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/* 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/debug.h"
#include "common/rect.h"
#include "toon/font.h"
namespace Toon {
FontRenderer::FontRenderer(ToonEngine *vm) : _vm(vm) {
_currentFontColor[0] = 0;
_currentFontColor[1] = 0xc8;
_currentFontColor[2] = 0xcb;
_currentFontColor[3] = 0xce;
_currentFont = nullptr;
}
FontRenderer::~FontRenderer() {
}
// mapping extended characters required for foreign versions to font (animation)
static const byte map_textToFont[0x80] = {
'?', '?', '?', '?', 0x03, '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x8x
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0x9x
'?', 0x09, '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', // 0xAx
'?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', 0x0a, // 0xBx
'?', '?', '?', '?', 0x1d, '?', '?', 0x02, '?', '?', '?', '?', '?', '?', '?', '?', // 0xCx
'?', 0x0b, '?', '?', '?', '?', 0x1e, '?', '?', '?', '?', 0x20, 0x1f, '?', '?', 0x19, // 0xDx
0x0d, 0x04, 0x0e, '?', 0x1a, '?', '?', 0x18, 0x10, 0x0f, 0x12, 0x11, 0x09, 0x05, 0x14, 0x13, // 0xEx
0x23, 0x08, 0x23, 0x06, 0x15, 0x23, 0x1b, 0x23, 0x23, 0x16, 0x07, 0x17, 0x1c, 0x23, 0x23, 0x23 // 0xFx
};
byte FontRenderer::textToFont(byte c) {
// No need to remap simple characters.
if (c < 0x80)
return c;
// The Spanish version shows grave accent over the 'e' when it should
// be acute. This happens both in the original interpreter and when
// using the common map which works for other languages, so we add a
// special case for it.
if (_vm->_language == Common::ES_ESP && c == 0xe9)
return 0x10;
// Use the common map to convert the extended characters.
return map_textToFont[c - 0x80];
}
void FontRenderer::renderText(int16 x, int16 y, const Common::String &origText, int32 mode) {
debugC(5, kDebugFont, "renderText(%d, %d, %s, %d)", x, y, origText.c_str(), mode);
int16 xx, yy;
computeSize(origText, &xx, &yy);
if (mode & 2) {
y -= yy / 2;
} else if (mode & 4) {
y -= yy;
}
if (mode & 1) {
x -= xx / 2;
}
_vm->addDirtyRect(x, y, x + xx, y + yy);
int16 curX = x;
int16 curY = y;
int32 height = 0;
const byte *text = (const byte *)origText.c_str();
while (*text) {
byte curChar = *text;
if (curChar == 13) {
curY = curY + height;
height = 0;
curX = x;
} else {
curChar = textToFont(curChar);
_currentFont->drawFontFrame(_vm->getMainSurface(), curChar, curX, curY, _currentFontColor);
curX = curX + _currentFont->getFrameWidth(curChar) - 1;
height = MAX<int32>(height, _currentFont->getFrameHeight(curChar));
}
text++;
}
}
void FontRenderer::computeSize(const Common::String &origText, int16 *retX, int16 *retY) {
debugC(4, kDebugFont, "computeSize(%s, retX, retY)", origText.c_str());
int16 lineWidth = 0;
int16 lineHeight = 0;
int16 totalHeight = 0;
int16 totalWidth = 0;
int16 lastLineHeight = 0;
const byte *text = (const byte *)origText.c_str();
while (*text) {
byte curChar = *text;
if (curChar == 13) {
totalWidth = MAX(totalWidth, lineWidth);
totalHeight += lineHeight;
lineHeight = 0;
lineWidth = 0;
lastLineHeight = 0;
} else if (curChar < 32) {
text++;
continue;
} else {
curChar = textToFont(curChar);
int16 charWidth = _currentFont->getFrameWidth(curChar) - 1;
int16 charHeight = _currentFont->getFrameHeight(curChar);
lineWidth += charWidth;
lineHeight = MAX(lineHeight, charHeight);
// The character may be offset, so the height doesn't
// really tell how far it will stick out. For now,
// assume we only need to take the lower bound into
// consideration.
