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aa2b2d4178
SJIS code only gets built when it's needed by an engine, but AGOS wasn't marked as one of the engines that requires it, breaking static engine builds.
303 lines
7.9 KiB
C++
303 lines
7.9 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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// The code in this file is currently used in KYRA, SCI, SCUMM, SAGA,
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// and AGOS. If none of those are enabled, we will skip compiling it.
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// We also enable this code for ScummVM builds including support
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// for dynamic engine plugins.
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// If you plan to use this code in another engine, you will have
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// to add the proper define check here.
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#if !(defined(ENABLE_KYRA) || defined(ENABLE_SCI) || defined(ENABLE_SCUMM) || defined(ENABLE_SAGA) || defined(ENABLE_AGOS) || defined(DYNAMIC_MODULES))
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// If neither of the above mentioned is enabled, do not include the SJIS code.
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#else
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#ifndef GRAPHICS_SJIS_H
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#define GRAPHICS_SJIS_H
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#ifdef __DS__
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/* This disables the flipped mode which is used in FM-Towns versions
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* of Monkey Island 1 (and maybe other SCUMM 5 games). These are not supported
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* on the DS, so it makes sense to have a corresponding setting here.
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*/
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#define DISABLE_FLIPPED_MODE
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#endif
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#include "common/scummsys.h"
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#include "common/platform.h"
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namespace Graphics {
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/**
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* @defgroup graphics_sjis Shift JIS font
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* @ingroup graphics
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*
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* @brief FontSJIS class for handling Japanese characters.
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*
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* @{
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*/
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struct Surface;
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/**
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* A font that is able to draw SJIS encoded characters.
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*/
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class FontSJIS {
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public:
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virtual ~FontSJIS() {}
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/**
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* Creates the first SJIS font, which ROM/font file is present.
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* It will also call loadData, so the user can just start
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* using the font.
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*
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* It'll prefer the platform specific ROM file, when platform
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* is set to a value, which's font ROM is supported.
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* So far that is only kPlatformFMTowns.
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*
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* The last file tried is ScummVM's SJIS.FNT file.
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*/
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static FontSJIS *createFont(const Common::Platform platform = Common::kPlatformUnknown);
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/**
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* Load the font data.
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*/
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virtual bool loadData() = 0;
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/**
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* Enable drawing with outline or shadow if supported by the Font.
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*
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* After changing outline state, getFontHeight and getMaxFontWidth / getCharWidth might return
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* different values!
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*/
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enum DrawingMode {
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kDefaultMode,
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kOutlineMode,
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kShadowRightMode,
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kShadowLeftMode,
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kFMTownsShadowMode
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};
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virtual void setDrawingMode(DrawingMode mode) {}
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/**
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* Enable fat character drawing if supported by the Font (used in EOB II FM-Towns).
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*/
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virtual void toggleFatPrint(bool enable) {}
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/**
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* Enable flipped character drawing if supported by the Font (e.g. in the MI1 circus scene after Guybrush gets shot out of the cannon).
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*/
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virtual void toggleFlippedMode(bool enable) {}
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/**
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* Set spacing between characters and lines. This affects font height / char width
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*/
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virtual void setCharSpacing(int spacing) {}
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virtual void setLineSpacing(int spacing) {}
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/**
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* Returns the height of the font.
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*/
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virtual uint getFontHeight() const = 0;
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/**
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* Returns the max. width of the font.
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*/
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virtual uint getMaxFontWidth() const = 0;
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/**
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* Returns the width of a specific character.
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*/
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virtual uint getCharWidth(uint16 ch) const = 0;
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/**
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* Draws a SJIS encoded character on the given surface.
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*/
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void drawChar(Graphics::Surface &dst, uint16 ch, int x, int y, uint32 c1, uint32 c2) const;
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/**
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* Draws a SJIS char on the given raw buffer.
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*
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* @param dst pointer to the destination
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* @param ch character to draw (in little endian)
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* @param pitch pitch of the destination buffer (size in *bytes*)
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* @param bpp bytes per pixel of the destination buffer
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* @param c1 forground color
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* @param c2 outline color
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* @param maxW max draw width (to ensure that character drawing takes place within surface boundaries), -1 = no check
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* @param maxH max draw height (to ensure that character drawing takes place within surface boundaries), -1 = no check
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*/
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virtual void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW, int maxH) const = 0;
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};
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/**
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* A base class to render monochrome SJIS fonts.
