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author | Torbjörn Andersson | 2004-04-14 07:12:10 +0000 |
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committer | Torbjörn Andersson | 2004-04-14 07:12:10 +0000 |
commit | 3a4536e2e2ea74a4332447d59813b916f2aa3aa7 (patch) | |
tree | f450164473003b98b4e9dd24526321fce689b470 | |
parent | fae6675c5be5788e1ec4456fdf866466b80577ff (diff) | |
download | scummvm-rg350-3a4536e2e2ea74a4332447d59813b916f2aa3aa7.tar.gz scummvm-rg350-3a4536e2e2ea74a4332447d59813b916f2aa3aa7.tar.bz2 scummvm-rg350-3a4536e2e2ea74a4332447d59813b916f2aa3aa7.zip |
Cleanup. (Mostly of the comments.)
svn-id: r13579
-rw-r--r-- | sword2/console.h | 2 | ||||
-rw-r--r-- | sword2/debug.cpp | 6 | ||||
-rw-r--r-- | sword2/debug.h | 2 | ||||
-rw-r--r-- | sword2/maketext.cpp | 507 | ||||
-rw-r--r-- | sword2/maketext.h | 68 |
5 files changed, 247 insertions, 338 deletions
diff --git a/sword2/console.h b/sword2/console.h index f25645dd49..d445b977f5 100644 --- a/sword2/console.h +++ b/sword2/console.h @@ -44,7 +44,7 @@ private: int32 _showVar[MAX_SHOWVARS]; - uint8 _debugTextBlocks[MAX_DEBUG_TEXT_BLOCKS]; + uint8 _debugTextBlocks[MAX_DEBUG_TEXTS]; void clearDebugTextBlocks(void); void makeDebugTextBlock(char *text, int16 x, int16 y); diff --git a/sword2/debug.cpp b/sword2/debug.cpp index 85a463932a..8d9bb1d8b2 100644 --- a/sword2/debug.cpp +++ b/sword2/debug.cpp @@ -31,7 +31,7 @@ namespace Sword2 { void Debugger::clearDebugTextBlocks(void) { uint8 blockNo = 0; - while (blockNo < MAX_DEBUG_TEXT_BLOCKS && _debugTextBlocks[blockNo] > 0) { + while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) { // kill the system text block _vm->_fontRenderer->killTextBloc(_debugTextBlocks[blockNo]); @@ -45,10 +45,10 @@ void Debugger::clearDebugTextBlocks(void) { void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) { uint8 blockNo = 0; - while (blockNo < MAX_DEBUG_TEXT_BLOCKS && _debugTextBlocks[blockNo] > 0) + while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) blockNo++; - assert(blockNo < MAX_DEBUG_TEXT_BLOCKS); + assert(blockNo < MAX_DEBUG_TEXTS); _debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((uint8 *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION); } diff --git a/sword2/debug.h b/sword2/debug.h index e29a002ff0..644450f75c 100644 --- a/sword2/debug.h +++ b/sword2/debug.h @@ -21,7 +21,7 @@ #define D_DEBUG // FIXME: I don't know how large this constant used to be -#define MAX_DEBUG_TEXT_BLOCKS 50 +#define MAX_DEBUG_TEXTS 50 #define MAX_SHOWVARS 15 diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp index bc528bba28..7d90f9ba3e 100644 --- a/sword2/maketext.cpp +++ b/sword2/maketext.cpp @@ -35,141 +35,138 @@ // for new system by JEL on 9oct96 and updated again (for font // as a resource) on 5dec96. +#include "common/stdafx.h" +#include "sword2/sword2.h" +#include "sword2/defs.h" +#include "sword2/logic.h" +#include "sword2/maketext.h" +#include "sword2/resman.h" +#include "sword2/driver/d_draw.h" + +namespace Sword2 { + #define MAX_LINES 30 // max character lines in output sprite #define BORDER_COL 200 // source colour for character border (only // needed for remapping colours) #define LETTER_COL 193 // source colour for bulk of character ( " ) -#define NO_COL 0 // sprite background - 0 for transparency! #define SPACE ' ' #define FIRST_CHAR SPACE // first character in character set #define LAST_CHAR 255 // last character in character set #define DUD 64 // the first "chequered flag" (dud) symbol in // our character set is in the '@' position -#include "common/stdafx.h" -#include "sword2/sword2.h" -#include "sword2/defs.h" -#include "sword2/logic.h" -#include "sword2/maketext.h" -#include "sword2/resman.h" -#include "sword2/driver/d_draw.h" -namespace Sword2 { - -// info for each line of words in the output text sprite +/** + * This function creates a new text sprite in a movable memory block. It must + * be locked before use, i.e. lock, draw