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106 lines
4.1 KiB
C++
106 lines
4.1 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCI_GRAPHICS_MACFONT_H
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#define SCI_GRAPHICS_MACFONT_H
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#include "common/hashmap.h"
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#include "sci/graphics/helpers.h" // for GuiResourceId
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namespace Common {
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class MacResManager;
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}
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namespace Graphics {
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class MacFontManager;
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class Font;
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}
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namespace Sci {
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/**
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* GfxMacFontManager handles loading Mac fonts and mapping them to SCI fonts.
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*
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* Most Mac SCI1/1.1 games use native Mac fonts to draw their controls.
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* This was done by altering the kernel functions used by the control scripts
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* such as kDrawControl and kTextSize. All dialog text and buttons use these
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* functions so this affects most text in SCI games. Scripts that draw text with
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* kDisplay are unaffected and continue to use SCI fonts.
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*
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* The Mac game window could be set to three sizes: 100% (small), 150% (medium),
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* or 200% (large). These percentages were relative to the internal resolution
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* of the game; usually 320x200. The game's screen was stretched to the window
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* and the Mac fonts were drawn directly to the window using Mac's Toolbox API.
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* The Mac interpreter chose the font size based on the window size. At 200% the
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* text was relatively high-resolution and looked quite crisp and distinct.
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*
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* The Mac fonts were originally included in the resource fork of the game's
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* executable. The resource fork also contained a small table that specified
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* the mapping of SCI font ids to Mac font ids, along with a default Mac font,
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* and the Mac font sizes to use for the small, medium, and large window.
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*
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* Sierra switched to using the Palatino system font in QFG1VGA and LSL6.
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* The font mapping table still existed, but the interpreter was hard-coded to
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* always use Palatino values instead.
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*
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* GfxMacFontManager handles both cases by accepting the loaded Mac executable
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* of games that include their own fonts. If no executable is provided then it
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* attempts to use Palatino from classicmacfonts.dat along with the hard-coded
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* values from Sierra's interpreter.
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*
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* GfxMacFontManager only exposes the small and large fonts. When Mac fonts are
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* present and high resolution graphics are enabled, the game is upscaled to
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* 200% and the large font is used. If high resolution graphics are disabled
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* then the small font is used with no upscaling. Either way, the small font is
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* always used for the calculations that determine the size of the text area.
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*
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* TODO: Add KQ5 support. It did things differently and it only had two window
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* sizes. The mapping table changed and it appears to have its own sizing logic.
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* Unfortunately, KQ5's interpreter doesn't include function names.
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*/
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class GfxMacFontManager {
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public:
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GfxMacFontManager(Common::MacResManager *macExecutable = nullptr);
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~GfxMacFontManager();
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bool hasFonts();
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bool usesSystemFonts();
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const Graphics::Font *getSmallFont(GuiResourceId sciFontId);
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const Graphics::Font *getLargeFont(GuiResourceId sciFontId);
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private:
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bool initFromFontTable(Common::MacResManager *macExecutable);
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const Graphics::Font *getMacFont(int macFontId, int size);
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struct MacFontItem {
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const Graphics::Font *smallFont;
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const Graphics::Font *largeFont;
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};
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bool _usesSystemFonts;
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Graphics::MacFontManager *_macFontManager;
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Common::HashMap<GuiResourceId, MacFontItem *> _macFonts;
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MacFontItem *_defaultFont;
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};
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} // End of namespace Sci
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#endif // SCI_GRAPHICS_MACFONT_H
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