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736913d459
All the other sub-engines use the engine or authoring system name, not the name of particular interpreters. So I felt it best to rename frotz to zcode for consistency
135 lines
4.4 KiB
C++
135 lines
4.4 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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* 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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*/
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#include "glk/zcode/screen.h"
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#include "glk/zcode/bitmap_font.h"
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#include "glk/zcode/zcode.h"
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#include "glk/conf.h"
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#include "common/file.h"
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#include "graphics/fonts/ttf.h"
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#include "image/bmp.h"
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namespace Glk {
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namespace ZCode {
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FrotzScreen::FrotzScreen() : Glk::Screen() {
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g_conf->_tStyles[style_User1].font = CUSTOM;
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g_conf->_gStyles[style_User1].font = CUSTOM;
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g_conf->_tStyles[style_User2].font = CUSTOM2;
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}
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void FrotzScreen::loadFonts(Common::Archive *archive) {
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// Get the zmachine version. At this point the header isn't loaded, so we have to do it manually
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g_vm->_gameFile.seek(0);
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byte version = g_vm->_gameFile.readByte();
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if (version == 6) {
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loadVersion6Fonts(archive);
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} else {
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// Load the basic fonts
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Screen::loadFonts(archive);
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}
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// Add character graphics and runic fonts
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loadExtraFonts(archive);
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}
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void FrotzScreen::loadVersion6Fonts(Common::Archive *archive) {
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// Set the basic font properties
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MonoFontInfo &mi = g_conf->_monoInfo;
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PropFontInfo &pi = g_conf->_propInfo;
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mi._size = pi._size = 7;
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mi._aspect = pi._aspect = 1.0;
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pi._quotes = 0;
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pi._dashes = 0;
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pi._spaces = 0;
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pi._morePrompt = "[MORE]";
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pi._lineSeparation = 0;
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g_vm->_defaultForeground = 0;
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g_vm->_defaultBackground = (int)zcolor_Transparent;
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g_conf->_tMarginX = 3;
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g_conf->_tMarginY = 3;
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for (uint idx = 0; idx < style_NUMSTYLES; ++idx) {
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g_conf->_tStyles[idx].bg = g_conf->_tStylesDefault[idx].bg = zcolor_Transparent;
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g_conf->_gStyles[idx].bg = g_conf->_gStylesDefault[idx].bg = zcolor_Transparent;
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}
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_fonts.resize(8);
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// Load up the 8x8 Infocom font
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Image::BitmapDecoder decoder;
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Common::File f;
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if (!f.open("infocom6x8.bmp", *archive))
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error("Could not load font");
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Common::Point fontSize(6, 8);
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decoder.loadStream(f);
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f.close();
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// Add normal fonts
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_fonts[MONOR] = new FixedWidthBitmapFont(*decoder.getSurface(), fontSize, 6, 8);
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_fonts[MONOB] = new FixedWidthBitmapFont(*decoder.getSurface(), fontSize, 6, 8);
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_fonts[PROPR] = new VariableWidthBitmapFont(*decoder.getSurface(), fontSize, 6, 8);
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_fonts[PROPB] = new VariableWidthBitmapFont(*decoder.getSurface(), fontSize, 6, 8);
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// Create a new version of the font with every character unlined for the emphasized fonts
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const Graphics::Surface &norm = *decoder.getSurface();
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Graphics::ManagedSurface emph(norm.w, norm.h);
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emph.blitFrom(norm);
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for (int y = 8 - 2; y < emph.h; y += 8) {
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byte *lineP = (byte *)emph.getBasePtr(0, y);
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Common::fill(lineP, lineP + emph.w, 0);
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}
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// Add them to the font list
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_fonts[MONOI] = new FixedWidthBitmapFont(emph, fontSize, 6, 8);
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_fonts[MONOZ] = new FixedWidthBitmapFont(emph, fontSize, 6, 8);
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_fonts[PROPI] = new VariableWidthBitmapFont(emph, fontSize, 6, 8);
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_fonts[PROPZ] = new VariableWidthBitmapFont(emph, fontSize, 6, 8);
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}
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void FrotzScreen::loadExtraFonts(Common::Archive *archive) {
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Image::BitmapDecoder decoder;
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Common::File f;
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if (!f.open("infocom_graphics.bmp", *archive))
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error("Could not load font");
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Common::Point fontSize(_fonts[0]->getMaxCharWidth(), _fonts[0]->getFontHeight());
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decoder.loadStream(f);
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_fonts.push_back(new FixedWidthBitmapFont(*decoder.getSurface(), fontSize));
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f.close();
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// Add Runic font. It provides cleaner versions of the runic characters in the
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// character graphics font
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if (!f.open("NotoSansRunic-Regular.ttf", *archive))
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error("Could not load font");
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_fonts.push_back(Graphics::loadTTFFont(f, g_conf->_propInfo._size, Graphics::kTTFSizeModeCharacter));
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f.close();
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}
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} // End of namespace ZCode
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} // End of namespace Glk
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