scummvm/engines/scumm/charset.h
Florian Kagerer c841c3fb7c SCUMM/FM-TOWNS: more improvements to japanese font drawing
- made use of LordHotos graphics/sjis code to reduce code duplication
- japanese mode for version 3 and 5 works fine now with few exceptions (some line spacing glitches in MI1 intro etc.)

svn-id: r53554
2010-10-17 13:08:00 +00:00

226 lines
5.8 KiB
C++

/* 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 SCUMM_CHARSET_H
#define SCUMM_CHARSET_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "graphics/sjis.h"
#include "scumm/gfx.h"
#include "scumm/saveload.h"
namespace Scumm {
class ScummEngine;
class NutRenderer;
struct VirtScreen;
static inline bool checkSJISCode(byte c) {
if ((c >= 0x80 && c <= 0x9f) || (c >= 0xe0 && c <= 0xfd))
return true;
return false;
}
class CharsetRenderer {
public:
Common::Rect _str;
int _top;
int _left, _startLeft;
int _right;
protected:
byte _color;
public:
bool _center;
bool _hasMask; // True if "removable" text is visible somewhere (should be called _hasText or so)
VirtScreenNumber _textScreenID; // ID of the virtual screen on which the text is visible.
bool _blitAlso;
bool _firstChar;
bool _disableOffsX;
protected:
ScummEngine *_vm;
int32 _curId;
public:
CharsetRenderer(ScummEngine *vm);
virtual ~CharsetRenderer();
virtual void printChar(int chr, bool ignoreCharsetMask) = 0;
virtual void drawChar(int chr, const Graphics::Surface &s, int x, int y) {}
int getStringWidth(int a, const byte *str);
void addLinebreaks(int a, byte *str, int pos, int maxwidth);
void translateColor();
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
void processTownsCharsetColors(uint8 bytesPerPixel);
#endif
virtual void setCurID(int32 id) = 0;
int getCurID() { return _curId; }
virtual int getFontHeight() = 0;
virtual int getCharHeight(byte chr) { return getFontHeight(); }
virtual int getCharWidth(uint16 chr) = 0;
virtual void setColor(byte color) { _color = color; translateColor(); }
void saveLoadWithSerializer(Serializer *ser);
};
class CharsetRendererCommon : public CharsetRenderer {
protected:
const byte *_fontPtr;
int _bytesPerPixel;
int _fontHeight;
int _numChars;
enum ShadowMode {
kNoShadowMode,
kFMTOWNSShadowMode,
kNormalShadowMode
};
byte _shadowColor;
ShadowMode _shadowMode;
void enableShadow(bool enable);
virtual void drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scale2x = false);
public:
CharsetRendererCommon(ScummEngine *vm);
void setCurID(int32 id);
int getFontHeight();
};
class CharsetRendererClassic : public CharsetRendererCommon {
protected:
void drawBitsN(const Graphics::Surface &s, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height, bool scale2x = false);
void printCharIntern(bool is2byte, const byte *charPtr, int origWidth, int origHeight, int width, int height, VirtScreen *vs, bool ignoreCharsetMask);
public:
CharsetRendererClassic(ScummEngine *vm) : CharsetRendererCommon(vm) {}
void printChar(int chr, bool ignoreCharsetMask);
void drawChar(int chr, const Graphics::Surface &s, int x, int y);
int getCharWidth(uint16 chr);
// Some SCUMM 5 games contain hard coded logic to determine whether to use
// the SCUMM fonts or the FM-Towns font rom to draw a character. For the other
// games we will simply check for a character greater 127.
bool useTownsFontRomCharacter(uint16 chr);
};
class CharsetRendererNES : public CharsetRendererCommon {
protected:
byte *_trTable;
void drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scale2x = false);
public:
CharsetRendererNES(ScummEngine *vm) : CharsetRendererCommon(vm) {}
void setCurID(int32 id) {}
void printChar(int chr, bool ignoreCharsetMask);
void drawChar(int chr, const Graphics::Surface &s, int x, int y);
int getFontHeight() { return 8; }
int getCharWidth(uint16 chr) { return 8; }
};
class CharsetRendererV3 : public CharsetRendererCommon {
protected:
const byte *_widthTable;
public:
CharsetRendererV3(ScummEngine *vm) : CharsetRendererCommon(vm) {}
void printChar(int chr, bool ignoreCharsetMask);
void drawChar(int chr, const Graphics::Surface &s, int x, int y);
void setCurID(int32 id);
void setColor(byte color);
int getCharWidth(uint16 chr);
};
#ifdef USE_RGB_COLOR
class CharsetRendererPCE : public CharsetRendererV3 {
protected:
void drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scale2x = false);
public:
CharsetRendererPCE(ScummEngine *vm) : CharsetRendererV3(vm) {}
void setColor(byte color);
};
#endif
class CharsetRendererV2 : public CharsetRendererV3 {
protected:
bool _deleteFontPtr;
public:
CharsetRendererV2(ScummEngine *vm, Common::Language language);
~CharsetRendererV2();
void setCurID(int32 id) {}
int getCharWidth(uint16 chr) { return 8; }
};
#ifdef ENABLE_SCUMM_7_8
class CharsetRendererNut : public CharsetRenderer {
protected:
NutRenderer *_fr[5];
NutRenderer *_current;
public:
CharsetRendererNut(ScummEngine *vm);
~CharsetRendererNut();
void printChar(int chr, bool ignoreCharsetMask);
void setCurID(int32 id);
int getFontHeight();
int getCharHeight(byte chr);
int getCharWidth(uint16 chr);
};
#endif
} // End of namespace Scumm
#endif