mirror of
https://github.com/libretro/scummvm.git
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802a301a16
svn-id: r12739
624 lines
18 KiB
C++
624 lines
18 KiB
C++
/* Copyright (C) 1994-2004 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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// MAKETEXT - Constructs a single-frame text sprite: returns a handle to a
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// FLOATING memory block containing the sprite, given a
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// null-terminated string, max width allowed, pen colour and
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// pointer to required character set.
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//
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// NB 1) The routine does not create a standard file header or
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// an anim header for the text sprite - the data simply begins
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// with the frame header.
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//
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// NB 2) If pen colour is zero, it copies the characters into
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// the sprite without remapping the colours.
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// ie. It can handle both the standard 2-colour font for speech
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// and any multicoloured fonts for control panels, etc.
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//
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// Based on textsprt.c as used for Broken Sword 1, but updated
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// for new system by JEL on 9oct96 and updated again (for font
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// as a resource) on 5dec96.
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#define MAX_LINES 30 // max character lines in output sprite
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#define BORDER_COL 200 // source colour for character border (only
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// needed for remapping colours)
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#define LETTER_COL 193 // source colour for bulk of character ( " )
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#define NO_COL 0 // sprite background - 0 for transparency!
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#define SPACE ' '
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#define FIRST_CHAR SPACE // first character in character set
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#define LAST_CHAR 255 // last character in character set
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#define DUD 64 // the first "chequered flag" (dud) symbol in
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// our character set is in the '@' position
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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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// info for each line of words in the output text sprite
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Memory *FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) {
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Memory *line; // handle for the memory block which will
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// contain the array of lineInfo structures
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Memory *textSprite; // handle for the block to contain the text
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// sprite itself
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uint16 noOfLines; // no of lines of text required to fit within
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// a sprite of width 'maxWidth' pixels
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debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth);
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_borderPen = border;
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// NB. ensure sentence contains no leading/tailing/extra spaces - if
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// necessary, copy to another array first, missing the extra spaces.
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// set the global layout variables
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if (fontRes == _vm->_speechFontId) {
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_lineSpacing = -6; // overlap lines by 6 pixels
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_charSpacing = -3; // overlap characters by 3 pixels
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} else if (fontRes == CONSOLE_FONT_ID) {
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_lineSpacing = 0; // no space or overlap between lines
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_charSpacing = 1; // 1 pixel spacing between each character
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} else {
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_lineSpacing = 0;
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_charSpacing = 0;
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}
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// allocate memory for array of lineInfo structures
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line = _vm->_memory->allocMemory(MAX_LINES * sizeof(LineInfo), MEM_locked, (uint32)UID_temp);
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// get details of sentence breakdown into array of LineInfo structures
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// and get the no of lines involved
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noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *) line->ad);
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// construct the sprite based on the info gathered - returns floating
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// mem block
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textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *) line->ad, noOfLines);
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// free up the lineInfo array now
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_vm->_memory->freeMemory(line);
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return textSprite;
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}
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uint16 FontRenderer::analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) {
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uint16 pos = 0, wordWidth, wordLength, spaceNeeded;
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uint16 lineNo = 0;
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uint8 ch;
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bool firstWord = true;
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// joinWidth = how much extra space is needed to append a word to a
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// line. NB. SPACE requires TWICE the '_charSpacing' to join a word
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// to line
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uint16 joinWidth = charWidth(SPACE, fontRes) + 2 * _charSpacing;
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// while not reached the NULL terminator
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do {
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// new word
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wordWidth = 0;
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wordLength = 0;
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// get first char of word (at position 'pos')
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ch = sentence[pos++];
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// while not SPACE or NULL terminator
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while ((ch != SPACE) && ch) {
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wordWidth += charWidth(ch, fontRes) + _charSpacing;
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wordLength++;
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ch = sentence[pos++];
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}
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// no _charSpacing after final letter of word!
