mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 18:24:59 +00:00
928cb5ab11
Most is automatically converted via astyle + some manual fixes, hopefully I did not miss anything astyle messed up...
214 lines
6.7 KiB
C++
214 lines
6.7 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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* 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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* 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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* 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 "common/textconsole.h"
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#include "sword1/text.h"
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#include "sword1/resman.h"
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#include "sword1/objectman.h"
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#include "sword1/swordres.h"
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#include "sword1/sworddefs.h"
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#include "sword1/screen.h"
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#include "sword1/sword1.h"
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namespace Sword1 {
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#define OVERLAP 3
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#define SPACE ' '
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#define MAX_LINES 30
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Text::Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) {
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_objMan = pObjMan;
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_resMan = pResMan;
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_textCount = 0;
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_fontId = (czechVersion) ? CZECH_GAME_FONT : GAME_FONT;
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_font = (uint8 *)_resMan->openFetchRes(_fontId);
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_joinWidth = charWidth(SPACE) - 2 * OVERLAP;
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_charHeight = _resMan->getUint16(_resMan->fetchFrame(_font, 0)->height); // all chars have the same height
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for (int i = 0; i < MAX_TEXT_OBS; i++)
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_textBlocks[i] = NULL;
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}
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Text::~Text() {
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for (int i = 0; i < MAX_TEXT_OBS; i++)
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free(_textBlocks[i]);
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//_resMan->resClose(_fontId); => wiped automatically by _resMan->flush();
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}
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uint32 Text::lowTextManager(uint8 *ascii, int32 width, uint8 pen) {
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_textCount++;
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if (_textCount > MAX_TEXT_OBS)
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error("Text::lowTextManager: MAX_TEXT_OBS exceeded");
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uint32 textObjId = (TEXT_sect * ITM_PER_SEC) - 1;
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do {
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textObjId++;
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} while (_objMan->fetchObject(textObjId)->o_status);
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// okay, found a free text object
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_objMan->fetchObject(textObjId)->o_status = STAT_FORE;
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makeTextSprite((uint8)textObjId, ascii, (uint16)width, pen);
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return textObjId;
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}
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void Text::makeTextSprite(uint8 slot, const uint8 *text, uint16 maxWidth, uint8 pen) {
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LineInfo lines[MAX_LINES];
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uint16 numLines = analyzeSentence(text, maxWidth, lines);
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uint16 sprWidth = 0;
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uint16 lineCnt;
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for (lineCnt = 0; lineCnt < numLines; lineCnt++)
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if (lines[lineCnt].width > sprWidth)
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sprWidth = lines[lineCnt].width;
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uint16 sprHeight = _charHeight * numLines;
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uint32 sprSize = sprWidth * sprHeight;
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assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call Text::releaseText.
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_textBlocks[slot] = (FrameHeader *)malloc(sprSize + sizeof(FrameHeader));
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memcpy(_textBlocks[slot]->runTimeComp, "Nu ", 4);
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_textBlocks[slot]->compSize = 0;
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_textBlocks[slot]->width = _resMan->toUint16(sprWidth);
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_textBlocks[slot]->height = _resMan->toUint16(sprHeight);
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_textBlocks[slot]->offsetX = 0;
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_textBlocks[slot]->offsetY = 0;
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uint8 *linePtr = ((uint8 *)_textBlocks[slot]) + sizeof(FrameHeader);
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memset(linePtr, NO_COL, sprSize);
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for (lineCnt = 0; lineCnt < numLines; lineCnt++) {
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uint8 *sprPtr = linePtr + (sprWidth - lines[lineCnt].width) / 2; // center the text
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for (uint16 pos = 0; pos < lines[lineCnt].length; pos++)
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sprPtr += copyChar(*text++, sprPtr, sprWidth, pen) - OVERLAP;
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text++; // skip space at the end of the line
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if (SwordEngine::isPsx()) //Chars are half height in psx version
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linePtr += (_charHeight / 2) * sprWidth;
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else
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linePtr += _charHeight * sprWidth;
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}
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}
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uint16 Text::charWidth(uint8 ch) {
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if (ch < SPACE)
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ch = 64;
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return _resMan->getUint16(_resMan->fetchFrame(_font, ch - SPACE)->width);
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}
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uint16 Text::analyzeSentence(const uint8 *text, uint16 maxWidth, LineInfo *line) {
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uint16 lineNo = 0;
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bool firstWord = true;
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while (*text) {
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uint16 wordWidth = 0;
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uint16 wordLength = 0;
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while ((*text != SPACE) && *text) {
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wordWidth += charWidth(*text) - OVERLAP;
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wordLength++;
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text++;
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}
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if (*text == SPACE)
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text++;
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wordWidth += OVERLAP; // no overlap on final letter of word!
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if (firstWord) { // first word on first line, so no separating SPACE needed
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line[0].width = wordWidth;
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line[0].length = wordLength;
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firstWord = false;
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} else {
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// see how much extra space this word will need to fit on current line
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// (with a separating space character - also overlapped)
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uint16 spaceNeeded = _joinWidth + wordWidth;
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if (line[lineNo].width + spaceNeeded <= maxWidth) {
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line[lineNo].width += spaceNeeded;
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line[lineNo].length += 1 + wordLength; // NB. space+word characters
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} else { // put word (without separating SPACE) at start of next line
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lineNo++;
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assert(lineNo < MAX_LINES);
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line[lineNo].width = wordWidth;
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line[lineNo].length = wordLength;
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}
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}
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}
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return lineNo + 1; // return no of lines
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}
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uint16 Text::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) {
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FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE);
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uint8 *chData = ((uint8 *)chFrame) + sizeof(FrameHeader);
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uint8 *dest = sprPtr;
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uint8 *decBuf = NULL;
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uint8 *decChr;
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uint16 frameHeight = 0;
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if (SwordEngine::isPsx()) {
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frameHeight = _resMan->getUint16(chFrame->height) / 2;
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if (_fontId == CZECH_GAME_FONT) { //Czech game fonts are compressed
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decBuf = (uint8 *)malloc((_resMan->getUint16(chFrame->width)) * (_resMan->getUint16(chFrame->height) / 2));
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Screen::decompressHIF(chData, decBuf);
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decChr = decBuf;
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} else //Normal game fonts are not compressed
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decChr = chData;
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} else {
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frameHeight = _resMan->getUint16(chFrame->height);
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decChr = chData;
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}
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for (uint16 cnty = 0; cnty < frameHeight; cnty++) {
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for (uint16 cntx = 0; cntx < _resMan->getUint16(chFrame->width); cntx++) {
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if (*decChr == LETTER_COL)
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dest[cntx] = pen;
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else if (((*decChr == BORDER_COL) || (*decChr == BORDER_COL_PSX)) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
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dest[cntx] = BORDER_COL;
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decChr++;
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}
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dest += sprWidth;
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}
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free(decBuf);
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return _resMan->getUint16(chFrame->width);
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}
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FrameHeader *Text::giveSpriteData(uint32 textTarget) {
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// textTarget is the resource ID of the Compact linking the textdata.
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// that's 0x950000 for slot 0 and 0x950001 for slot 1. easy, huh? :)
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textTarget &= ITM_ID;
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assert(textTarget < MAX_TEXT_OBS);
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return _textBlocks[textTarget];
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}
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void Text::releaseText(uint32 id, bool updateCount) {
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id &= ITM_ID;
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assert(id < MAX_TEXT_OBS);
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if (_textBlocks[id]) {
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free(_textBlocks[id]);
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_textBlocks[id] = NULL;
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if (updateCount)
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_textCount--;
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}
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}
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} // End of namespace Sword1
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