Common::Rect charRect = _currentFont->getFrameRect(curChar);
lastLineHeight = MAX(lastLineHeight, charRect.bottom);
}
text++;
}
totalHeight += lastLineHeight;
totalWidth = MAX(totalWidth, lineWidth);
*retX = totalWidth;
*retY = totalHeight;
}
void FontRenderer::setFont(Animation *font) {
debugC(5, kDebugFont, "setFont(font)");
_currentFont = font;
}
void FontRenderer::setFontColorByCharacter(int32 characterId) {
debugC(5, kDebugFont, "setFontColorByCharacter(%d)", characterId);
// unfortunately this table was hardcoded in the original executable
static const byte colorsByCharacters[] = {
0xe0, 0xdc, 0xc8, 0xd6, 0xc1, 0xc8, 0xe9, 0xde, 0xc8, 0xeb, 0xe8, 0xc8,
0xd1, 0xcf, 0xc8, 0xdb, 0xd5, 0xc8, 0xfb, 0xfa, 0xc8, 0xd9, 0xd7, 0xc8,
0xe8, 0xe4, 0xc8, 0xe9, 0xfa, 0xc8, 0xeb, 0xe4, 0xc8, 0xeb, 0xe4, 0xc8,
0xd2, 0xea, 0xc8, 0xd3, 0xd0, 0xc8, 0xe1, 0xdd, 0xc8, 0xd9, 0xd7, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8,
0xd2, 0xcf, 0xc8, 0xd1, 0xcf, 0xc8, 0xd9, 0xd7, 0xc8, 0xe3, 0xdd, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8,
0xd9, 0xd7, 0xc8, 0xe6, 0xe4, 0xc8, 0xd9, 0xd7, 0xc8, 0xcd, 0xca, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xeb, 0xe8, 0xc8, 0xdb, 0xd5, 0xc8,
0xe0, 0xdc, 0xc8, 0xd6, 0xc1, 0xc8, 0xd3, 0xd0, 0xc8, 0xd1, 0xcf, 0xc8,
0xe6, 0xe4, 0xc8, 0xd1, 0xcf, 0xc8, 0xd2, 0xcf, 0xc8, 0xcc, 0xcb, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8,
0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8, 0xd9, 0xd7, 0xc8
};
setFontColor(colorsByCharacters[characterId * 3 + 2], colorsByCharacters[characterId * 3 + 1], colorsByCharacters[characterId * 3 + 0]);
}
void FontRenderer::setFontColor(int32 fontColor1, int32 fontColor2, int32 fontColor3) {
debugC(5, kDebugFont, "setFontColor(%d, %d, %d)", fontColor1, fontColor2, fontColor3);
_currentFontColor[0] = 0;
_currentFontColor[1] = fontColor1;
_currentFontColor[2] = fontColor2;
_currentFontColor[3] = fontColor3;
}
void FontRenderer::renderMultiLineText(int16 x, int16 y, const Common::String &origText, int32 mode) {
debugC(5, kDebugFont, "renderMultiLineText(%d, %d, %s, %d)", x, y, origText.c_str(), mode);
// divide the text in several lines
// based on number of characters or size of lines.
byte text[1024];
Common::strlcpy((char *)text, origText.c_str(), 1024);
byte *lines[16];
int32 lineSize[16];
int32 numLines = 0;
byte *it = text;
int16 maxWidth = 0;
int16 curWidth = 0;
while (true) {
byte *lastLine = it;
byte *lastSpace = it;
int32 lastSpaceX = 0;
int32 curLetterNr = 0;
curWidth = 0;
while (*it && curLetterNr < 50 && curWidth < 580) {
byte curChar = *it;
if (curChar == 32) {
lastSpace = it;
lastSpaceX = curWidth;
} else
curChar = textToFont(curChar);
int width = _currentFont->getFrameWidth(curChar);
curWidth += MAX(width - 2, 0);
it++;
curLetterNr++;
}
if (*lastLine == 0)
break;
lines[numLines] = lastLine;
if (*it == 0)
lineSize[numLines] = curWidth;
else
lineSize[numLines] = lastSpaceX;
if (lineSize[numLines] > maxWidth)
maxWidth = lineSize[numLines];
lastLine = lastSpace + 1;
numLines++;
if (*it == 0)
break;
it = lastLine;
*lastSpace = 0;
if (numLines >= 16)
break;
}
if (curWidth > maxWidth) {
maxWidth = curWidth;
}
//numLines++;
// get font height (assumed to be constant)
int16 height = _currentFont->getHeight();
int32 textSize = (height - 2) * numLines;
y = y - textSize;
if (y < 30)
y = 30;
if (y + textSize > 370)
y = 370 - textSize;
x -= _vm->state()->_currentScrollValue;
// adapt x
if (x - 30 - maxWidth / 2 < 0)
x = maxWidth / 2 + 30;
if (x + 30 + (maxWidth / 2) > TOON_SCREEN_WIDTH)
x = TOON_SCREEN_WIDTH - (maxWidth / 2) - 30;
// we have good coordinates now, we can render the multi line
int16 curX = x;
int16 curY = y;
for (int32 i = 0; i < numLines; i++) {
const byte *line = lines[i];
curX = x - lineSize[i] / 2;
_vm->addDirtyRect(curX + _vm->state()->_currentScrollValue, curY, curX + lineSize[i] + _vm->state()->_currentScrollValue + 2, curY + height);
while (*line) {
byte curChar = textToFont(*line);
if (curChar != 32) _currentFont->drawFontFrame(_vm->getMainSurface(), curChar, curX + _vm->state()->_currentScrollValue, curY, _currentFontColor);
curX = curX + MAX<int32>(_currentFont->getFrameWidth(curChar) - 2, 0);
//height = MAX(height, _currentFont->getFrameHeight(curChar));
line++;
}
curY += height;
}
}
} // End of namespace Toon
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