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https://github.com/libretro/scummvm.git
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dd0c030278
Alpha channel is inverted in the game assets and that lead to issues in OpenGL renderer. E.g. screenshot of savegames were partly black or showing artifacts closes #10983
223 lines
6.1 KiB
C++
223 lines
6.1 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 "bladerunner/font.h"
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#include "bladerunner/bladerunner.h"
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#include "common/debug.h"
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namespace BladeRunner {
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Font::Font(BladeRunnerEngine *vm) {
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_vm = vm;
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reset();
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}
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Font::~Font() {
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close();
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}
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bool Font::open(const Common::String &fileName, int screenWidth, int screenHeight, int spacing1, int spacing2, uint16 color) {
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reset();
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_screenWidth = screenWidth;
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_screenHeight = screenHeight;
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_spacing1 = spacing1;
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_spacing2 = spacing2;
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_defaultColor = color;
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_color = color;
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Common::ScopedPtr<Common::SeekableReadStream> stream(_vm->getResourceStream(fileName));
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if (!stream) {
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warning("Font::open failed to open '%s'", fileName.c_str());
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return false;
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}
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_characterCount = stream->readUint32LE();
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_maxWidth = stream->readUint32LE();
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_maxHeight = stream->readUint32LE();
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_dataSize = stream->readUint32LE();
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_data = new uint16[_dataSize];
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if (!_data) {
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warning("Font::open failed to allocate font buffer");
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return false;
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}
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for (int i = 0; i < _characterCount; i++) {
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_characters[i].x = stream->readUint32LE();
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_characters[i].y = stream->readUint32LE();
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_characters[i].width = stream->readUint32LE();
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_characters[i].height = stream->readUint32LE();
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_characters[i].dataOffset = stream->readUint32LE();
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}
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for (int i = 0; i < _dataSize; i++) {
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_data[i] = stream->readUint16LE();
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}
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return true;
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}
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void Font::close() {
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if (_data != nullptr) {
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delete[] _data;
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}
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reset();
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}
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void Font::setSpacing(int spacing1, int spacing2) {
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if (_data) {
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_spacing1 = spacing1;
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_spacing2 = spacing2;
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}
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}
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void Font::setColor(uint16 color) {
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_color = color;
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}
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void Font::draw(const Common::String &text, Graphics::Surface &surface, int x, int y) const {
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if (!_data) {
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return;
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}
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x = CLIP(x, 0, _screenWidth - getTextWidth(text) + 1);
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y = CLIP(y, 0, _screenHeight - _maxHeight);
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const uint8 *character = (const uint8 *)text.c_str();
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while (*character != 0) {
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drawCharacter(*character, surface, x, y);
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x += _spacing1 + _characters[*character + 1].width;
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character++;
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}
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}
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void Font::drawColor(const Common::String &text, Graphics::Surface &surface, int x, int y, uint16 color) {
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setColor(color);
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draw(text, surface, x, y);
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}
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void Font::drawNumber(int num, Graphics::Surface &surface, int x, int y) const {
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char buffer[20];
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snprintf(buffer, 20, "%d", num);
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draw(buffer, surface, x, y);
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}
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int Font::getTextWidth(const Common::String &text) const {
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const uint8 *character = (const uint8 *)text.c_str();
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if (!_data) {
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return 0;
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}
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int totalWidth = 0;
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if (*character == 0) {
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return 0;
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}
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while (*character != 0) {
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totalWidth += _spacing1 + _characters[*character + 1].width;
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character++;
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}
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return totalWidth - _spacing1;
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}
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int Font::getTextHeight(const Common::String &text) const {
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return _maxHeight;
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}
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void Font::reset() {
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_maxWidth = 0;
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_maxHeight = 0;
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_characterCount = 0;
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_data = nullptr;
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_dataSize = 0;
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_screenWidth = 0;
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_screenHeight = 0;
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_spacing1 = 0;
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_spacing2 = 0;
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_color = screenPixelFormat().RGBToColor(255, 255, 255);
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_intersperse = 0;
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memset(_characters, 0, 256 * sizeof(Character));
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}
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void Font::drawCharacter(const uint8 character, Graphics::Surface &surface, int x, int y) const {
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uint8 characterIndex = character + 1;
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if (x < 0 || x >= _screenWidth || y < 0 || y >= _screenHeight || !_data || characterIndex >= _characterCount) {
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return;
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}
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uint16 *dstPtr = (uint16 *)surface.getBasePtr(x + _characters[characterIndex].x, y + _characters[characterIndex].y);
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uint16 *srcPtr = &_data[_characters[characterIndex].dataOffset];
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int width = _characters[characterIndex].width;
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int height = _characters[characterIndex].height;
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if (_intersperse && y & 1) {
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dstPtr += surface.pitch / 2;
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}
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int endY = height + y - 1;
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int currentY = y;
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// FIXME/TODO
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// This width and height check were added as a temporary bug fix -- a sanity check which is only needed for the internal TAHOMA18.FON font.
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// That font's glyph properties table is corrupted - the start of the file states that there are 0xF7 (=247) entries in the char properties table
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// but that table get corrupted past the 176th entry. The image data glyph part of the FON file also only covers the 176 entries.
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// So the following if clause-check will return here if the width and height values are unnaturally big.
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// The bug only affects debug cases where all character glyph need to be displayed...
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// ...or potential custom dialogue / translations that reference characters that are not within the range of ASCII values for the normal Latin characters.
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if (width > 100 || height > 100) {
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return;
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}
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while (currentY <= endY && currentY < _screenHeight) {
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int currentX = x;
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int endX = width + x - 1;
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while (currentX <= endX && currentX < _screenWidth) {
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uint8 a, r, g, b;
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gameDataPixelFormat().colorToARGB(*srcPtr, a, r, g, b);
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if (!a) {
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if (_color == _defaultColor) {
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// Ignore the alpha in the output as it is inversed in the input
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*dstPtr = surface.format.RGBToColor(r, g, b);
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} else {
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*dstPtr = _color;
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}
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}
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dstPtr++;
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srcPtr++;
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currentX++;
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}
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dstPtr += surface.pitch / 2 - width;
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if (_intersperse) {
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srcPtr += width;
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dstPtr += surface.pitch / 2;
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currentY++;
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}
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currentY++;
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}
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}
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} // End of namespace BladeRunner
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