mirror of
https://github.com/libretro/scummvm.git
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22c0403e0d
svn-id: r27030
126 lines
3.7 KiB
C++
126 lines
3.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#ifndef SWORD2_MAKETEXT_H
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#define SWORD2_MAKETEXT_H
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#include "sword2/debug.h"
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namespace Sword2 {
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// Output colour for character border - should be be black but note that we
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// have to use a different pen number during sequences
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#define BORDER_PEN 194
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// Usually the only texts on screen are the subtitles and the mouse-over text,
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// but there can also be a considerable number of debugging messages...
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#define MAX_text_blocs MAX_DEBUG_TEXTS + 1
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enum {
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// Doesn't keep the text inside the screen - only for debug text!
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NO_JUSTIFICATION = 0,
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// These all force text inside the screen edge margin when necessary
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POSITION_AT_CENTRE_OF_BASE = 1,
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POSITION_AT_CENTRE_OF_TOP = 2,
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POSITION_AT_LEFT_OF_TOP = 3,
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POSITION_AT_RIGHT_OF_TOP = 4,
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POSITION_AT_LEFT_OF_BASE = 5,
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POSITION_AT_RIGHT_OF_BASE = 6,
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POSITION_AT_LEFT_OF_CENTRE = 7,
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POSITION_AT_RIGHT_OF_CENTRE = 8
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};
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enum {
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DEFAULT_TEXT = 0,
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FINNISH_TEXT = 1,
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POLISH_TEXT = 2
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};
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// Info about the text, used to create the SpriteInfo struct
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struct TextBloc {
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int16 x;
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int16 y;
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uint16 type;
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byte *text_mem;
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};
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// Info for each line of words in the output text sprite
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struct LineInfo {
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uint16 width; // Width in pixels
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uint16 length; // Length in characters
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};
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class FontRenderer {
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private:
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Sword2Engine *_vm;
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TextBloc _blocList[MAX_text_blocs];
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// Layout variables - these used to be defines, but now we're dealing
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// with three character sets
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int8 _lineSpacing; // no. of pixels to separate lines of
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// characters in the output sprite - negative
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// for overlap
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int8 _charSpacing; // no. of pixels to separate characters along
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// each line - negative for overlap
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uint8 _borderPen; // output pen colour of character borders
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uint16 analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line);
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byte *buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines);
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uint16 charWidth(byte ch, uint32 fontRes);
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uint16 charHeight(uint32 fontRes);
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byte *findChar(byte ch, byte *charSet);
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void copyChar(byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen);
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public:
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FontRenderer(Sword2Engine *vm) : _vm(vm) {
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for (int i = 0; i < MAX_text_blocs; i++)
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_blocList[i].text_mem = NULL;
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}
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~FontRenderer() {
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for (int i = 0; i < MAX_text_blocs; i++)
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free(_blocList[i].text_mem);
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}
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byte *makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
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void killTextBloc(uint32 bloc_number);
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void printTextBlocs();
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uint32 buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification);
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};
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} // End of namespace Sword2
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#endif
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