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https://github.com/scummvm/scummvm.git
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118 lines
2.5 KiB
C++
118 lines
2.5 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 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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#include "darkseed/darkseed.h"
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#include "darkseed/gamefont.h"
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namespace Darkseed {
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extern DarkseedEngine *g_engine;
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GameFont::GameFont() {
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if (_letters.load("tosfont.nsp")) {
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_maxWidth = _letters.getMaxSpriteWidth() + 1;
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} else {
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error("Error loading tosfont.nsp");
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}
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}
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const Sprite *GameFont::getCharacterSprite(char c) const {
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int letterIdx = 1000;
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switch (c) {
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case 0x20 :
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case 0x2d :
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letterIdx = 0x46;
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break;
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case 0x21 :
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letterIdx = 0x36;
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break;
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case 0x22 :
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case 0x5e :
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letterIdx = 0x3a;
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break;
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case 0x27 :
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letterIdx = 0x45;
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break;
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case 0x28 :
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letterIdx = 0x37;
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break;
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case 0x29 :
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letterIdx = 0x38;
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break;
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case 0x2b :
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letterIdx = 0xa;
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break;
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case 0x2c :
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letterIdx = 0x34;
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break;
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case 0x2e :
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letterIdx = 0x35;
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break;
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case 0x3a :
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letterIdx = 0x47;
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break;
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case 0x3f :
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letterIdx = 0x39;
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break;
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default: {
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if (c < 0x41 || c > 0x5a) {
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if (c < 0x61 || c > 0x7a) {
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if (c > 0x2f && c < 0x3a) {
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letterIdx = c + 0xb;
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}
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} else {
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letterIdx = c - 0x61;
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}
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} else {
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letterIdx = c - 0x27;
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}
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break;
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}
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}
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if (letterIdx != 1000) {
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return &_letters.getSpriteAt(letterIdx);
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}
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return nullptr;
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}
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int GameFont::getFontHeight() const {
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return 10;
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}
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int GameFont::getMaxCharWidth() const {
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return _maxWidth;
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}
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int GameFont::getCharWidth(uint32 chr) const {
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auto letter = getCharacterSprite((char)chr);
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return letter ? letter->_width + 1 : 0;
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}
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void GameFont::drawChar(Graphics::Surface *dst, uint32 chr, int x, int y, uint32 color) const {
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auto letter = getCharacterSprite((char)chr);
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if (letter) {
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letter->draw(dst, x, y);
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}
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}
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} // namespace Darkseed
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