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4c3a68027f
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it makes it much easier to tell the difference between variables and constants when looking at the code. Of course, this sort of sweeping changes is jolly good for introducing truly weird regressions, which is why I waited until after 0.6.0. svn-id: r13331
625 lines
18 KiB
C++
625 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/logic.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);
|
|
if (rv)
|
|
error("Driver Error %.8x in Print_text_blocs", rv);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (Logic::_scriptVars[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
|