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authorMartin Kiewitz2016-01-29 16:43:15 +0100
committerMartin Kiewitz2016-01-29 16:43:15 +0100
commit614884ed39d011c91291c1a3307e82f853dcfe78 (patch)
tree00c8de0d7c5284f57cd1ee53d45032c478dd0849 /engines
parent0c2de081553c3d4a2c0ac83c1bda6c8177ad4718 (diff)
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AGI: support for user-supplied font-file
agi-font-atarist.bin -> used for platform Atari ST agi-font-amiga.bin -> used for platform Amiga agi-font-dos.bin -> used for platform DOS agi-font-fanmade.bin -> used for fan-made games That way users can get a more accurate font.
Diffstat (limited to 'engines')
-rw-r--r--engines/agi/font.cpp55
-rw-r--r--engines/agi/font.h1
2 files changed, 52 insertions, 4 deletions
diff --git a/engines/agi/font.cpp b/engines/agi/font.cpp
index 0a6ac54286..b3547c27b1 100644
--- a/engines/agi/font.cpp
+++ b/engines/agi/font.cpp
@@ -996,14 +996,20 @@ void GfxFont::init() {
// We are currently using the custom font for all fanmade games
if (_vm->getFeatures() & (GF_FANMADE | GF_AGDS)) {
// fanmade game, use custom font for now
- _fontData = fontData_FanGames; // our (own?) custom font, that supports umlauts etc.
+ loadFontScummVMFile("agi-font-fangame.bin");
+ if (_fontData) {
+ _fontData = fontData_FanGames; // our (own?) custom font, that supports umlauts etc.
+ }
return;
}
switch (_vm->_renderMode) {
case Common::kRenderAmiga:
- loadFontAmigaPseudoTopaz();
- //_fontData = fontData_Amiga; // use Amiga Topaz font
+ // Try user-file first, if that fails use our internal inaccurate topaz font
+ loadFontScummVMFile("agi-font-amiga.bin");
+ if (!_fontData) {
+ loadFontAmigaPseudoTopaz();
+ }
break;
case Common::kRenderApple2GS:
// Special font, stored in file AGIFONT
@@ -1012,7 +1018,11 @@ void GfxFont::init() {
case Common::kRenderAtariST:
// TODO: Atari ST uses another font
// Seems to be the standard Atari ST 8x8 system font
-
+ loadFontScummVMFile("agi-font-atarist.bin");
+ if (!_fontData) {
+ // TODO: in case we find a recreation of the font, add it in here
+ }
+ break;
case Common::kRenderCGA:
case Common::kRenderEGA:
case Common::kRenderVGA:
@@ -1022,6 +1032,7 @@ void GfxFont::init() {
loadFontMickey();
break;
default:
+ loadFontScummVMFile("agi-font-dos.bin");
break;
}
break;
@@ -1051,6 +1062,42 @@ const byte *GfxFont::getFontData() {
return _fontData;
}
+// This code loads a ScummVM-specific user-supplied binary font file
+// It's assumed that it's a plain binary file, that contains 256 characters. 8 bytes per character.
+// 8x8 pixels per character. File size 2048 bytes.
+//
+// Currently used for:
+// Atari ST - "agi-font-atarist.bin" -> should be the Atari ST 8x8 system font
+// Amiga - "agi-font-amiga.bin" -> should be the Amiga 8x8 Topaz font
+// DOS - "agi-font-dos.bin"
+// Fangames - "agi-font-fangame.bin"
+void GfxFont::loadFontScummVMFile(Common::String fontFilename) {
+ Common::File fontFile;
+ int32 fontFileSize = 0;
+
+ if (!fontFile.open(fontFilename)) {
+ // Continue, if file not found
+ // These ScummVM font files are totally optional, so don't show a warning
+ return;
+ }
+
+ fontFileSize = fontFile.size();
+ if (fontFileSize != (256 * 8)) {
+ // unexpected file size
+ fontFile.close();
+ warning("Fontfile '%s': unexpected file size", fontFilename.c_str());
+ return;
+ }
+
+ // allocate space for font bitmap data
+ _fontDataAllocated = (uint8 *)calloc(256, 8);
+ _fontData = _fontDataAllocated;
+
+ // read font data, is already in the format that we need (plain bitmap 8x8)
+ fontFile.read(_fontDataAllocated, 256 * 8);
+ fontFile.close();
+}
+
// We load the Mickey Mouse font from MICKEY.EXE
void GfxFont::loadFontMickey() {
Common::File interpreterFile;
diff --git a/engines/agi/font.h b/engines/agi/font.h
index 130e863476..791b1b0217 100644
--- a/engines/agi/font.h
+++ b/engines/agi/font.h
@@ -38,6 +38,7 @@ public:
const byte *getFontData();
private:
+ void loadFontScummVMFile(Common::String fontFilename);
void loadFontMickey();
void loadFontAmigaPseudoTopaz();
void loadFontAppleIIgs();