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wordWidth -= _charSpacing;
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// 'ch' is now the SPACE or NULL following the word
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// 'pos' indexes to the position following 'ch'
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if (firstWord) {
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// first word on first line, so no separating SPACE
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// needed
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line[0].width = wordWidth;
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line[0].length = wordLength;
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firstWord = false;
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} else {
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// see how much extra space this word will need to
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// fit on current line (with a separating space
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// character - also overlapped)
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spaceNeeded = joinWidth + wordWidth;
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if (line[lineNo].width + spaceNeeded <= maxWidth) {
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// fits this line
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line[lineNo].width += spaceNeeded;
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// NB. space+word characters
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line[lineNo].length += 1 + wordLength;
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} else {
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// put word (without separating SPACE) at
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// start of next line
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// for next LineInfo structure in the array
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lineNo++;
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// exception if lineNo >= MAX_LINES
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// debug_only( lineNo < MAX_LINES );
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line[lineNo].width = wordWidth;
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line[lineNo].length = wordLength;
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}
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}
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} while (ch);
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// return no of lines
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return lineNo + 1;
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}
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// Returns a handle to a floating memory block containing a text sprite, given
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// a pointer to a null-terminated string, pointer to required character set,
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// required text pen colour (or zero to use source colours), pointer to the
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// array of linInfo structures created by 'analyseSentence()', and the number
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// of lines (ie. no. of elements in the 'line' array).
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// PC Version of BuildTextSprite
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Memory *FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) {
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uint8 *linePtr, *spritePtr;
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uint16 lineNo, pos = 0, posInLine, spriteWidth = 0, spriteHeight;
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uint16 sizeOfSprite;
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uint16 char_height = charHeight(fontRes);
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FrameHeader *frameHeadPtr, *charPtr;
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Memory *textSprite;
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uint8 *charSet;
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// spriteWidth = width of widest line of output text
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for (lineNo = 0; lineNo < noOfLines; lineNo++)
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if (line[lineNo].width > spriteWidth)
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spriteWidth = line[lineNo].width;
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// spriteHeight = tot height of char lines + tot height of separating
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// lines
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spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1);
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// total size (no of pixels)
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sizeOfSprite = spriteWidth * spriteHeight;
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// allocate memory for sprite, and lock it ready for use
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// NB. 'textSprite' is the given pointer to the handle to be used
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textSprite = _vm->_memory->allocMemory(sizeof(FrameHeader) + sizeOfSprite, MEM_locked, (uint32)UID_text_sprite);
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// the handle (*textSprite) now points to UNMOVABLE memory block
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// set up the frame header
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// point to the start of our memory block
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frameHeadPtr = (FrameHeader *) textSprite->ad;
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frameHeadPtr->compSize = 0;
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frameHeadPtr->width = spriteWidth;
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frameHeadPtr->height = spriteHeight;
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debug(5, "spriteWidth=%u", spriteWidth);
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debug(5, "spriteHeight=%u", spriteHeight);
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// ok, now point to the start (of the first line) of the sprite data
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// itelf
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linePtr = textSprite->ad + sizeof(FrameHeader);
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// start with transparent sprite (no colour)
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memset(linePtr, NO_COL, sizeOfSprite);
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// open font file
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charSet = _vm->_resman->openResource(fontRes);
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// fill sprite with characters, one line at a time
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for (lineNo = 0; lineNo < noOfLines; lineNo++) {
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// position the start of the line so that it is centred
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// across the sprite
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spritePtr = linePtr + (spriteWidth - line[lineNo].width) / 2;
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// copy the sprite for each character in this line to the
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// text sprite and inc the sprite ptr by the character's
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// width minus the 'overlap'
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for (posInLine = 0; posInLine < line[lineNo].length; posInLine++) {
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charPtr = findChar(sentence[pos++], charSet);
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#ifdef _SWORD2_DEBUG
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if (charPtr->height != char_height)
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error("FONT ERROR: '%c' is not same height as the space", sentence[pos - 1]);
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#endif
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copyChar(charPtr, spritePtr, spriteWidth, pen);
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spritePtr += charPtr->width + _charSpacing;
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}
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// skip space at end of last word in this line
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pos++;
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// move to start of next character line in text sprite
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linePtr += (char_height + _lineSpacing) * spriteWidth;
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}
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// close font file
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_vm->_resman->closeResource(fontRes);
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// unlock the sprite memory block, so it's movable
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_vm->_memory->floatMemory(textSprite);
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return textSprite;
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}
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// Returns the width of a character sprite, given the character's ASCII code
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// and a pointer to the start of the character set.