sprite, unlock/free. The sprite data + * contains a FrameHeader, but not a standard file header. + * + * @param sentence pointer to a null-terminated string + * @param maxWidth the maximum allowed text sprite width in pixels + * @param pen the text colour, or zero to use the source colours + * @param fontRes the font resource id + * @param border the border colour; black by default + * @return a handle to a floating memory block containing the text sprite + * @note The sentence must contain no leading, trailing or extra spaces. + * Out-of-range characters in the string are replaced by a special + * error-signal character (chequered flag) + */ Memory *FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) { - Memory *line; // handle for the memory block which will - // contain the array of lineInfo structures - Memory *textSprite; // handle for the block to contain the text - // sprite itself - uint16 noOfLines; // no of lines of text required to fit within - // a sprite of width 'maxWidth' pixels - - debug(5, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth); + debug(3, "makeTextSprite(\"%s\", maxWidth=%u)", sentence, maxWidth); _borderPen = border; - // NB. ensure sentence contains no leading/tailing/extra spaces - if - // necessary, copy to another array first, missing the extra spaces. - - // set the global layout variables + // Line- and character spacing are hard-wired, rather than being part + // of the resource. if (fontRes == _vm->_speechFontId) { - _lineSpacing = -6; // overlap lines by 6 pixels - _charSpacing = -3; // overlap characters by 3 pixels + _lineSpacing = -6; + _charSpacing = -3; } else if (fontRes == CONSOLE_FONT_ID) { - _lineSpacing = 0; // no space or overlap between lines - _charSpacing = 1; // 1 pixel spacing between each character + _lineSpacing = 0; + _charSpacing = 1; } else { _lineSpacing = 0; _charSpacing = 0; } - // allocate memory for array of lineInfo structures + // Allocate memory for array of lineInfo structures - line = _vm->_memory->allocMemory(MAX_LINES * sizeof(LineInfo), MEM_locked, (uint32) UID_temp); + Memory *line = _vm->_memory->allocMemory(MAX_LINES * sizeof(LineInfo), MEM_locked, UID_temp); - // get details of sentence breakdown into array of LineInfo structures - // and get the no of lines involved + // Get details of sentence breakdown into array of LineInfo structures + // and get the number of lines involved - noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *) line->ad); + uint16 noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *) line->ad); - // construct the sprite based on the info gathered - returns floating + // Construct the sprite based on the info gathered - returns floating // mem block - textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *) line->ad, noOfLines); + Memory *textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *) line->ad, noOfLines); - // free up the lineInfo array now _vm->_memory->freeMemory(line); - return textSprite; } uint16 FontRenderer::analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line) { - uint16 pos = 0, wordWidth, wordLength, spaceNeeded; - uint16 lineNo = 0; - uint8 ch; - bool firstWord = true; - // joinWidth = how much extra space is needed to append a word to a // line. NB. SPACE requires TWICE the '_charSpacing' to join a word // to line uint16 joinWidth = charWidth(SPACE, fontRes) + 2 * _charSpacing; - - // while not reached the NULL terminator + + uint16 lineNo = 0; + uint16 pos = 0; + bool firstWord = true; + + uint8 ch; do { - // new word - wordWidth = 0; - wordLength = 0; + uint16 wordWidth = 0; + uint16 wordLength = 0; - // get first char of word (at position 'pos') - ch = sentence[pos++]; + // Calculate the width of the word. - // while not SPACE or NULL terminator + ch = sentence[pos++]; - while ((ch != SPACE) && ch) { + while (ch && ch != SPACE) { wordWidth += charWidth(ch, fontRes) + _charSpacing; wordLength++; ch = sentence[pos++]; } - // no _charSpacing after