mirror of
https://github.com/libretro/scummvm.git
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226 lines
6.5 KiB
C++
226 lines
6.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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// The code in this file is currently only used in KYRA and SCI.
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// So if neither of those is enabled, we will skip compiling it.
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// We also enable this code for ScummVM builds including support
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// for dynamic engine plugins.
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// If you plan to use this code in another engine, you will have
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// to add the proper define check here.
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#if !(defined(ENABLE_KYRA) || defined(ENABLE_SCI) || defined(ENABLE_SCUMM) || defined(DYNAMIC_MODULES))
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// If neither of the above mentioned is enabled, do not include the SJIS code.
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#else
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#ifndef GRAPHICS_SJIS_H
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#define GRAPHICS_SJIS_H
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#ifdef __DS__
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/* This disables the flipped mode which is used in FM-Towns versions
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* of Monkey Island 1 (and maybe other SCUMM 5 games). These are not supported
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* on the DS, so it makes sense to have a corresponding setting here.
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*/
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#define DISABLE_FLIPPED_MODE
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#endif
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#include "common/scummsys.h"
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#include "common/util.h"
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namespace Graphics {
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struct Surface;
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/**
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* A font that is able to draw SJIS encoded characters.
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*/
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class FontSJIS {
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public:
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virtual ~FontSJIS() {}
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/**
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* Creates the first SJIS font, which ROM/font file is present.
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* It will also call loadData, so the user can just start
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* using the font.
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*
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* It'll prefer the platform specific ROM file, when platform
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* is set to a value, which's font ROM is supported.
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* So far that is only kPlatformFMTowns.
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*
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* The last file tried is ScummVM's SJIS.FNT file.
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*/
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static FontSJIS *createFont(const Common::Platform platform = Common::kPlatformUnknown);
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/**
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* Load the font data.
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*/
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virtual bool loadData() = 0;
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/**
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* Enable drawing with outline or shadow.
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*
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* After changing outline state, getFontHeight and getMaxFontWidth / getCharWidth might return
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* different values!
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*/
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enum DrawingMode {
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kDefaultMode,
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kOutlineMode,
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kShadowMode,
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kFMTownsShadowMode
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};
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virtual void setDrawingMode(DrawingMode mode) {}
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/**
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* Enable flipped character drawing (e.g. in the MI1 circus scene after Guybrush gets shot out of the cannon).
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*/
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virtual void toggleFlippedMode(bool enable) {}
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/**
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* Returns the height of the font.
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*/
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virtual uint getFontHeight() const = 0;
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/**
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* Returns the max. width of the font.
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*/
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virtual uint getMaxFontWidth() const = 0;
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/**
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* Returns the width of a specific character.
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*/
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virtual uint getCharWidth(uint16 ch) const = 0;
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/**
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* Draws a SJIS encoded character on the given surface.
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*/
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void drawChar(Graphics::Surface &dst, uint16 ch, int x, int y, uint32 c1, uint32 c2) const;
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/**
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* Draws a SJIS char on the given raw buffer.
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*
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* @param dst pointer to the destination
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* @param ch character to draw (in little endian)
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* @param pitch pitch of the destination buffer (size in *bytes*)
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* @param bpp bytes per pixel of the destination buffer
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* @param c1 forground color
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* @param c2 outline color
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* @param maxW max draw width (to ensure that character drawing takes place within surface boundaries)
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* @param maxH max draw height (to ensure that character drawing takes place within surface boundaries)
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*/
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virtual void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW = -1, int maxH = -1) const = 0;
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};
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/**
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* A base class to render 16x16 (2 byte chars), 8x16 (1 byte chars) monochrome SJIS fonts.
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*/
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class FontSJISBase : public FontSJIS {
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public:
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FontSJISBase() : _drawMode(kDefaultMode), _flippedMode(false) {}
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void setDrawingMode(DrawingMode mode) { _drawMode = mode; }
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void toggleFlippedMode(bool enable) { _flippedMode = enable; }
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uint getFontHeight() const { return (_drawMode == kOutlineMode) ? 18 : (_drawMode == kDefaultMode ? 16 : 17); }
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uint getMaxFontWidth() const { return (_drawMode == kOutlineMode) ? 18 : (_drawMode == kDefaultMode ? 16 : 17); }
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uint getCharWidth(uint16 ch) const;
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void drawChar(void *dst, uint16 ch, int pitch, int bpp, uint32 c1, uint32 c2, int maxW = -1, int maxH = -1) const;
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private:
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template<typename Color>
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void blitCharacter(const uint8 *glyph, const int w, const int h, uint8 *dst, int pitch, Color c) const;
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void createOutline(uint8 *outline, const uint8 *glyph, const int w, const int h) const;
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#ifndef DISABLE_FLIPPED_MODE
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// This is used in the FM-Towns version of Monkey Island 1
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// when Guybrush gets shot out of the cannon in the circus tent.
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const uint8 *flipCharacter(const uint8 *glyph, const int w) const;
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mutable uint8 _tempGlyph[32];
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#endif
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protected:
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DrawingMode _drawMode;
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bool _flippedMode;
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bool is8x16(uint16 ch) const;
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virtual const uint8 *getCharData(uint16 c) const = 0;
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virtual const uint8 *getCharData8x16(uint16 c) const = 0;
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};
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/**
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* FM-TOWNS ROM based SJIS compatible font.
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*
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* This is used in KYRA and SCI.
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*/
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class FontTowns : public FontSJISBase {
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public:
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/**
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* Loads the ROM data from "FMT_FNT.ROM".
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*/
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bool loadData();
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private:
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enum {
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kFont16x16Chars = 7808,
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kFont8x16Chars = 256
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};
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uint8 _fontData16x16[kFont16x16Chars * 32];
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uint8 _fontData8x16[kFont8x16Chars * 32];
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const uint8 *getCharData(uint16 c) const;
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const uint8 *getCharData8x16(uint16 c) const;
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};
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/**
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* Our custom SJIS FNT.
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*/
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class FontSjisSVM : public FontSJISBase {
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public:
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FontSjisSVM() : _fontData16x16(0), _fontData16x16Size(0), _fontData8x16(0), _fontData8x16Size(0) {}
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~FontSjisSVM() { delete[] _fontData16x16; delete[] _fontData8x16; }
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/**
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* Load the font data from "SJIS.FNT".
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*/
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bool loadData();
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private:
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uint8 *_fontData16x16;
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uint _fontData16x16Size;
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uint8 *_fontData8x16;
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uint _fontData8x16Size;
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const uint8 *getCharData(uint16 c) const;
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const uint8 *getCharData8x16(uint16 c) const;
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};
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// TODO: Consider adding support for PC98 ROM
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} // End of namespace Graphics
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#endif
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#endif // engine and dynamic plugins guard
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