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uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) {
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FrameHeader *charFrame;
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uint8 *charSet;
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uint16 width;
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// open font file
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charSet = _vm->_resman->openResource(fontRes);
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// move to approp. sprite (header)
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charFrame = findChar(ch, charSet);
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width = charFrame->width;
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// close font file
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_vm->_resman->closeResource(fontRes);
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// return its width
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return width;
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}
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// Returns the height of a character sprite, given the character's ASCII code
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// and a pointer to the start of the character set.
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uint16 FontRenderer::charHeight(uint32 fontRes) {
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FrameHeader *charFrame;
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uint8 *charSet;
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uint16 height;
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// open font file
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charSet = _vm->_resman->openResource(fontRes);
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// assume all chars the same height, i.e. FIRST_CHAR is as good as any
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charFrame = findChar(FIRST_CHAR, charSet);
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height = charFrame->height;
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// close font file
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_vm->_resman->closeResource(fontRes);
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// return its height
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return height;
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}
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// Returns a pointer to the header of a character sprite, given the character's
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// ASCII code and a pointer to the start of the character set.
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FrameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) {
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// if 'ch' out of range, print the 'dud' character (chequered flag)
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if (ch < FIRST_CHAR)
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ch = DUD;
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return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR);
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}
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// Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr'
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// of width 'spriteWidth'. If pen is zero, it copies the data across directly,
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// otherwise it maps pixels of BORDER_COL to '_borderPen', and LETTER_COL to
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// 'pen'.
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void FontRenderer::copyChar(FrameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) {
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uint8 *rowPtr, *source, *dest;
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uint16 rows, cols;
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// now pts to sprite data for char 'ch'
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source = (uint8 *) charPtr + sizeof(FrameHeader);
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// pts to start of first row of char within text sprite
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rowPtr = spritePtr;
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for (rows = 0; rows < charPtr->height; rows++) {
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// start at beginning of row
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dest = rowPtr;
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// if required output pen is non-zero
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if (pen) {
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for (cols = 0; cols < charPtr->width; cols++) {
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// inc source ptr along sprite data
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switch (*source++) {
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case LETTER_COL:
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*dest = pen;
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break;
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case BORDER_COL:
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// don't do a border pixel if there's
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// already a bit of another character
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// underneath (for overlapping!)
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if (!*dest)
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*dest = _borderPen;
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break;
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// do nothing if source pixel is zero,
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// ie. transparent
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}
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// inc dest ptr to next pixel along row
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dest++;
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}
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} else {
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// pen is zero, so just copy character sprites
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// directly into text sprite without remapping colours
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memcpy(dest, source, charPtr->width);
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source += charPtr->width;
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}
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// next row down (add width of text sprite)
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rowPtr += spriteWidth;
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}
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}
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// distance to keep speech text from edges of screen
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#define TEXT_MARGIN 12
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// creates a text bloc in the list and returns the bloc number the list of
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// blocs are read and blitted at render time choose alignment type
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// RDSPR_DISPLAYALIGN or 0
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uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) {
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uint32 j = 0;
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FrameHeader *frame_head;
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int16 text_left_margin;
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int16 text_right_margin;
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int16 text_top_margin;
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int16 text_bottom_margin;
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// find a free slot
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while (j < MAX_text_blocs && _blocList[j].text_mem)
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j++;
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assert(j < MAX_text_blocs);
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// make the sprite!
