scummvm/engines/sword1/text.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef SWORD1_TEXT_H
#define SWORD1_TEXT_H
2004-10-21 12:43:49 +00:00
#include "sword1/object.h"
#include "sword1/sworddefs.h"
namespace Sword1 {
#define MAX_TEXT_OBS 3
#define BORDER_COL 200
#define BORDER_COL_PSX 199
#define LETTER_COL 193
#define NO_COL 0 // sprite background - 0 for transparency
class ObjectMan;
class ResMan;
struct LineInfo {
uint16 width; // width of line in pixels
uint16 length; // length of line in characters
};
class Text {
public:
Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion);
~Text();
FrameHeader *giveSpriteData(uint32 textTarget);
uint32 lowTextManager(uint8 *text, int32 width, uint8 pen);
void makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen);
void releaseText(uint32 id, bool updateCount = true);
private:
uint16 analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *info);
uint16 charWidth(uint8 ch);
uint16 copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen);
uint8 *_font;
uint8 _textCount;
uint16 _charHeight, _joinWidth;
ObjectMan *_objMan;
ResMan *_resMan;
FrameHeader *_textBlocks[MAX_TEXT_OBS];
uint32 _fontId;
};
} // End of namespace Sword1
#endif //BSTEXT_H