final letter of word! + // Don't include any character spacing at the end of the word. wordWidth -= _charSpacing; // 'ch' is now the SPACE or NULL following the word // 'pos' indexes to the position following 'ch' if (firstWord) { - // first word on first line, so no separating SPACE - // needed + // This is the first word on the line, so no separating + // space is needed. line[0].width = wordWidth; line[0].length = wordLength; firstWord = false; } else { - // see how much extra space this word will need to + // See how much extra space this word will need to // fit on current line (with a separating space // character - also overlapped) - spaceNeeded = joinWidth + wordWidth; + uint16 spaceNeeded = joinWidth + wordWidth; if (line[lineNo].width + spaceNeeded <= maxWidth) { - // fits this line + // The word fits on this line. line[lineNo].width += spaceNeeded; - // NB. space+word characters - line[lineNo].length += 1 + wordLength; + line[lineNo].length += (1 + wordLength); } else { - // put word (without separating SPACE) at - // start of next line + // The word spills over to the next line, i.e. + // no separating space. - // for next LineInfo structure in the array lineNo++; - // exception if lineNo >= MAX_LINES - // debug_only( lineNo < MAX_LINES ); + assert(lineNo < MAX_LINES); line[lineNo].width = wordWidth; line[lineNo].length = wordLength; @@ -177,268 +174,235 @@ uint16 FontRenderer::analyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fo } } while (ch); - // return no of lines return lineNo + 1; } -// Returns a handle to a floating memory block containing a text sprite, given -// a pointer to a null-terminated string, pointer to required character set, -// required text pen colour (or zero to use source colours), pointer to the -// array of linInfo structures created by 'analyseSentence()', and the number -// of lines (ie. no. of elements in the 'line' array). - -// PC Version of BuildTextSprite +/** + * This function creates a new text sprite in a movable memory block. It must + * be locked before use, i.e. lock, draw sprite, unlock/free. The sprite data + * contains a FrameHeader, but not a standard file header. + * + * @param sentence pointer to a null-terminated string + * @param fontRes the font resource id + * @param pen the text colour, or zero to use the source colours + * @param line array of LineInfo structures, created by analyseSentence() + * @param noOfLines the number of lines, i.e. the number of elements in 'line' + * @return a handle to a floating memory block containing the text sprite + * @note The sentence must contain no leading, trailing or extra spaces. + * Out-of-range characters in the string are replaced by a special + * error-signal character (chequered flag) + */ Memory *FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines) { - uint8 *linePtr, *spritePtr; - uint16 lineNo, pos = 0, posInLine, spriteWidth = 0, spriteHeight; - uint16 sizeOfSprite; - uint16 char_height = charHeight(fontRes); - FrameHeader *frameHeadPtr, *charPtr; - Memory *textSprite; - uint8 *charSet; + uint16 i; + + // Find the width of the widest line in the output text - // spriteWidth = width of widest line of output text + uint16 spriteWidth = 0; - for (lineNo = 0; lineNo < noOfLines; lineNo++) - if (line[lineNo].width > spriteWidth) - spriteWidth = line[lineNo].width; + for (i = 0; i < noOfLines; i++) + if (line[i].width > spriteWidth) + spriteWidth = line[i].width; - // spriteHeight = tot height of char lines + tot height of separating - // lines + // Find the total height of the text sprite: the total height of the + // text lines, plus the total height of the spacing between them. - spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1); + uint16 char_height = charHeight(fontRes); + uint16 spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1); - // total size (no of pixels) - sizeOfSprite = spriteWidth * spriteHeight; + // Allocate memory for the text sprite - // allocate memory for sprite, and lock it ready for use - // NB. 