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_blocList[j].text_mem = makeTextSprite(ascii, width, pen, fontRes);
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// speech to be centred above point (x,y), but kept on-screen
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// where (x,y) is a point somewhere just above the talker's head
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// debug text just to be printed normally from point (x,y)
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// JUSTIFICATION & POSITIONING
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// 'NO_JUSTIFICATION' means print sprite with top-left at (x,y)
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// without margin checking - used for debug text
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if (justification != NO_JUSTIFICATION) {
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frame_head = (FrameHeader *) _blocList[j].text_mem->ad;
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switch (justification) {
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// this one is always used for SPEECH TEXT; possibly
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// also for pointer text
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case POSITION_AT_CENTRE_OF_BASE:
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x -= (frame_head->width) / 2;
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y -= frame_head->height;
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break;
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case POSITION_AT_CENTRE_OF_TOP:
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x -= (frame_head->width) / 2;
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break;
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case POSITION_AT_LEFT_OF_TOP:
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// the given coords are already correct for this!
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break;
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case POSITION_AT_RIGHT_OF_TOP:
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x -= frame_head->width;
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break;
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case POSITION_AT_LEFT_OF_BASE:
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y -= frame_head->height;
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break;
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case POSITION_AT_RIGHT_OF_BASE:
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x -= frame_head->width;
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y -= frame_head->height;
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break;
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case POSITION_AT_LEFT_OF_CENTRE:
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y -= (frame_head->height) / 2;
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break;
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case POSITION_AT_RIGHT_OF_CENTRE:
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x -= frame_head->width;
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y -= (frame_head->height) / 2;
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break;
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}
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// ensure text sprite is a few pixels inside the visible screen
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// remember - it's RDSPR_DISPLAYALIGN
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text_left_margin = TEXT_MARGIN;
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text_right_margin = 640 - TEXT_MARGIN - frame_head->width;
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text_top_margin = TEXT_MARGIN;
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text_bottom_margin = 400 - TEXT_MARGIN - frame_head->height;
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// move if too far left or too far right
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if (x < text_left_margin)
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x = text_left_margin;
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else if (x > text_right_margin)
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x = text_right_margin;
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// move if too high or too low
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if (y < text_top_margin)
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y = text_top_margin;
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else if (y > text_bottom_margin)
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y = text_bottom_margin;
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}
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_blocList[j].x = x;
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_blocList[j].y = y;
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// always uncompressed
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_blocList[j].type = type | RDSPR_NOCOMPRESSION;
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return j + 1;
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}
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void FontRenderer::printTextBlocs(void) {
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//called by build_display
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FrameHeader *frame;
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SpriteInfo spriteInfo;
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uint32 rv;
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uint32 j;
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for (j = 0; j < MAX_text_blocs; j++) {
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if (_blocList[j].text_mem) {
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frame = (FrameHeader *) _blocList[j].text_mem->ad;
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spriteInfo.x = _blocList[j].x;
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spriteInfo.y = _blocList[j].y;
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spriteInfo.w = frame->width;
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spriteInfo.h = frame->height;
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spriteInfo.scale = 0;
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spriteInfo.scaledWidth = 0;
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spriteInfo.scaledHeight = 0;
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spriteInfo.type = _blocList[j].type;
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spriteInfo.blend = 0;
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spriteInfo.data = _blocList[j].text_mem->ad + sizeof(FrameHeader);
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spriteInfo.colourTable = 0;
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rv = _vm->_graphics->drawSprite(&spriteInfo);
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if (rv)
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error("Driver Error %.8x in Print_text_blocs", rv);
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}
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}
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}
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|
|
|
void FontRenderer::killTextBloc(uint32 bloc_number) {
|
|
//back to real
|
|
bloc_number--;
|
|
|
|
if (_blocList[bloc_number].text_mem) {
|
|
// release the floating memory and mark it as free
|
|
_vm->_memory->freeMemory(_blocList[bloc_number].text_mem);
|
|
_blocList[bloc_number].text_mem = 0;
|
|
} else {
|
|
// illegal kill - stop the system
|
|
error("closing closed text bloc number %d", bloc_number);
|
|
}
|
|
}
|
|
|
|
// The rest of this file doesn't belong in the FontRenderer class!
