scummvm/graphics/fonts/winfont.cpp
Max Horn 88913c0139 ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
  git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
2011-06-20 00:59:48 +02:00

343 lines
9.8 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.
*/
#include "common/file.h"
#include "common/str.h"
#include "common/stream.h"
#include "common/textconsole.h"
#include "common/winexe_ne.h"
#include "common/winexe_pe.h"
#include "graphics/surface.h"
#include "graphics/fonts/winfont.h"
namespace Graphics {
WinFont::WinFont() {
_glyphs = 0;
close();
}
WinFont::~WinFont() {
close();
}
void WinFont::close() {
_pixHeight = 0;
_maxWidth = 0;
_firstChar = 0;
_lastChar = 0;
_defaultChar = 0;
_glyphCount = 0;
delete[] _glyphs;
_glyphs = 0;
}
// Reads a null-terminated string
static Common::String readString(Common::SeekableReadStream &stream) {
Common::String string;
char c = stream.readByte();
while (c && stream.pos() < stream.size()) {
string += c;
c = stream.readByte();
}
return string;
}
static WinFontDirEntry readDirEntry(Common::SeekableReadStream &stream) {
WinFontDirEntry entry;
stream.skip(68); // Useless
entry.points = stream.readUint16LE();
stream.skip(43); // Useless (for now, maybe not in the future)
readString(stream);
entry.faceName = readString(stream);
return entry;
}
bool WinFont::loadFromFON(const Common::String &fileName, const WinFontDirEntry &dirEntry) {
// First try loading via the NE code
if (loadFromNE(fileName, dirEntry))
return true;
// Then try loading via the PE code
return loadFromPE(fileName, dirEntry);
}
bool WinFont::loadFromNE(const Common::String &fileName, const WinFontDirEntry &dirEntry) {
Common::NEResources exe;
if (!exe.loadFromEXE(fileName))
return false;
// Let's pull out the font directory
Common::SeekableReadStream *fontDirectory = exe.getResource(Common::kNEFontDir, Common::String("FONTDIR"));
if (!fontDirectory) {
warning("No font directory in '%s'", fileName.c_str());
return false;
}
uint32 fontId = getFontIndex(*fontDirectory, dirEntry);
delete fontDirectory;
// Couldn't match the face name
if (fontId == 0xffffffff) {
warning("Could not find face '%s' in '%s'", dirEntry.faceName.c_str(), fileName.c_str());
return false;
}
// Actually go get our font now...
Common::SeekableReadStream *fontStream = exe.getResource(Common::kNEFont, fontId);
if (!fontStream) {
warning("Could not find font %d in %s", fontId, fileName.c_str());
return false;
}
bool ok = loadFromFNT(*fontStream);
delete fontStream;
return ok;
}
bool WinFont::loadFromPE(const Common::String &fileName, const WinFontDirEntry &dirEntry) {
Common::PEResources exe;
if (!exe.loadFromEXE(fileName))
return false;
// Let's pull out the font directory
Common::SeekableReadStream *fontDirectory = exe.getResource(Common::kPEFontDir, Common::String("FONTDIR"));
if (!fontDirectory) {
warning("No font directory in '%s'", fileName.c_str());
return false;
}
uint32 fontId = getFontIndex(*fontDirectory, dirEntry);
delete fontDirectory;
// Couldn't match the face name
if (fontId == 0xffffffff) {
warning("Could not find face '%s' in '%s'", dirEntry.faceName.c_str(), fileName.c_str());
return false;
}
// Actually go get our font now...
Common::SeekableReadStream *fontStream = exe.getResource(Common::kPEFont, fontId);
if (!fontStream) {
warning("Could not find font %d in %s", fontId, fileName.c_str());
return false;
}
bool ok = loadFromFNT(*fontStream);
delete fontStream;
return ok;
}
uint32 WinFont::getFontIndex(Common::SeekableReadStream &stream, const WinFontDirEntry &dirEntry) {
uint16 numFonts = stream.readUint16LE();
// Probably not possible, so this is really a sanity check
if (numFonts == 0) {
warning("No fonts in exe");
return 0xffffffff;
}
// Scour the directory for our matching name
for (uint16 i = 0; i < numFonts; i++) {
uint16 id = stream.readUint16LE();
// Use the first name when empty
if (dirEntry.faceName.empty())
return id;
WinFontDirEntry entry = readDirEntry(stream);
if (dirEntry.faceName.equalsIgnoreCase(entry.faceName) && dirEntry.points == entry.points) // Match!