'textSprite' is the given pointer to the handle to be used - textSprite = _vm->_memory->allocMemory(sizeof(FrameHeader) + sizeOfSprite, MEM_locked, (uint32) UID_text_sprite); + uint32 sizeOfSprite = spriteWidth * spriteHeight; + Memory *textSprite = _vm->_memory->allocMemory(sizeof(FrameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite); - // the handle (*textSprite) now points to UNMOVABLE memory block - // set up the frame header + // At this stage, textSprite points to an unmovable memory block. Set + // up the frame header. - // point to the start of our memory block - frameHeadPtr = (FrameHeader *) textSprite->ad; + FrameHeader *frameHeadPtr = (FrameHeader *) textSprite->ad; frameHeadPtr->compSize = 0; frameHeadPtr->width = spriteWidth; frameHeadPtr->height = spriteHeight; - - debug(5, "spriteWidth=%u", spriteWidth); - debug(5, "spriteHeight=%u", spriteHeight); - // ok, now point to the start (of the first line) of the sprite data - // itelf + debug(4, "Text sprite size: %ux%u", spriteWidth, spriteHeight); - linePtr = textSprite->ad + sizeof(FrameHeader); + // Clear the entire sprite to make it transparent. - // start with transparent sprite (no colour) - memset(linePtr, NO_COL, sizeOfSprite); + uint8 *linePtr = textSprite->ad + sizeof(FrameHeader); + memset(linePtr, 0, sizeOfSprite); - // open font file - charSet = _vm->_resman->openResource(fontRes); + uint8 *charSet = _vm->_resman->openResource(fontRes); - // fill sprite with characters, one line at a time + // Build the sprite, one line at a time - for (lineNo = 0; lineNo < noOfLines; lineNo++) { - // position the start of the line so that it is centred - // across the sprite + uint16 pos = 0; - spritePtr = linePtr + (spriteWidth - line[lineNo].width) / 2; + for (i = 0; i < noOfLines; i++) { + // Center each line + uint8 *spritePtr = linePtr + (spriteWidth - line[i].width) / 2; // copy the sprite for each character in this line to the // text sprite and inc the sprite ptr by the character's // width minus the 'overlap' - for (posInLine = 0; posInLine < line[lineNo].length; posInLine++) { - charPtr = findChar(sentence[pos++], charSet); - -#ifdef _SWORD2_DEBUG - if (charPtr->height != char_height) - error("FONT ERROR: '%c' is not same height as the space", sentence[pos - 1]); -#endif + for (uint j = 0; j < line[i].length; j++) { + FrameHeader *charPtr = findChar(sentence[pos++], charSet); + assert(charPtr->height == char_height); copyChar(charPtr, spritePtr, spriteWidth, pen); spritePtr += charPtr->width + _charSpacing; } - // skip space at end of last word in this line + // Skip space at end of last word in this line pos++; - // move to start of next character line in text sprite linePtr += (char_height + _lineSpacing) * spriteWidth; } - // close font file _vm->_resman->closeResource(fontRes); - // unlock the sprite memory block, so it's movable + // Unlock the sprite memory block, so it's movable _vm->_memory->floatMemory(textSprite); - return textSprite; } -// Returns the width of a character sprite, given the character's ASCII code -// and a pointer to the start of the character set. +/** + * @param ch the ASCII code of the character + * @param fontRes the font resource id + * @return the width of the character + */ uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) { - FrameHeader *charFrame; - uint8 *charSet; - uint16 width; - - // open font file - charSet = _vm->_resman->openResource(fontRes); + uint8 *charSet = _vm->_resman->openResource(fontRes); - // move to approp. sprite (header) - charFrame = findChar(ch, charSet); - width = charFrame->width; + FrameHeader *charFrame = findChar(ch, charSet); + uint16 width = charFrame->width; - // close font file _vm->_resman->closeResource(fontRes); - - // return its width return width; } +/** + * @param fontRes the font resource id + * @return the height of a character sprite + * @note All characters in a font