|
|
|
|
// called from InitialiseGame() in sword2.cpp
|
|
|
|
// resource 3258 contains text from location script for 152 (install, save &
|
|
// restore text, etc)
|
|
|
|
#define TEXT_RES 3258
|
|
|
|
// local line number of "save" (actor no. 1826)
|
|
|
|
#define SAVE_LINE_NO 1
|
|
|
|
void Sword2Engine::initialiseFontResourceFlags(void) {
|
|
uint8 *textFile, *textLine;
|
|
uint8 language;
|
|
|
|
// open the text resource
|
|
textFile = _resman->openResource(TEXT_RES);
|
|
|
|
// If language is Polish or Finnish it requires alternate fonts.
|
|
// Otherwise, use regular fonts
|
|
|
|
// get the text line (& skip the 2 chars containing the wavId)
|
|
|
|
textLine = fetchTextLine(textFile, SAVE_LINE_NO) + 2;
|
|
|
|
// "talenna" Finnish for "save"
|
|
// "zapisz" Polish for "save"
|
|
|
|
if (strcmp((char *) textLine, "tallenna") == 0)
|
|
language = FINNISH_TEXT;
|
|
else if (strcmp((char *) textLine, "zapisz") == 0)
|
|
language = POLISH_TEXT;
|
|
else
|
|
language = DEFAULT_TEXT;
|
|
|
|
// Set the game to use the appropriate fonts
|
|
initialiseFontResourceFlags(language);
|
|
|
|
// Get the game name for the windows application
|
|
|
|
// Get the text line - skip the 2 chars containing the wavId
|
|
|
|
if (DEMO)
|
|
textLine = fetchTextLine(textFile, 451) + 2;
|
|
else
|
|
textLine = fetchTextLine(textFile, 54) + 2;
|
|
|
|
// According to the GetNameFunction(), which was never called and has
|
|
// therefore been removed, the name of the game is:
|
|
//
|
|
// ENGLISH: "Broken Sword II"
|
|
// AMERICAN: "Circle of Blood II"
|
|
// GERMAN: "Baphomet's Fluch II"
|
|
// default: "Some game or other, part 86"
|
|
|
|
_graphics->setWindowName((char *) textLine);
|
|
|
|
// now ok to close the text file
|
|
_resman->closeResource(TEXT_RES);
|
|
}
|
|
|
|
// called from the above function, and also from console.cpp
|
|
|
|
void Sword2Engine::initialiseFontResourceFlags(uint8 language) {
|
|
switch (language) {
|
|
case FINNISH_TEXT: // special Finnish fonts
|
|
_speechFontId = FINNISH_SPEECH_FONT_ID;
|
|
_controlsFontId = FINNISH_CONTROLS_FONT_ID;
|
|
_redFontId = FINNISH_RED_FONT_ID;
|
|
break;
|
|
case POLISH_TEXT: // special Polish fonts
|
|
_speechFontId = POLISH_SPEECH_FONT_ID;
|
|
_controlsFontId = POLISH_CONTROLS_FONT_ID;
|
|
_redFontId = POLISH_RED_FONT_ID;
|
|
break;
|
|
default: // DEFAULT_TEXT - regular fonts
|
|
_speechFontId = ENGLISH_SPEECH_FONT_ID;
|
|
_controlsFontId = ENGLISH_CONTROLS_FONT_ID;
|
|
_redFontId = ENGLISH_RED_FONT_ID;
|
|
break;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sword2
|