scummvm/sword2/maketext.h
Torbjörn Andersson 137d1ebe48 Added a destructor to the FontRenderer class to free any remaining text
sprites on exit. As far as I can tell, the only case when this makes any
difference is when there is text on screen when you quit ScummVM, so it's
not really a memory leak, but Valgrind will report it as one.

svn-id: r14738
2004-08-25 05:57:17 +00:00

118 lines
3.4 KiB
C++

/* Copyright (C) 1994-2004 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _MAKETEXT_H
#define _MAKETEXT_H
#include "sword2/debug.h"
namespace Sword2 {
// Output colour for character border - should be be black but note that we
// have to use a different pen number during sequences
#define BORDER_PEN 194
// Usually the only texts on screen are the subtitles and the mouse-over text,
// but there can also be a considerable number of debugging messages...
#define MAX_text_blocs MAX_DEBUG_TEXTS + 1
enum {
// Doesn't keep the text inside the screen - only for debug text!
NO_JUSTIFICATION = 0,
// These all force text inside the screen edge margin when necessary
POSITION_AT_CENTRE_OF_BASE = 1,
POSITION_AT_CENTRE_OF_TOP = 2,
POSITION_AT_LEFT_OF_TOP = 3,
POSITION_AT_RIGHT_OF_TOP = 4,
POSITION_AT_LEFT_OF_BASE = 5,
POSITION_AT_RIGHT_OF_BASE = 6,
POSITION_AT_LEFT_OF_CENTRE = 7,
POSITION_AT_RIGHT_OF_CENTRE = 8
};
enum {
DEFAULT_TEXT = 0,
FINNISH_TEXT = 1,
POLISH_TEXT = 2
};
// Info about the text, used to create the SpriteInfo struct
struct TextBloc {
int16 x;
int16 y;
uint16 type;
byte *text_mem;
};
// Info for each line of words in the output text sprite
struct LineInfo {
uint16 width; // Width in pixels
uint16 length; // Length in characters
};
class FontRenderer {
private:
Sword2Engine *_vm;
TextBloc _blocList[MAX_text_blocs];
// Layout variables - these used to be defines, but now we're dealing
// with three character sets
int8 _lineSpacing; // no. of pixels to separate lines of
// characters in the output sprite - negative
// for overlap
int8 _charSpacing; // no. of pixels to separate characters along
// each line - negative for overlap
uint8 _borderPen; // output pen colour of character borders
uint16 analyseSentence(byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line);
byte *buildTextSprite(byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines);
uint16 charWidth(byte ch, uint32 fontRes);
uint16 charHeight(uint32 fontRes);
FrameHeader* findChar(byte ch, byte *charSet);
void copyChar(FrameHeader *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen);
public:
FontRenderer(Sword2Engine *vm) : _vm(vm) {
for (int i = 0; i < MAX_text_blocs; i++)
_blocList[i].text_mem = NULL;
}
~FontRenderer() {
for (int i = 0; i < MAX_text_blocs; i++)
free(_blocList[i].text_mem);
}
byte *makeTextSprite(byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
void killTextBloc(uint32 bloc_number);
void printTextBlocs(void);
uint32 buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification);
};
} // End of namespace Sword2
#endif