are assumed to have the same height, so + * there is no need to specify which one to look at. + */ + // Returns the height of a character sprite, given the character's ASCII code // and a pointer to the start of the character set. uint16 FontRenderer::charHeight(uint32 fontRes) { - FrameHeader *charFrame; - uint8 *charSet; - uint16 height; + uint8 *charSet = _vm->_resman->openResource(fontRes); - // open font file - charSet = _vm->_resman->openResource(fontRes); + FrameHeader *charFrame = findChar(FIRST_CHAR, charSet); + uint16 height = charFrame->height; - // assume all chars the same height, i.e. FIRST_CHAR is as good as any - charFrame = findChar(FIRST_CHAR, charSet); - height = charFrame->height; - - // close font file _vm->_resman->closeResource(fontRes); - - // return its height return height; } -// Returns a pointer to the header of a character sprite, given the character's -// ASCII code and a pointer to the start of the character set. +/** + * @param ch the ASCII code of the character to find + * @param charSet pointer to the start of the character set + * @return pointer to the requested character or, if it's out of range, the + * 'dud' character (chequered flag) + */ FrameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) { - // if 'ch' out of range, print the 'dud' character (chequered flag) if (ch < FIRST_CHAR) ch = DUD; - return _vm->fetchFrameHeader(charSet, ch - FIRST_CHAR); } -// Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr' -// of width 'spriteWidth'. If pen is zero, it copies the data across directly, -// otherwise it maps pixels of BORDER_COL to '_borderPen', and LETTER_COL to -// 'pen'. +/** + * Copies a character sprite to the sprite buffer. + * @param charPtr pointer to the character sprite + * @param spritePtr pointer to the sprite buffer + * @param spriteWidth the width of the character + * @param pen If zero, copy the data directly. Otherwise remap the + * sprite's colours from BORDER_COL to _borderPen and from + * LETTER_COL to pen. + */ void FontRenderer::copyChar(FrameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) { - uint8 *rowPtr, *source, *dest; - uint16 rows, cols; + uint8 *source = (uint8 *) charPtr + sizeof(FrameHeader); + uint8 *rowPtr = spritePtr; - // now pts to sprite data for char 'ch' - source = (uint8 *) charPtr + sizeof(FrameHeader); + for (uint i = 0; i < charPtr->height; i++) { + uint8 *dest = rowPtr; - // pts to start of first row of char within text sprite - rowPtr = spritePtr; - - for (rows = 0; rows < charPtr->height; rows++) { - // start at beginning of row - dest = rowPtr; - - // if required output pen is non-zero if (pen) { - for (cols = 0; cols < charPtr->width; cols++) { - // inc source ptr along sprite data + // Use the specified colours + for (uint j = 0; j < charPtr->width; j++) { switch (*source++) { case LETTER_COL: *dest = pen; break; case BORDER_COL: - // don't do a border pixel if there's + // Don't do a border pixel if there's // already a bit of another character // underneath (for overlapping!) - if (!*dest) *dest = _borderPen; break; - - // do nothing if source pixel is zero, + default: + // Do nothing if source pixel is zero, // ie. transparent + break; } - - // inc dest ptr to next pixel along row dest++; } } else { - // pen is zero, so just copy character sprites - // directly into text sprite without remapping colours + // Pen is zero, so just copy character sprites + // directly into text sprite without remapping colours. + // Apparently overlapping is never considered here? memcpy(dest, source, charPtr->width); source += charPtr->width; } - - // next row down (add width of text sprite) rowPtr += spriteWidth; } } -// distance to keep speech text from edges of screen +// Distance to keep speech text from edges of screen #define TEXT_MARGIN 12 -// creates a text bloc in the list and returns the bloc number the list of -// blocs are read and blitted at render time choose alignment type -// RDSPR_DISPLAYALIGN