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*/
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class FontSJISBase : public FontSJIS {
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public:
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FontSJISBase();
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virtual void setDrawingMode(DrawingMode mode);
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virtual void toggleFlippedMode(bool enable);
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virtual void toggleFatPrint(bool enable);
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virtual uint getFontHeight() const;
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virtual uint getMaxFontWidth() const;
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virtual uint getCharWidth(uint16 ch) const;
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virtual void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW, int maxH) const;
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private:
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template<typename Color>
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void blitCharacter(const uint8 *glyph, const int w, const int h, uint8 *dst, int pitch, Color c) const;
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void createOutline(uint8 *outline, const uint8 *glyph, const int w, const int h) const;
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#ifndef DISABLE_FLIPPED_MODE
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// This is used in the FM-Towns version of Monkey Island 1
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// when Guybrush gets shot out of the cannon in the circus tent.
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const uint8 *flipCharacter(const uint8 *glyph, const int w) const;
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mutable uint8 _tempGlyph[32];
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#endif
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const uint8 *makeFatCharacter(const uint8 *glyph, const int w) const;
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mutable uint8 _tempGlyph2[32];
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protected:
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DrawingMode _drawMode;
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bool _flippedMode, _fatPrint;
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int _fontWidth, _fontHeight;
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uint8 _bitPosNewLineMask;
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bool isASCII(uint16 ch) const;
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virtual const uint8 *getCharData(uint16 c) const = 0;
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enum DrawingFeature {
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kFeatDefault = 1 << 0,
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kFeatOutline = 1 << 1,
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kFeatShadow = 1 << 2,
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kFeatFMTownsShadow = 1 << 3,
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kFeatFlipped = 1 << 4,
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kFeatFatPrint = 1 << 5
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};
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virtual bool hasFeature(int feat) const = 0;
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};
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/**
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* FM-TOWNS ROM based SJIS compatible font.
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*
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* This is used in KYRA, SCUMM and SCI.
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*/
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class FontTowns : public FontSJISBase {
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public:
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/**
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* Loads the ROM data from "FMT_FNT.ROM".
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*/
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bool loadData();
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static int getCharFMTChunk(uint16 ch);
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private:
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enum {
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kFont16x16Chars = 7808,
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kFont8x16Chars = 256
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};
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uint8 _fontData16x16[kFont16x16Chars * 32];
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uint8 _fontData8x16[kFont8x16Chars * 32];
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virtual const uint8 *getCharData(uint16 c) const;
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bool hasFeature(int feat) const;
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};
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/**
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* PC-Engine System Card based SJIS compatible font.
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*
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* This is used in LOOM.
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*/
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class FontPCEngine : public FontSJISBase {
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public:
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/**
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* Loads the ROM data from "pce.cdbios".
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*/
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bool loadData();
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private:
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enum {
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kFont12x12Chars = 3418
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};
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uint8 _fontData12x12[kFont12x12Chars * 18];
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virtual const uint8 *getCharData(uint16 c) const;
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bool hasFeature(int feat) const;
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};
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/**
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* Our custom SJIS FNT.
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*/
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class FontSjisSVM : public FontSJISBase {
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public:
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FontSjisSVM(const Common::Platform platform);
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~FontSjisSVM();
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/**
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* Load the font data from "SJIS.FNT".
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*/
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bool loadData();
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private:
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uint8 *_fontData16x16;
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uint _fontData16x16Size;
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uint8 *_fontData8x16;
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uint _fontData8x16Size;
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uint8 *_fontData12x12;
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uint _fontData12x12Size;
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virtual const uint8 *getCharData(uint16 c) const;
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bool hasFeature(int feat) const;
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const uint8 *getCharDataPCE(uint16 c) const;
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const uint8 *getCharDataDefault(uint16 c) const;
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void mapKANJIChar(const uint8 fB, const uint8 sB, int &base, int &index) const;
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enum {
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kSjisFontVersion = 3
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};
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};
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// TODO: Consider adding support for PC98 ROM
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/** @} */
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} // End of namespace Graphics
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#endif
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#endif // engine and dynamic plugins guard
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