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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/system.h"
#include "common/platform.h"
#include "sherlock/fonts.h"
#include "sherlock/image_file.h"
#include "sherlock/surface.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
SherlockEngine *Fonts::_vm;
ImageFile *Fonts::_font;
int Fonts::_fontNumber;
int Fonts::_fontHeight;
int Fonts::_widestChar;
uint16 Fonts::_charCount;
byte Fonts::_yOffsets[255];
void Fonts::setVm(SherlockEngine *vm) {
_vm = vm;
_font = nullptr;
_charCount = 0;
}
void Fonts::freeFont() {
delete _font;
}
void Fonts::setFont(int fontNum) {
_fontNumber = fontNum;
// Discard previous font
delete _font;
if (IS_SERRATED_SCALPEL) {
// Scalpel
if ((_vm->isDemo()) && (!_vm->_interactiveFl)) {
// Do not set up any font for the non-interactive demo of scalpel
// The non-interactive demo does not contain any font at all
return;
}
}
Common::String fontFilename;
if (_vm->getPlatform() != Common::kPlatform3DO) {
// PC
// use FONT[number].VGS, which is a regular sherlock graphic file
fontFilename = Common::String::format("FONT%d.VGS", fontNum + 1);
// load font data
_font = new ImageFile(fontFilename);
if (IS_SERRATED_SCALPEL) {
if (_vm->getLanguage() == Common::ES_ESP) {
if (_fontNumber == 1) {
// Create a new character - inverted exclamation mark (0x88)
// Seems this wasn't included originally, but some text has it
// This was obviously not done in the original game interpreter
ImageFrame &frameExclamationMark = (*_font)[0]; // get actual exclamation mark
ImageFrame frameRevExclamationMark;
frameRevExclamationMark._width = frameExclamationMark._width;
frameRevExclamationMark._height = frameExclamationMark._height;
frameRevExclamationMark._paletteBase = frameExclamationMark._paletteBase;
frameRevExclamationMark._rleEncoded = frameExclamationMark._rleEncoded;
frameRevExclamationMark._size = frameExclamationMark._size;
frameRevExclamationMark._frame.create(frameExclamationMark._width, frameExclamationMark._height, Graphics::PixelFormat::createFormatCLUT8());
byte *frameExclMarkPixels = (byte *)frameExclamationMark._frame.getPixels();
byte *frameRevExclMarkPixels = (byte *)frameRevExclamationMark._frame.getPixels();
uint16 revExclMarkY = frameExclamationMark._height - 1;
frameRevExclMarkPixels += frameExclamationMark._width * (frameExclamationMark._height - 1);
for (uint16 exclMarkY = 0; exclMarkY < frameExclamationMark._height; exclMarkY++) {
memcpy(frameRevExclMarkPixels, frameExclMarkPixels, frameExclamationMark._width);
revExclMarkY--;
frameRevExclMarkPixels -= frameExclamationMark._width;
frameExclMarkPixels += frameExclamationMark._width;
}
frameRevExclamationMark._offset.x = frameExclamationMark._offset.x;
frameRevExclamationMark._offset.y = frameExclamationMark._offset.y + 1;
_font->push_back(frameRevExclamationMark);
}
}
}
} else {
// 3DO
switch (fontNum) {
case 0:
case 1:
fontFilename = "helvetica14.font";
break;
case 2:
fontFilename = "darts.font";
break;
default:
error("setFont(): unsupported 3DO font number");
}
// load font data
_font = new ImageFile3DO(fontFilename, kImageFile3DOType_Font);
}
_charCount = _font->size();
// Iterate through the frames to find the widest and tallest font characters
_fontHeight = _widestChar = 0;
for (uint idx = 0; idx < MIN<uint>(_charCount, 128 - 32); ++idx) {
_fontHeight = MAX((uint16)_fontHeight, (*_font)[idx]._frame.h);
_widestChar = MAX((uint16)_widestChar, (*_font)[idx]._frame.w);
}
// Initialize the Y offset table for the extended character set
for (int idx = 0; idx < 255; ++idx) {
_yOffsets[idx] = 0;