or 0 +/** + * Creates a text bloc in the list and returns the bloc number. The list of + * blocs is read and blitted at render time. Choose alignment type + * RDSPR_DISPLAYALIGN or 0 + */ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) { - uint32 j = 0; - FrameHeader *frame_head; - int16 text_left_margin; - int16 text_right_margin; - int16 text_top_margin; - int16 text_bottom_margin; - - // find a free slot - while (j < MAX_text_blocs && _blocList[j].text_mem) - j++; + uint32 i = 0; - assert(j < MAX_text_blocs); + while (i < MAX_text_blocs && _blocList[i].text_mem) + i++; - // make the sprite! - _blocList[j].text_mem = makeTextSprite(ascii, width, pen, fontRes); + assert(i < MAX_text_blocs); - // speech to be centred above point (x,y), but kept on-screen - // where (x,y) is a point somewhere just above the talker's head + // Create and position the sprite - // debug text just to be printed normally from point (x,y) - - // JUSTIFICATION & POSITIONING + _blocList[i].text_mem = makeTextSprite(ascii, width, pen, fontRes); // 'NO_JUSTIFICATION' means print sprite with top-left at (x,y) // without margin checking - used for debug text if (justification != NO_JUSTIFICATION) { - frame_head = (FrameHeader *) _blocList[j].text_mem->ad; + FrameHeader *frame_head = (FrameHeader *) _blocList[i].text_mem->ad; switch (justification) { - // this one is always used for SPEECH TEXT; possibly - // also for pointer text case POSITION_AT_CENTRE_OF_BASE: - x -= (frame_head->width) / 2; + // This one is always used for SPEECH TEXT; possibly + // also for pointer text + x -= (frame_head->width / 2); y -= frame_head->height; break; case POSITION_AT_CENTRE_OF_TOP: - x -= (frame_head->width) / 2; + x -= (frame_head->width / 2); break; case POSITION_AT_LEFT_OF_TOP: - // the given coords are already correct for this! + // The given coords are already correct for this! break; case POSITION_AT_RIGHT_OF_TOP: x -= frame_head->width; @@ -451,7 +415,7 @@ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, y -= frame_head->height; break; case POSITION_AT_LEFT_OF_CENTRE: - y -= (frame_head->height) / 2; + y -= (frame_head->height / 2); break; case POSITION_AT_RIGHT_OF_CENTRE: x -= frame_head->width; @@ -459,22 +423,22 @@ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, break; } - // ensure text sprite is a few pixels inside the visible screen + // Ensure text sprite is a few pixels inside the visible screen // remember - it's RDSPR_DISPLAYALIGN - text_left_margin = TEXT_MARGIN; - text_right_margin = 640 - TEXT_MARGIN - frame_head->width; - text_top_margin = TEXT_MARGIN; - text_bottom_margin = 400 - TEXT_MARGIN - frame_head->height; + uint16 text_left_margin = TEXT_MARGIN; + uint16 text_right_margin = 640 - TEXT_MARGIN - frame_head->width; + uint16 text_top_margin = TEXT_MARGIN; + uint16 text_bottom_margin = 400 - TEXT_MARGIN - frame_head->height; - // move if too far left or too far right + // Move if too far left or too far right if (x < text_left_margin) x = text_left_margin; else if (x > text_right_margin) x = text_right_margin; - // move if too high or too low + // Move if too high or too low if (y < text_top_margin) y = text_top_margin; @@ -482,109 +446,81 @@ uint32 FontRenderer::buildNewBloc(uint8 *ascii, int16 x, int16 y, uint16 width, y = text_bottom_margin; } - _blocList[j].x = x; - _blocList[j].y = y; + // The sprite is always uncompressed + _blocList[i].type = type | RDSPR_NOCOMPRESSION; - // always uncompressed - _blocList[j].type = type | RDSPR_NOCOMPRESSION; + _blocList[i].x = x; + _blocList[i].y = y; - return j + 1; + return i + 1; } -void FontRenderer::printTextBlocs(void) { - //called by build_display - - FrameHeader *frame; - SpriteInfo spriteInfo; - uint32 rv; - uint32 j; +/** + * Called by buildDisplay() + */ - for (j = 0; j < MAX_text_blocs; j++) { - if (_blocList[j].text_mem) { - frame = (FrameHeader *) _blocList[j].text_mem->ad; +void FontRenderer::printTextBlocs(void) { + for (uint i = 