scummvm/engines/tinsel/text.cpp
Eugene Sandulenko 696897b058 Whoa! Removing trailing spaces.
svn-id: r35648
2009-01-01 15:06:43 +00:00

281 lines
8.2 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.
*
* $URL$
* $Id$
*
* Text utilities.
*/
#include "tinsel/dw.h"
#include "tinsel/graphics.h" // object plotting
#include "tinsel/handle.h"
#include "tinsel/sched.h" // process scheduler defines
#include "tinsel/strres.h" // bMultiByte
#include "tinsel/text.h" // text defines
namespace Tinsel {
/**
* Returns the length of one line of a string in pixels.
* @param szStr String
* @param pFont Which font to use for dimensions
*/
int StringLengthPix(char *szStr, const FONT *pFont) {
int strLen; // accumulated length of string
byte c;
SCNHANDLE hImg;
// while not end of string or end of line
for (strLen = 0; (c = *szStr) != EOS_CHAR && c != LF_CHAR; szStr++) {
if (bMultiByte) {
if (c & 0x80)
c = ((c & ~0x80) << 8) + *++szStr;
}
hImg = FROM_LE_32(pFont->fontDef[c]);
if (hImg) {
// there is a IMAGE for this character
const IMAGE *pChar = (const IMAGE *)LockMem(hImg);
// add width of font bitmap
strLen += FROM_LE_16(pChar->imgWidth);
} else
// use width of space character
strLen += FROM_LE_32(pFont->spaceSize);
// finally add the inter-character spacing
strLen += FROM_LE_32(pFont->xSpacing);
}
// return length of line in pixels - minus inter-char spacing for last character
strLen -= FROM_LE_32(pFont->xSpacing);
return (strLen > 0) ? strLen : 0;
}
/**
* Returns the justified x start position of a line of text.
* @param szStr String to output
* @param xPos X position of string
* @param pFont Which font to use
* @param mode Mode flags for the string
*/
int JustifyText(char *szStr, int xPos, const FONT *pFont, int mode) {
if (mode & TXT_CENTRE) {
// centre justify the text
// adjust x positioning by half the length of line in pixels
xPos -= StringLengthPix(szStr, pFont) / 2;
} else if (mode & TXT_RIGHT) {
// right justify the text
// adjust x positioning by length of line in pixels
xPos -= StringLengthPix(szStr, pFont);
}
// return text line x start position
return xPos;
}
/**
* Main text outputting routine. If a object list is specified a
* multi-object is created for the whole text and a pointer to the head
* of the list is returned.
* @param pList Object list to add text to
* @param szStr String to output
* @param colour Colour for monochrome text
* @param xPos X position of string
* @param yPos Y position of string
* @param hFont Which font to use
* @param mode Mode flags for the string
* @param sleepTime Sleep time between each character (if non-zero)
*/
OBJECT *ObjectTextOut(CORO_PARAM, OBJECT *pList, char *szStr, int colour,
int xPos, int yPos, SCNHANDLE hFont, int mode, int sleepTime) {
int xJustify; // x position of text after justification
int yOffset; // offset to next line of text
OBJECT *pFirst; // head of multi-object text list
OBJECT *pChar = 0; // object ptr for the character
byte c;
SCNHANDLE hImg;
const IMAGE *pImg;
// make sure there is a linked list to add text to
assert(pList);
// get font pointer
const FONT *pFont = (const FONT *)LockMem(hFont);
// init head of text list
pFirst = NULL;
// get image for capital W
assert(pFont->fontDef[(int)'W']);
pImg = (const IMAGE *)LockMem(FROM_LE_32(pFont->fontDef[(int)'W']));
// get height of capital W for offset to next line
yOffset = FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK;
while (*szStr) {
// x justify the text according to the mode flags
xJustify = JustifyText(szStr, xPos, pFont, mode);
// repeat until end of string or end of line
while ((c = *szStr) != EOS_CHAR && c != LF_CHAR) {
if (bMultiByte) {
if (c & 0x80)
c = ((c & ~0x80) << 8) + *++szStr;
}
hImg = FROM_LE_32(pFont->fontDef[c]);
if (hImg == 0) {
// no image for this character
// add font spacing for a space character
xJustify += FROM_LE_32(pFont->spaceSize);
} else { // printable character
int aniX, aniY; // char image animation offsets
OBJ_INIT oi;
oi.hObjImg = FROM_LE_32(pFont->fontInit.hObjImg);
oi.objFlags = FROM_LE_32(pFont->fontInit.objFlags);
oi.objID = FROM_LE_32(pFont->fontInit.objID);
oi.objX = FROM_LE_32(pFont->fontInit.objX);
oi.objY = FROM_LE_32(pFont->fontInit.objY);
oi.objZ = FROM_LE_32(pFont->fontInit.objZ);
// allocate and init a character object
if (pFirst == NULL)
// first time - init head of list
pFirst = pChar = InitObject(&oi); // FIXME: endian issue using fontInit!!!
