontData.h/.cpp - Added hasGlyph() method - UIController.h/.cpp - Load and register unicode bitmap fallback font - UITTFFont.h/.cpp - Added registerAsDefaultFonts parameter - Font.h/.cpp - Revived unicode glyph page rendering system - ChatScreen.cpp - Accept all Unicode input, block bidi overrides - Gui.cpp - Chat display debug logging - ClientConnection.cpp - Sign update debug logging - SignTileEntity.cpp - Sign save logging, memory leak fix
105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
#pragma once
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class IntBuffer;
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class Options;
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class Textures;
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class ResourceLocation;
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class Font
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{
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private:
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int *charWidths;
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public:
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int fontTexture;
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Random *random;
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private:
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int colors[32]; // RGB colors for formatting
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Textures *textures;
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int unicodeTexID[256];
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unsigned char unicodeWidth[65536];
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int lastBoundTexture;
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float xPos;
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float yPos;
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// § format state (bold, italic, underline, strikethrough); set during draw(), reset by §r
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bool m_bold;
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bool m_italic;
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bool m_underline;
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bool m_strikethrough;
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bool enforceUnicodeSheet; // use unicode sheet for ascii
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bool bidirectional; // use bidi to flip strings
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int m_cols; // Number of columns in font sheet
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int m_rows; // Number of rows in font sheet
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int m_charWidth; // Maximum character width
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int m_charHeight; // Maximum character height
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ResourceLocation *m_textureLocation; // Texture
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std::map<int, int> m_charMap;
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public:
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Font(Options *options, const wstring& name, Textures* textures, bool enforceUnicode, ResourceLocation *textureLocation, int cols, int rows, int charWidth, int charHeight, unsigned short charMap[] = nullptr);
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#ifndef _XBOX
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// 4J Stu - This dtor clashes with one in xui! We never delete these anyway so take it out for now. Can go back when we have got rid of XUI
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~Font();
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#endif
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void renderFakeCB(IntBuffer *cb); // 4J added
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private:
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void renderCharacter(wchar_t c); // 4J added
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void addCharacterQuad(wchar_t c);
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void renderStyleLine(float x0, float y0, float x1, float y1); // solid line for underline/strikethrough
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public:
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void drawShadow(const wstring& str, int x, int y, int color);
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void drawShadowLiteral(const wstring& str, int x, int y, int color); // draw without interpreting § codes
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void drawShadowWordWrap(const wstring &str, int x, int y, int w, int color, int h); // 4J Added h param
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void draw(const wstring &str, int x, int y, int color);
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/**
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* Reorders the string according to bidirectional levels. A bit expensive at
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* the moment.
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*
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* @param str
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* @return
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*/
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private:
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wstring reorderBidi(const wstring &str);
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void draw(const wstring &str, bool dropShadow);
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void draw(const wstring& str, int x, int y, int color, bool dropShadow);
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void drawLiteral(const wstring& str, int x, int y, int color); // no § parsing
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int MapCharacter(wchar_t c); // 4J added
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bool CharacterExists(wchar_t c); // 4J added
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void loadUnicodePage(int page);
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void renderUnicodeCharacter(wchar_t c);
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float unicodeCharWidth(wchar_t c);
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bool isUnicodeGlyphChar(wchar_t c);
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public:
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int width(const wstring& str);
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int widthLiteral(const wstring& str); // width without skipping § codes (for chat input)
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wstring sanitize(const wstring& str);
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void drawWordWrap(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
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private:
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void drawWordWrapInternal(const wstring &string, int x, int y, int w, int col, int h); // 4J Added h param
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public:
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void drawWordWrap(const wstring &string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
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private:
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void drawWordWrapInternal(const wstring& string, int x, int y, int w, int col, bool darken, int h); // 4J Added h param
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public:
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int wordWrapHeight(const wstring& string, int w);
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void setEnforceUnicodeSheet(bool enforceUnicodeSheet);
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void setBidirectional(bool bidirectional);
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// 4J-PB - check for invalid player name - Japanese local name
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bool AllCharactersValid(const wstring &str);
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};
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