1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215
|
/* 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/textconsole.h"
#include "sword1/text.h"
#include "sword1/resman.h"
#include "sword1/objectman.h"
#include "sword1/swordres.h"
#include "sword1/sworddefs.h"
#include "sword1/screen.h"
#include "sword1/sword1.h"
namespace Sword1 {
#define OVERLAP 3
#define SPACE ' '
#define MAX_LINES 30
Text::Text(ObjectMan *pObjMan, ResMan *pResMan, bool czechVersion) {
_objMan = pObjMan;
_resMan = pResMan;
_textCount = 0;
_fontId = (czechVersion) ? CZECH_GAME_FONT : GAME_FONT;
_font = (uint8 *)_resMan->openFetchRes(_fontId);
_joinWidth = charWidth(SPACE) - 2 * OVERLAP;
_charHeight = _resMan->getUint16(_resMan->fetchFrame(_font, 0)->height); // all chars have the same height
for (int i = 0; i < MAX_TEXT_OBS; i++)
_textBlocks[i] = NULL;
}
Text::~Text() {
for (int i = 0; i < MAX_TEXT_OBS; i++)
free(_textBlocks[i]);
//_resMan->resClose(_fontId); => wiped automatically by _resMan->flush();
}
uint32 Text::lowTextManager(uint8 *ascii, int32 width, uint8 pen) {
_textCount++;
if (_textCount > MAX_TEXT_OBS)
error("Text::lowTextManager: MAX_TEXT_OBS exceeded");
uint32 textObjId = (TEXT_sect * ITM_PER_SEC) - 1;
do {
textObjId++;
} while (_objMan->fetchObject(textObjId)->o_status);
// okay, found a free text object
_objMan->fetchObject(textObjId)->o_status = STAT_FORE;
makeTextSprite((uint8)textObjId, ascii, (uint16)width, pen);
return textObjId;
}
void Text::makeTextSprite(uint8 slot, const uint8 *text, uint16 maxWidth, uint8 pen) {
LineInfo lines[MAX_LINES];
uint16 numLines = analyzeSentence(text, maxWidth, lines);
uint16 sprWidth = 0;
uint16 lineCnt;
for (lineCnt = 0; lineCnt < numLines; lineCnt++)
if (lines[lineCnt].width > sprWidth)
sprWidth = lines[lineCnt].width;
uint16 sprHeight = _charHeight * numLines;
uint32 sprSize = sprWidth * sprHeight;
assert(!_textBlocks[slot]); // if this triggers, the speechDriver failed to call Text::releaseText.
_textBlocks[slot] = (FrameHeader *)malloc(sprSize + sizeof(FrameHeader));
memcpy(_textBlocks[slot]->runTimeComp, "Nu ", 4);
_textBlocks[slot]->compSize = 0;
_textBlocks[slot]->width = _resMan->toUint16(sprWidth);
_textBlocks[slot]->height = _resMan->toUint16(sprHeight);
_textBlocks[slot]->offsetX = 0;
_textBlocks[slot]->offsetY = 0;
uint8 *linePtr = ((uint8 *)_textBlocks[slot]) + sizeof(FrameHeader);
memset(linePtr, NO_COL, sprSize);
for (lineCnt = 0; lineCnt < numLines; lineCnt++) {
uint8 *sprPtr = linePtr + (sprWidth - lines[lineCnt].width) / 2; // center the text
for (uint16 pos = 0; pos < lines[lineCnt].length; pos++)
sprPtr += copyChar(*text++, sprPtr, sprWidth, pen) - OVERLAP;
text++; // skip space at the end of the line
if (SwordEngine::isPsx()) //Chars are half height in psx version
linePtr += (_charHeight / 2) * sprWidth;
else
linePtr += _charHeight * sprWidth;
}
}
uint16 Text::charWidth(uint8 ch) {
if (ch < SPACE)
ch = 64;
return _resMan->getUint16(_resMan->fetchFrame(_font, ch - SPACE)->width);
}
uint16 Text::analyzeSentence(const uint8 *text, uint16 maxWidth, LineInfo *line) {
uint16 lineNo = 0;
bool firstWord = true;
while (*text) {
uint16 wordWidth = 0;
uint16 wordLength = 0;
while ((*text != SPACE) && *text) {
wordWidth += charWidth(*text) - OVERLAP;
wordLength++;
text++;
}
if (*text == SPACE)
text++;
wordWidth += OVERLAP; // no overlap on final letter of word!
if (firstWord) { // first word on first line, so no separating SPACE needed
line[0].width = wordWidth;
line[0].length = wordLength;
firstWord = false;
} else {
// see how much extra space this word will need to fit on current line
// (with a separating space character - also overlapped)
uint16 spaceNeeded = _joinWidth + wordWidth;
if (line[lineNo].width + spaceNeeded <= maxWidth) {
line[lineNo].width += spaceNeeded;
line[lineNo].length += 1 + wordLength; // NB. space+word characters
} else { // put word (without separating SPACE) at start of next line
lineNo++;
assert(lineNo < MAX_LINES);
line[lineNo].width = wordWidth;
line[lineNo].length = wordLength;
}
}
}
return lineNo + 1; // return no of lines
}
uint16 Text::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) {
if (ch < SPACE)
ch = 64;
FrameHeader *chFrame = _resMan->fetchFrame(_font, ch - SPACE);
uint8 *chData = ((uint8 *)chFrame) + sizeof(FrameHeader);
uint8 *dest = sprPtr;
uint8 *decBuf = NULL;
uint8 *decChr;
uint16 frameHeight = 0;
if (SwordEngine::isPsx()) {
frameHeight = _resMan->getUint16(chFrame->height) / 2;
if (_fontId == CZECH_GAME_FONT) { //Czech game fonts are compressed
decBuf = (uint8 *)malloc((_resMan->getUint16(chFrame->width)) * (_resMan->getUint16(chFrame->height) / 2));
Screen::decompressHIF(chData, decBuf);
decChr = decBuf;
} else //Normal game fonts are not compressed
decChr = chData;
} else {
frameHeight = _resMan->getUint16(chFrame->height);
decChr = chData;
}
for (uint16 cnty = 0; cnty < frameHeight; cnty++) {
for (uint16 cntx = 0; cntx < _resMan->getUint16(chFrame->width); cntx++) {
if (*decChr == LETTER_COL)
dest[cntx] = pen;
else if (((*decChr == BORDER_COL) || (*decChr == BORDER_COL_PSX)) && (!dest[cntx])) // don't do a border if there's already a color underneath (chars can overlap)
dest[cntx] = BORDER_COL;
decChr++;
}
dest += sprWidth;
}
free(decBuf);
return _resMan->getUint16(chFrame->width);
}
FrameHeader *Text::giveSpriteData(uint32 textTarget) {
// textTarget is the resource ID of the Compact linking the textdata.
// that's 0x950000 for slot 0 and 0x950001 for slot 1. easy, huh? :)
textTarget &= ITM_ID;
assert(textTarget < MAX_TEXT_OBS);
return _textBlocks[textTarget];
}
void Text::releaseText(uint32 id, bool updateCount) {
id &= ITM_ID;
assert(id < MAX_TEXT_OBS);
if (_textBlocks[id]) {
free(_textBlocks[id]);
_textBlocks[id] = NULL;
if (updateCount)
_textCount--;
}
}
} // End of namespace Sword1
|