return id;
}
return 0xffffffff;
}
bool WinFont::loadFromFNT(const Common::String &fileName) {
Common::File file;
return file.open(fileName) && loadFromFNT(file);
}
char WinFont::indexToCharacter(uint16 index) const {
// Use a space for the sentinel value
if (index == _glyphCount - 1)
return ' ';
return index + _firstChar;
}
uint16 WinFont::characterToIndex(byte character) const {
// Go to the default character if we didn't find a mapping
if (character < _firstChar || character > _lastChar)
character = _defaultChar;
return character - _firstChar;
}
int WinFont::getCharWidth(byte chr) const {
return _glyphs[characterToIndex(chr)].charWidth;
}
bool WinFont::loadFromFNT(Common::SeekableReadStream &stream) {
uint16 version = stream.readUint16LE();
// We'll accept Win1, Win2, and Win3 fonts
if (version != 0x100 && version != 0x200 && version != 0x300) {
warning("Bad FNT version %04x", version);
return false;
}
/* uint32 size = */ stream.readUint32LE();
stream.skip(60); // Copyright info
uint16 fontType = stream.readUint16LE();
/* uint16 points = */ stream.readUint16LE();
/* uint16 vertRes = */ stream.readUint16LE();
/* uint16 horizRes = */ stream.readUint16LE();
/* uint16 ascent = */ stream.readUint16LE();
/* uint16 internalLeading = */ stream.readUint16LE();
/* uint16 externalLeading = */ stream.readUint16LE();
/* byte italic = */ stream.readByte();
/* byte underline = */ stream.readByte();
/* byte strikeOut = */ stream.readByte();
/* uint16 weight = */ stream.readUint16LE();
/* byte charSet = */ stream.readByte();
uint16 pixWidth = stream.readUint16LE();
_pixHeight = stream.readUint16LE();
/* byte pitchAndFamily = */ stream.readByte();
/* uint16 avgWidth = */ stream.readUint16LE();
_maxWidth = stream.readUint16LE();
_firstChar = stream.readByte();
_lastChar = stream.readByte();
_defaultChar = stream.readByte();
/* byte breakChar = */ stream.readByte();
/* uint16 widthBytes = */ stream.readUint16LE();
/* uint32 device = */ stream.readUint32LE();
/* uint32 face = */ stream.readUint32LE();
/* uint32 bitsPointer = */ stream.readUint32LE();
uint32 bitsOffset = stream.readUint32LE();
/* byte reserved = */ stream.readByte();
if (version == 0x100) {
// Seems Win1 has an extra byte?
stream.readByte();
} else if (version == 0x300) {
// For Windows 3.0, Microsoft added 6 new fields. All of which are
// guaranteed to be 0. Which leads to the question: Why add these at all?
/* uint32 flags = */ stream.readUint32LE();
/* uint16 aSpace = */ stream.readUint16LE();
/* uint16 bSpace = */ stream.readUint16LE();
/* uint16 cSpace = */ stream.readUint16LE();
/* uint32 colorPointer = */ stream.readUint32LE();
stream.skip(16); // Reserved
}
// Begin loading in the glyphs
_glyphCount = (_lastChar - _firstChar) + 2;
_glyphs = new GlyphEntry[_glyphCount];
for (uint16 i = 0; i < _glyphCount; i++) {
_glyphs[i].charWidth = stream.readUint16LE();
// Use the default if present
if (pixWidth)
_glyphs[i].charWidth = pixWidth;
_glyphs[i].offset = (version == 0x300) ? stream.readUint32LE() : stream.readUint16LE();
// Seems the offsets in the Win1 font format are based on bitsOffset
if (version == 0x100)
_glyphs[i].offset += bitsOffset;
}
// TODO: Currently only raster fonts are supported!
if (fontType & 1) {
warning("Vector FNT files not supported yet");
return false;
}
// Read in the bitmaps for the raster images
for (uint16 i = 0; i < _glyphCount - 1; i++) {
stream.seek(_glyphs[i].offset);
_glyphs[i].bitmap = new byte[_pixHeight * _glyphs[i].charWidth];
// Calculate the amount of columns
byte colCount = (_glyphs[i].charWidth + 7) / 8;
for (uint16 j = 0; j < colCount; j++) {
for (uint16 k = 0; k < _pixHeight; k++) {
byte x = stream.readByte();
uint offset = j * 8 + k * _glyphs[i].charWidth;
for (byte l = 0; l < 8 && j * 8 + l < _glyphs[i].charWidth; l++)
_glyphs[i].bitmap[offset + l] = (x & (1 << (7 - l))) ? 1 : 0;
}
}
#if 0
// Debug print
debug("Character %02x '%c' at %08x", indexToCharacter(i), indexToCharacter(i), _glyphs[i].offset);
for (uint16 j = 0; j < _pixHeight; j++) {
for (uint16 k = 0; k < _glyphs[i].charWidth; k++)
debugN("%c", _glyphs[i].bitmap[k + j * _glyphs[i].charWidth] ? 'X' : ' ');
debugN("\n");
}
#endif
}
return true;
}
void WinFont::drawChar(Surface *dst, byte chr, int x, int y, uint32 color) const {
assert(dst);
assert(dst->format.bytesPerPixel == 1 || dst->format.bytesPerPixel == 2 || dst->format.bytesPerPixel == 4);
assert(_glyphs);
GlyphEntry &glyph = _glyphs[characterToIndex(chr)];
for (uint16 i = 0; i < _pixHeight; i++) {
for (uint16 j = 0; j < glyph.charWidth; j++) {
if (glyph.bitmap[j + i * glyph.charWidth]) {
if (dst->format.bytesPerPixel == 1)
*((byte *)dst->getBasePtr(x + j, y + i)) = color;
else if (dst->format.bytesPerPixel == 2)
*((uint16 *)dst->getBasePtr(x + j, y + i)) = color;
else if (dst->format.bytesPerPixel == 4)
*((uint32 *)dst->getBasePtr(x + j, y + i)) = color;
}
}
}
}
} // End of namespace Graphics