else
// chain to multi-char list
pChar = pChar->pSlave = InitObject(&oi); // FIXME: endian issue using fontInit!!!
// convert image handle to pointer
pImg = (const IMAGE *)LockMem(hImg);
// fill in character object
pChar->hImg = hImg; // image def
pChar->width = FROM_LE_16(pImg->imgWidth); // width of chars bitmap
pChar->height = FROM_LE_16(pImg->imgHeight) & ~C16_FLAG_MASK; // height of chars bitmap
pChar->hBits = FROM_LE_32(pImg->hImgBits); // bitmap
// check for absolute positioning
if (mode & TXT_ABSOLUTE)
pChar->flags |= DMA_ABS;
// set characters colour - only effective for mono fonts
pChar->constant = colour;
// get Y animation offset
GetAniOffset(hImg, pChar->flags, &aniX, &aniY);
// set x position - ignore animation point
pChar->xPos = intToFrac(xJustify);
// set y position - adjust for animation point
pChar->yPos = intToFrac(yPos - aniY);
if (mode & TXT_SHADOW) {
// we want to shadow the character
OBJECT *pShad;
// allocate a object for the shadow and chain to multi-char list
pShad = pChar->pSlave = AllocObject();
// copy the character for a shadow
CopyObject(pShad, pChar);
// add shadow offsets to characters position
pShad->xPos += intToFrac(FROM_LE_32(pFont->xShadow));
pShad->yPos += intToFrac(FROM_LE_32(pFont->yShadow));
// shadow is behind the character
pShad->zPos--;
// shadow is always mono
pShad->flags = DMA_CNZ | DMA_CHANGED;
// check for absolute positioning
if (mode & TXT_ABSOLUTE)
pShad->flags |= DMA_ABS;
// shadow always uses first palette entry
// should really alloc a palette here also ????
pShad->constant = 1;
// add shadow to object list
InsertObject(pList, pShad);
}
// add character to object list
InsertObject(pList, pChar);
// move to end of list
if (pChar->pSlave)
pChar = pChar->pSlave;
// add character spacing
xJustify += FROM_LE_16(pImg->imgWidth);
}
// finally add the inter-character spacing
xJustify += FROM_LE_32(pFont->xSpacing);
// next character in string
++szStr;
}
// adjust the text y position and add the inter-line spacing
yPos += yOffset + FROM_LE_32(pFont->ySpacing);
// check for newline
if (c == LF_CHAR)
// next character in string
++szStr;
}
// return head of list
return pFirst;
}
/**
* Is there an image for this character in this font?
* @param hFont which font to use
* @param c character to test
*/
bool IsCharImage(SCNHANDLE hFont, char c) {
byte c2 = (byte)c;
// Inventory save game name editor needs to be more clever for
// multi-byte characters. This bodge will stop it erring.
if (bMultiByte && (c2 & 0x80))
return false;
// get font pointer
const FONT *pFont = (const FONT *)LockMem(hFont);
return pFont->fontDef[c2] != 0;
}
} // end of namespace Tinsel