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https://github.com/libretro/scummvm.git
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6ae8218d53
"StandardHeader" instead of "_standardHeader". svn-id: r11997
147 lines
4.6 KiB
C++
147 lines
4.6 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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/****************************************************************************
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* MAKETEXT.H - Function prototype for text sprite builder routine JEL Oct96
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*
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* The routine returns a memory handle to a movable memory block containing
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* the required sprite, which must be locked before use. ie. lock, draw
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* sprite, unlock/free.
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*
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* The sprite data contains a frameHeader, but not a standard file header.
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*
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* Debugger will trap error when word too big for line (maxWidth) or when
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* more lines needed than max expected (MAX_LINES)
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*
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* PARAMETERS:
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*
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* 'sentence' points to a NULL-TERMINATED STRING
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* - string must contain no leading/tailing/extra spaces
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* - out-of-range characters in the string are forced to the output as
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* a special error-signal character (chequered flag)
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*
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* 'maxWidth' is the maximum allowed text sprite width, in PIXELS
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*
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* 'pen' is the desired colour (0-255) for the main body of each character
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*
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* NB. Border colour is #DEFINEd in textsprt.c (to a colour value for BLACK)
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* if 'pen' is zero, the characters are copied directly and NOT remapped.
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*
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* 'charSet' points to the beginning of the standard file header for the
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* desired character set
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*
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* NB. The first and last characters in the set are #DEFINEd in textsprt.c
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*
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* RETURNS:
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*
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* 'textSprite' points to the handle to be used for the text sprite
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*
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****************************************************************************/
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#ifndef _MAKETEXT_H
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#define _MAKETEXT_H
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#include "sword2/debug.h"
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// Output colour for character border - should be be black but note that we
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// have to use a different pen number during sequences
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#define BORDER_PEN 194
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namespace Sword2 {
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// allow enough for all the debug text blocks (see debug.cpp)
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#define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS + 1
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enum {
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// only for debug text, since it doesn't keep text inside the screen
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// margin!
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NO_JUSTIFICATION = 0,
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// these all force text inside the screen edge margin when necessary
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POSITION_AT_CENTRE_OF_BASE = 1,
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POSITION_AT_CENTRE_OF_TOP = 2,
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POSITION_AT_LEFT_OF_TOP = 3,
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POSITION_AT_RIGHT_OF_TOP = 4,
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POSITION_AT_LEFT_OF_BASE = 5,
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POSITION_AT_RIGHT_OF_BASE = 6,
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POSITION_AT_LEFT_OF_CENTRE = 7,
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POSITION_AT_RIGHT_OF_CENTRE = 8
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};
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enum {
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DEFAULT_TEXT = 0,
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FINNISH_TEXT = 1,
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POLISH_TEXT = 2
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};
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struct TextBloc {
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int16 x;
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int16 y;
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// RDSPR_ status bits - see defintion of SpriteInfo structure for
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// correct size!
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uint16 type;
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Memory *text_mem;
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};
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struct LineInfo {
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uint16 width; // width of line in pixels
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uint16 length; // length of line in characters
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};
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class FontRenderer {
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private:
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Sword2Engine *_vm;
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TextBloc _blocList[MAX_text_blocs];
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// layout variables - these used to be defines, but now we're dealing
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// with 2 character sets
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int8 _lineSpacing; // no. of pixels to separate lines of
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// characters in the output sprite - negative
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// for overlap
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int8 _charSpacing; // no. of pixels to separate characters along
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// each line - negative for overlap
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uint8 _borderPen; // output pen colour of character borders
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uint16 analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line);
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Memory *buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines);
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uint16 charWidth(uint8 ch, uint32 fontRes);
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uint16 charHeight(uint32 fontRes);
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FrameHeader* findChar(uint8 ch, uint8 *charSet);
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void copyChar(FrameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen);
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public:
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FontRenderer(Sword2Engine *vm) : _vm(vm) {
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for (int i = 0; i < MAX_text_blocs; i++)
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_blocList[i].text_mem = NULL;
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}
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Memory *makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
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void killTextBloc(uint32 bloc_number);
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void printTextBlocs(void);
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uint32 buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification);
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};
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} // End of namespace Sword2
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#endif
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