if (IS_ROSE_TATTOO) {
if ((idx >= 129 && idx < 135) || (idx >= 136 && idx < 143) || (idx >= 147 && idx < 155) ||
(idx >= 156 && idx < 165))
_yOffsets[idx] = 1;
else if ((idx >= 143 && idx < 146) || idx == 165)
_yOffsets[idx] = 2;
}
}
}
inline byte Fonts::translateChar(byte c) {
switch (c) {
case ' ':
return 0; // translate to first actual character
case 225:
// This was done in the German interpreter
// SH1: happens, when talking to the kid in the 2nd room
// SH2: happens, when looking at the newspaper right at the start in the backalley
// Special handling for 0xE1 (German Sharp-S character)
if (IS_ROSE_TATTOO) {
return 136; // it got translated to this for SH2
}
return 135; // and this for SH1
default:
if (IS_SERRATED_SCALPEL) {
if (_vm->getLanguage() == Common::ES_ESP) {
if (_fontNumber == 1) {
// Special workarounds for translated game text, which was skipped because of effectively a bug
// This was not done in the original interpreter
// It seems at least the inverted exclamation mark was skipped by the original interpreter /
// wasn't shown at all.
// This character is used for example in the alley room, when talking with the inspector after
// searching the corpse. "[0xAD]Claro! Mi experiencia profesional revela que esta mujer fue asesinada..."
// The same text gets put inside Watson's journal as well and should be on page 10 right after
// talking with the inspector. For further study see bug #6931
// Inverted question mark was also skipped, but at least that character is inside the font already.
if (c == 0xAD) {
// inverted exclamation mark
return 0x88; // our own font character, created during setFont()
}
// Inverted question mask is 0x86 (mapped from 0x88)
}
}
if (c >= 0x80) { // German SH1 version did this, but not German SH2
c--;
}
// Spanish SH1 did this (reverse engineered code)
//if ((c >= 0xA0) && (c <= 0xAD) || (c == 0x82)) {
// c--;
//}
}
assert(c > 32); // anything above space is allowed
return c - 33;
}
}
void Fonts::writeString(BaseSurface *surface, const Common::String &str,
const Common::Point &pt, int overrideColor) {
Common::Point charPos = pt;
if (!_font)
return;
for (const char *curCharPtr = str.c_str(); *curCharPtr; ++curCharPtr) {
byte curChar = *curCharPtr;
if (curChar == ' ') {
charPos.x += 5; // hardcoded space
continue;
}
curChar = translateChar(curChar);
if (curChar < _charCount) {
ImageFrame &frame = (*_font)[curChar];
surface->SHtransBlitFrom(frame, Common::Point(charPos.x, charPos.y + _yOffsets[curChar]), false, overrideColor);
charPos.x += frame._frame.w + 1;
} else {
warning("Invalid character encountered - %d", (int)curChar);
}
}
}
int Fonts::stringWidth(const Common::String &str) {
int width = 0;
if (!_font)
return 0;
for (const char *c = str.c_str(); *c; ++c)
width += charWidth(*c);
return width;
}
int Fonts::stringHeight(const Common::String &str) {
int height = 0;
if (!_font)
return 0;
for (const char *c = str.c_str(); *c; ++c)
height = MAX(height, charHeight(*c));
return height;
}
int Fonts::charWidth(unsigned char c) {
byte curChar;
if (!_font)
return 0;
if (c == ' ') {
return 5; // hardcoded space
}
curChar = translateChar(c);
if (curChar < _charCount)
return (*_font)[curChar]._frame.w + 1;
return 0;
}
int Fonts::charHeight(unsigned char c) {
byte curChar;
if (!_font)
return 0;
// Space is supposed to be handled like the first actual character (which is decimal 33)
curChar = translateChar(c);
assert(curChar < _charCount);
const ImageFrame &img = (*_font)[curChar];
return img._height + img._offset.y + 1;
}
} // End of namespace Sherlock
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