scummvm/engines/watchmaker/fonts.cpp

118 lines
3.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "watchmaker/fonts.h"
#include "watchmaker/main.h"
#include "watchmaker/game.h"
namespace Watchmaker {
Fonts::~Fonts() {
for (auto table : _tables) {
delete[] table;
}
}
uint16 *Fonts::setupFontTable(Common::SeekableReadStream &stream) {
uint32 dim = stream.size();
// FIXME: This looks slightly wrong. Should this be:
// uint16 *tab = new uint16[dim / sizeof(uint16)] {};
// to match the loop iteration?
uint16 *tab = new uint16[dim] {};
for (uint32 i = 0; i < dim / sizeof(uint16); i++) {
tab[i] = stream.readUint16LE();
}
_tables.push_back(tab);
return tab;
}
void Fonts::loadFont(WGame &game, struct SFont *f, const Common::String &n) {
Common::String name = constructPath(game.workDirs._miscDir, n, "fnt");
auto stream = game.workDirs.resolveFile(name);
if ((f->table = setupFontTable(*stream)) == nullptr) {
DebugLogFile("Failed to load Font. Quitting ...");
CloseSys(game);
}
Common::String basename = n.substr(0, n.findLastOf('.'));
for (uint a = 0; a < MAX_FONT_COLORS; a++) {
Common::String tgaName = constructPath(game.workDirs._miscDir, basename + (a + '0')) + ".tga";
if ((f->color[a] = rLoadBitmapImage(game, tgaName.c_str(), rBITMAPSURFACE | rSURFACEFLIP)) <= 0) {
DebugLogFile("Failed to load Font2. Quitting ...");
CloseSys(game);
}
}
}
void Fonts::loadFonts(WGame &game, WindowInfo &windowInfo) {
if ((windowInfo.width >= 1024) || (windowInfo.height >= 768)) {
loadFont(game, &StandardFont, "1024NlFont.fnt");
loadFont(game, &ComputerFont, "1024ComputerFont.fnt");
loadFont(game, &PDAFont, "1024PDAFont.fnt");
} else if ((windowInfo.width >= 800) || (windowInfo.height >= 600)) {
loadFont(game, &StandardFont, "800NlFont.fnt");
loadFont(game, &ComputerFont, "800ComputerFont.fnt");
loadFont(game, &PDAFont, "800PDAFont.fnt");
} else if ((windowInfo.width >= 640) || (windowInfo.height >= 480)) {
loadFont(game, &StandardFont, "640NlFont.fnt");
loadFont(game, &ComputerFont, "640ComputerFont.fnt");
loadFont(game, &PDAFont, "640PDAFont.fnt");
}
}
SFont *Fonts::fontForKind(FontKind font) {
switch (font) {
case FontKind::Standard:
return &StandardFont;
case FontKind::Computer:
return &ComputerFont;
case FontKind::PDA:
return &PDAFont;
default:
return nullptr;
}
}
void Fonts::getTextDim(const char *s, FontKind font, int *x, int *y) {
if (!s)
return;
SFont *fontTable = fontForKind(font);
int i = 0;
int nextx = 0, nexty = 0;
byte c = 0;
while ((c = s[i]) != 0) {
i++;
nextx += fontTable->table[c * 4 + 2];
nexty = fontTable->table[c * 4 + 3];
}
*x = nextx;
*y = nexty;
}
} // End of namespace Watchmaker