0; i < MAX_text_blocs; i++) { + if (_blocList[i].text_mem) { + FrameHeader *frame = (FrameHeader *) _blocList[i].text_mem->ad; + SpriteInfo spriteInfo; - spriteInfo.x = _blocList[j].x; - spriteInfo.y = _blocList[j].y; + spriteInfo.x = _blocList[i].x; + spriteInfo.y = _blocList[i].y; spriteInfo.w = frame->width; spriteInfo.h = frame->height; spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; - spriteInfo.type = _blocList[j].type; + spriteInfo.type = _blocList[i].type; spriteInfo.blend = 0; - spriteInfo.data = _blocList[j].text_mem->ad + sizeof(FrameHeader); + spriteInfo.data = _blocList[i].text_mem->ad + sizeof(FrameHeader); spriteInfo.colourTable = 0; - rv = _vm->_graphics->drawSprite(&spriteInfo); + uint32 rv = _vm->_graphics->drawSprite(&spriteInfo); if (rv) - error("Driver Error %.8x in Print_text_blocs", rv); + error("Driver Error %.8x in printTextBlocs", rv); } } } void FontRenderer::killTextBloc(uint32 bloc_number) { - //back to real bloc_number--; - - if (_blocList[bloc_number].text_mem) { - // release the floating memory and mark it as free - _vm->_memory->freeMemory(_blocList[bloc_number].text_mem); - _blocList[bloc_number].text_mem = 0; - } else { - // illegal kill - stop the system - error("closing closed text bloc number %d", bloc_number); - } + assert(_blocList[bloc_number].text_mem); + _vm->_memory->freeMemory(_blocList[bloc_number].text_mem); + _blocList[bloc_number].text_mem = 0; } -// The rest of this file doesn't belong in the FontRenderer class! - -// called from InitialiseGame() in sword2.cpp - -// resource 3258 contains text from location script for 152 (install, save & +// Resource 3258 contains text from location script for 152 (install, save & // restore text, etc) #define TEXT_RES 3258 -// local line number of "save" (actor no. 1826) +// Local line number of "save" (actor no. 1826) #define SAVE_LINE_NO 1 void Sword2Engine::initialiseFontResourceFlags(void) { - uint8 *textFile, *textLine; - uint8 language; - - // open the text resource - textFile = _resman->openResource(TEXT_RES); + uint8 *textFile = _resman->openResource(TEXT_RES); // If language is Polish or Finnish it requires alternate fonts. // Otherwise, use regular fonts - // get the text line (& skip the 2 chars containing the wavId) - - textLine = fetchTextLine(textFile, SAVE_LINE_NO) + 2; - // "talenna" Finnish for "save" // "zapisz" Polish for "save" - if (strcmp((char *) textLine, "tallenna") == 0) - language = FINNISH_TEXT; - else if (strcmp((char *) textLine, "zapisz") == 0) - language = POLISH_TEXT; - else - language = DEFAULT_TEXT; + // Get the text line (& skip the 2 chars containing the wavId) + char *textLine = (char *) fetchTextLine(textFile, SAVE_LINE_NO) + 2; - // Set the game to use the appropriate fonts - initialiseFontResourceFlags(language); + if (strcmp(textLine, "tallenna") == 0) + initialiseFontResourceFlags(FINNISH_TEXT); + else if (strcmp(textLine, "zapisz") == 0) + initialiseFontResourceFlags(POLISH_TEXT); + else + initialiseFontResourceFlags(DEFAULT_TEXT); // Get the game name for the windows application - // Get the text line - skip the 2 chars containing the wavId - - if (Logic::_scriptVars[DEMO]) - textLine = fetchTextLine(textFile, 451) + 2; - else - textLine = fetchTextLine(textFile, 54) + 2; - // According to the GetNameFunction(), which was never called and has // therefore been removed, the name of the game is: // @@ -592,28 +528,35 @@ void Sword2Engine::initialiseFontResourceFlags(void) { // AMERICAN: "Circle of Blood II" // GERMAN: "Baphomet's Fluch II" // default: "Some game or other, part 86" + // + // But we get it from the text resource instead. - _graphics->setWindowName((char *) textLine); + if (Logic::_scriptVars[DEMO]) + textLine = (char *) fetchTextLine(textFile, 451) + 2; + else + textLine = (char *) fetchTextLine(textFile, 54) + 2; - // now ok to close the text file + _graphics->setWindowName(textLine); _resman->closeResource(TEXT_RES); } -// called from the