scummvm/engines/sword2/maketext.h
AndywinXp bd09713d42 JANITORIAL: SWORD2: Replace NULL with nullptr and remove whitespaces
This engine somehow survived the NULL purge :D
2023-12-09 09:35:20 +01:00

138 lines
4.4 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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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/>.
*/
#ifndef SWORD2_MAKETEXT_H
#define SWORD2_MAKETEXT_H
#include "sword2/debug.h"
namespace Sword2 {
// Output color for character border - should be be black but note that we
// have to use a different pen number during sequences
#define BORDER_PEN 194
// Usually the only texts on screen are the subtitles and the mouse-over text,
// but there can also be a considerable number of debugging messages...
#define MAX_text_blocs MAX_DEBUG_TEXTS + 1
enum {
// Doesn't keep the text inside the screen - only for debug text!
NO_JUSTIFICATION = 0,
// These all force text inside the screen edge margin when necessary
POSITION_AT_CENTER_OF_BASE = 1,
POSITION_AT_CENTER_OF_TOP = 2,
POSITION_AT_LEFT_OF_TOP = 3,
POSITION_AT_RIGHT_OF_TOP = 4,
POSITION_AT_LEFT_OF_BASE = 5,
POSITION_AT_RIGHT_OF_BASE = 6,
POSITION_AT_LEFT_OF_CENTER = 7,
POSITION_AT_RIGHT_OF_CENTER = 8,
POSITION_AT_CENTER_OF_CENTER = 9
};
enum {
DEFAULT_TEXT = 0,
FINNISH_TEXT = 1,
POLISH_TEXT = 2
};
// Info about the text, used to create the SpriteInfo struct
struct TextBloc {
int16 x;
int16 y;
uint16 type;
byte *text_mem;
};
// Info for each line of words in the output text sprite
struct LineInfo {
uint16 width; // Width in pixels
uint16 length; // Length in characters
bool skipSpace; // Whether there is a trailing space
};
class FontRenderer {
private:
Sword2Engine *_vm;
TextBloc _blocList[MAX_text_blocs];
// Layout variables - these used to be defines, but now we're dealing
// with three character sets
int8 _lineSpacing; // no. of pixels to separate lines of
// characters in the output sprite - negative
// for overlap
int8 _charSpacing; // no. of pixels to separate characters along
// each line - negative for overlap
uint8 _borderPen; // output pen color of character borders
Common::HashMap<Common::String, Common::String> _subTranslations;
static const int kChineseWidth = 20;
static const int kChineseHeight = 26;
struct ChineseGlyph {
byte bitmap[kChineseWidth * kChineseHeight];
};
Common::Array<ChineseGlyph> _chineseFont;
uint16 analyzeSentence(const byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line, bool isChinese);
byte *buildTextSprite(const byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines, bool isChinese);
uint16 charWidth(byte ch, uint32 fontRes);
uint16 wcharWidth(byte hi, byte lo, uint32 fontRes);
uint16 charHeight(uint32 fontRes);
byte *findChar(byte ch, byte *charSet);
byte *findWChar(byte hi, byte lo, byte *charSet);
void copyChar(const byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen);
void copyWChar(const byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen);
void copyCharRaw(const byte *source, uint16 charWidth, uint16 charHeight, byte *spritePtr, uint16 spriteWidth, uint8 pen);
bool isKoreanChar(const byte hi, const byte lo, const uint32 fontRes);
public:
FontRenderer(Sword2Engine *vm) : _vm(vm) {
for (int i = 0; i < MAX_text_blocs; i++)
_blocList[i].text_mem = nullptr;
}
~FontRenderer() {
for (int i = 0; i < MAX_text_blocs; i++)
free(_blocList[i].text_mem);
}
byte *makeTextSprite(const byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
void killTextBloc(uint32 bloc_number);
void printTextBlocs();
uint32 buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification);
void loadTranslations();
};
} // End of namespace Sword2
#endif