mirror of
https://github.com/libretro/scummvm.git
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c841c3fb7c
- 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
226 lines
5.8 KiB
C++
226 lines
5.8 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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* $URL$
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* $Id$
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*/
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#ifndef SCUMM_CHARSET_H
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#define SCUMM_CHARSET_H
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#include "common/scummsys.h"
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#include "common/rect.h"
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#include "graphics/sjis.h"
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#include "scumm/gfx.h"
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#include "scumm/saveload.h"
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namespace Scumm {
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class ScummEngine;
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class NutRenderer;
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struct VirtScreen;
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static inline bool checkSJISCode(byte c) {
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if ((c >= 0x80 && c <= 0x9f) || (c >= 0xe0 && c <= 0xfd))
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return true;
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return false;
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}
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class CharsetRenderer {
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public:
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Common::Rect _str;
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int _top;
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int _left, _startLeft;
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int _right;
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protected:
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byte _color;
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public:
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bool _center;
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bool _hasMask; // True if "removable" text is visible somewhere (should be called _hasText or so)
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VirtScreenNumber _textScreenID; // ID of the virtual screen on which the text is visible.
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bool _blitAlso;
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bool _firstChar;
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bool _disableOffsX;
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protected:
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ScummEngine *_vm;
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int32 _curId;
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public:
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CharsetRenderer(ScummEngine *vm);
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virtual ~CharsetRenderer();
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virtual void printChar(int chr, bool ignoreCharsetMask) = 0;
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virtual void drawChar(int chr, const Graphics::Surface &s, int x, int y) {}
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int getStringWidth(int a, const byte *str);
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void addLinebreaks(int a, byte *str, int pos, int maxwidth);
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void translateColor();
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#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
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void processTownsCharsetColors(uint8 bytesPerPixel);
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#endif
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virtual void setCurID(int32 id) = 0;
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int getCurID() { return _curId; }
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virtual int getFontHeight() = 0;
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virtual int getCharHeight(byte chr) { return getFontHeight(); }
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virtual int getCharWidth(uint16 chr) = 0;
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virtual void setColor(byte color) { _color = color; translateColor(); }
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void saveLoadWithSerializer(Serializer *ser);
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};
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class CharsetRendererCommon : public CharsetRenderer {
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protected:
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const byte *_fontPtr;
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int _bytesPerPixel;
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int _fontHeight;
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int _numChars;
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enum ShadowMode {
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kNoShadowMode,
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kFMTOWNSShadowMode,
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kNormalShadowMode
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};
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byte _shadowColor;
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ShadowMode _shadowMode;
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void enableShadow(bool enable);
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virtual void drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scale2x = false);
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public:
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CharsetRendererCommon(ScummEngine *vm);
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void setCurID(int32 id);
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int getFontHeight();
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};
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class CharsetRendererClassic : public CharsetRendererCommon {
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protected:
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void drawBitsN(const Graphics::Surface &s, byte *dst, const byte *src, byte bpp, int drawTop, int width, int height, bool scale2x = false);
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void printCharIntern(bool is2byte, const byte *charPtr, int origWidth, int origHeight, int width, int height, VirtScreen *vs, bool ignoreCharsetMask);
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public:
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CharsetRendererClassic(ScummEngine *vm) : CharsetRendererCommon(vm) {}
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void printChar(int chr, bool ignoreCharsetMask);
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void drawChar(int chr, const Graphics::Surface &s, int x, int y);
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int getCharWidth(uint16 chr);
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// Some SCUMM 5 games contain hard coded logic to determine whether to use
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// the SCUMM fonts or the FM-Towns font rom to draw a character. For the other
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// games we will simply check for a character greater 127.
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bool useTownsFontRomCharacter(uint16 chr);
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};
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class CharsetRendererNES : public CharsetRendererCommon {
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protected:
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byte *_trTable;
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void drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scale2x = false);
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public:
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CharsetRendererNES(ScummEngine *vm) : CharsetRendererCommon(vm) {}
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void setCurID(int32 id) {}
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void printChar(int chr, bool ignoreCharsetMask);
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void drawChar(int chr, const Graphics::Surface &s, int x, int y);
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int getFontHeight() { return 8; }
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int getCharWidth(uint16 chr) { return 8; }
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};
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class CharsetRendererV3 : public CharsetRendererCommon {
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protected:
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const byte *_widthTable;
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public:
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CharsetRendererV3(ScummEngine *vm) : CharsetRendererCommon(vm) {}
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void printChar(int chr, bool ignoreCharsetMask);
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void drawChar(int chr, const Graphics::Surface &s, int x, int y);
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void setCurID(int32 id);
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void setColor(byte color);
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int getCharWidth(uint16 chr);
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};
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#ifdef USE_RGB_COLOR
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class CharsetRendererPCE : public CharsetRendererV3 {
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protected:
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void drawBits1(const Graphics::Surface &s, byte *dst, const byte *src, int drawTop, int width, int height, uint8 bitDepth, bool scale2x = false);
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public:
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CharsetRendererPCE(ScummEngine *vm) : CharsetRendererV3(vm) {}
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void setColor(byte color);
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};
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#endif
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class CharsetRendererV2 : public CharsetRendererV3 {
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protected:
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bool _deleteFontPtr;
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public:
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CharsetRendererV2(ScummEngine *vm, Common::Language language);
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~CharsetRendererV2();
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void setCurID(int32 id) {}
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int getCharWidth(uint16 chr) { return 8; }
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};
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#ifdef ENABLE_SCUMM_7_8
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class CharsetRendererNut : public CharsetRenderer {
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protected:
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NutRenderer *_fr[5];
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NutRenderer *_current;
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public:
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CharsetRendererNut(ScummEngine *vm);
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~CharsetRendererNut();
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void printChar(int chr, bool ignoreCharsetMask);
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void setCurID(int32 id);
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int getFontHeight();
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int getCharHeight(byte chr);
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int getCharWidth(uint16 chr);
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};
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#endif
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} // End of namespace Scumm
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#endif
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