above function, and also from console.cpp +/** + * Called from initialiseFontResourceFlags(), and also from console.cpp + */ void Sword2Engine::initialiseFontResourceFlags(uint8 language) { switch (language) { - case FINNISH_TEXT: // special Finnish fonts + case FINNISH_TEXT: _speechFontId = FINNISH_SPEECH_FONT_ID; _controlsFontId = FINNISH_CONTROLS_FONT_ID; _redFontId = FINNISH_RED_FONT_ID; break; - case POLISH_TEXT: // special Polish fonts + case POLISH_TEXT: _speechFontId = POLISH_SPEECH_FONT_ID; _controlsFontId = POLISH_CONTROLS_FONT_ID; _redFontId = POLISH_RED_FONT_ID; break; - default: // DEFAULT_TEXT - regular fonts + default: _speechFontId = ENGLISH_SPEECH_FONT_ID; _controlsFontId = ENGLISH_CONTROLS_FONT_ID; _redFontId = ENGLISH_RED_FONT_ID; diff --git a/sword2/maketext.h b/sword2/maketext.h index 7e4b46fde8..c249ad3a1a 100644 --- a/sword2/maketext.h +++ b/sword2/maketext.h @@ -17,64 +17,28 @@ * $Header$ */ -/**************************************************************************** - * MAKETEXT.H - Function prototype for text sprite builder routine JEL Oct96 - * - * The routine returns a memory handle to a movable memory block containing - * the required sprite, which must be locked before use. ie. lock, draw - * sprite, unlock/free. - * - * The sprite data contains a frameHeader, but not a standard file header. - * - * Debugger will trap error when word too big for line (maxWidth) or when - * more lines needed than max expected (MAX_LINES) - * - * PARAMETERS: - * - * 'sentence' points to a NULL-TERMINATED STRING - * - string must contain no leading/tailing/extra spaces - * - out-of-range characters in the string are forced to the output as - * a special error-signal character (chequered flag) - * - * 'maxWidth' is the maximum allowed text sprite width, in PIXELS - * - * 'pen' is the desired colour (0-255) for the main body of each character - * - * NB. Border colour is #DEFINEd in textsprt.c (to a colour value for BLACK) - * if 'pen' is zero, the characters are copied directly and NOT remapped. - * - * 'charSet' points to the beginning of the standard file header for the - * desired character set - * - * NB. The first and last characters in the set are #DEFINEd in textsprt.c - * - * RETURNS: - * - * 'textSprite' points to the handle to be used for the text sprite - * - ****************************************************************************/ - #ifndef _MAKETEXT_H #define _MAKETEXT_H #include "sword2/debug.h" +namespace Sword2 { + // Output colour for character border - should be be black but note that we // have to use a different pen number during sequences #define BORDER_PEN 194 -namespace Sword2 { - -// allow enough for all the debug text blocks (see debug.cpp) -#define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS + 1 +// 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 { - // only for debug text, since it doesn't keep text inside the screen - // margin! + // 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 + // These all force text inside the screen edge margin when necessary POSITION_AT_CENTRE_OF_BASE = 1, POSITION_AT_CENTRE_OF_TOP = 2, POSITION_AT_LEFT_OF_TOP = 3, @@ -91,18 +55,20 @@ enum { POLISH_TEXT = 2 }; -struct TextBloc { +// Info about the text, used to create the SpriteInfo struct + + struct TextBloc { int16 x; int16 y; - // RDSPR_ status bits - see defintion of SpriteInfo structure for - // correct size! uint16 type; Memory *text_mem; }; +// Info for each line of words in the output text sprite + struct LineInfo { - uint16 width; // width of line in pixels - uint16 length; // length of line in characters + uint16 width; // Width in pixels + uint16 length; // Length in characters }; class FontRenderer { @@ -110,8 +76,8 @@ private: Sword2Engine *_vm; TextBloc _blocList[MAX_text_blocs]; - // layout variables - these used to be defines, but now we're dealing - // with 2 character sets + // 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 |