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author | Torbjörn Andersson | 2003-10-11 12:26:53 +0000 |
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committer | Torbjörn Andersson | 2003-10-11 12:26:53 +0000 |
commit | 02a157e745210d8986df83dd2114c2ee0ae86c88 (patch) | |
tree | 160b1cb10dbbf5ca5ea8a6ebd2f510ab6d3ee88d /sword2/maketext.cpp | |
parent | 650581eef80bcf2fbe5bb55218ae329a8673498e (diff) | |
download | scummvm-rg350-02a157e745210d8986df83dd2114c2ee0ae86c88.tar.gz scummvm-rg350-02a157e745210d8986df83dd2114c2ee0ae86c88.tar.bz2 scummvm-rg350-02a157e745210d8986df83dd2114c2ee0ae86c88.zip |
Moved the text drawing stuff into a class of its own. (Adding another
global variable which will hopefully be dealt with later.)
svn-id: r10734
Diffstat (limited to 'sword2/maketext.cpp')
-rw-r--r-- | sword2/maketext.cpp | 208 |
1 files changed, 74 insertions, 134 deletions
diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp index f813a897d6..92ed4147b5 100644 --- a/sword2/maketext.cpp +++ b/sword2/maketext.cpp @@ -40,10 +40,6 @@ #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 BORDER_PEN 194 // output colour for character border - should - // be black ( " ) but note that we have to use - // a different pen number during sequences - #define NO_COL 0 // sprite background - 0 for transparency! #define SPACE ' ' #define FIRST_CHAR SPACE // first character in character set @@ -64,39 +60,11 @@ namespace Sword2 { -extern uint32 sequenceTextLines; // see anims.cpp +FontRenderer fontRenderer; // info for each line of words in the output text sprite -typedef struct { - uint16 width; // width of line in pixels - uint16 length; // length of line in characters -} _lineInfo; - -uint16 AnalyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line); -mem* BuildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines); -uint16 CharWidth(uint8 ch, uint32 fontRes); -uint16 CharHeight(uint32 fontRes); -_frameHeader* FindChar(uint8 ch, uint8 *charSet); -void CopyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen); - -// global layout variables - these used to be defines, but now we're dealing -// with 2 character sets (10dec96 JEL) - -int8 line_spacing; // no. of pixels to separate lines of characters in - // the output sprite - negative for overlap -int8 char_spacing; // no. of pixels to separate characters along each - // line - negative for overlap -uint8 border_pen; // output pen colour of character borders - -// Global font resource id variables, set up in 'SetUpFontResources()' at -// bottom of this file - -uint32 speech_font_id; -uint32 controls_font_id; -uint32 red_font_id; - -mem* MakeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes) { +mem* FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border) { mem *line; // handle for the memory block which will // contain the array of lineInfo structures mem *textSprite; // handle for the block to contain the text @@ -104,45 +72,39 @@ mem* MakeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes) 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(5, "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 (10dec96 JEL) + // set the global layout variables - if (fontRes == speech_font_id) { - line_spacing = -6; // overlap lines by 6 pixels - char_spacing = -3; // overlap characters by 3 pixels + if (fontRes == g_sword2->_speechFontId) { + _lineSpacing = -6; // overlap lines by 6 pixels + _charSpacing = -3; // overlap characters by 3 pixels } else if (fontRes == CONSOLE_FONT_ID) { - line_spacing = 0; // no space or overlap between lines - char_spacing = 1; // 1 pixel spacing between each character + _lineSpacing = 0; // no space or overlap between lines + _charSpacing = 1; // 1 pixel spacing between each character } else { - line_spacing = 0; - char_spacing = 0; + _lineSpacing = 0; + _charSpacing = 0; } - // If rendering text over a sequence we need a different colour for - // the border. - - if (sequenceTextLines) - border_pen = 1; - else - border_pen = BORDER_PEN; - // allocate memory for array of lineInfo structures - line = memory.allocMemory(MAX_LINES * sizeof(_lineInfo), MEM_locked, UID_temp); + line = memory.allocMemory(MAX_LINES * sizeof(LineInfo), MEM_locked, UID_temp); - // get details of sentence breakdown into array of _lineInfo structures + // get details of sentence breakdown into array of LineInfo structures // and get the no of lines involved - noOfLines = AnalyseSentence(sentence, maxWidth, fontRes, (_lineInfo *) line->ad); + noOfLines = analyseSentence(sentence, maxWidth, fontRes, (LineInfo *) line->ad); // construct the sprite based on the info gathered - returns floating // mem block - textSprite = BuildTextSprite(sentence, fontRes, pen, (_lineInfo *) line->ad, noOfLines); + textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *) line->ad, noOfLines); // free up the lineInfo array now memory.freeMemory(line); @@ -150,17 +112,17 @@ mem* MakeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes) return textSprite; } -uint16 AnalyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineInfo *line) { +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 'char_spacing' to join a word + // line. NB. SPACE requires TWICE the '_charSpacing' to join a word // to line - uint16 joinWidth = CharWidth(SPACE, fontRes) + 2 * char_spacing; + uint16 joinWidth = charWidth(SPACE, fontRes) + 2 * _charSpacing; // while not reached the NULL terminator @@ -175,13 +137,13 @@ uint16 AnalyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineIn // while not SPACE or NULL terminator while ((ch != SPACE) && ch) { - wordWidth += CharWidth(ch, fontRes) + char_spacing; + wordWidth += charWidth(ch, fontRes) + _charSpacing; wordLength++; ch = sentence[pos++]; } - // no char_spacing after final letter of word! - wordWidth -= char_spacing; + // no _charSpacing after final letter of word! + wordWidth -= _charSpacing; // 'ch' is now the SPACE or NULL following the word // 'pos' indexes to the position following 'ch' @@ -209,7 +171,7 @@ uint16 AnalyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineIn // put word (without separating SPACE) at // start of next line - // for next _lineInfo structure in the array + // for next LineInfo structure in the array lineNo++; // exception if lineNo >= MAX_LINES @@ -228,16 +190,16 @@ uint16 AnalyseSentence(uint8 *sentence, uint16 maxWidth, uint32 fontRes, _lineIn // 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 +// array of linInfo structures created by 'analyseSentence()', and the number // of lines (ie. no. of elements in the 'line' array). // PC Version of BuildTextSprite -mem* BuildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line, uint16 noOfLines) { +mem* 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 charHeight = CharHeight(fontRes); + uint16 char_height = charHeight(fontRes); _frameHeader *frameHeadPtr, *charPtr; mem *textSprite; uint8 *charSet; @@ -251,7 +213,7 @@ mem* BuildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line // spriteHeight = tot height of char lines + tot height of separating // lines - spriteHeight = charHeight * noOfLines + line_spacing * (noOfLines - 1); + spriteHeight = char_height * noOfLines + _lineSpacing * (noOfLines - 1); // total size (no of pixels) sizeOfSprite = spriteWidth * spriteHeight; @@ -286,7 +248,7 @@ mem* BuildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line // fill sprite with characters, one line at a time - for(lineNo = 0; lineNo < noOfLines; lineNo++) { + for (lineNo = 0; lineNo < noOfLines; lineNo++) { // position the start of the line so that it is centred // across the sprite @@ -297,22 +259,22 @@ mem* BuildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line // width minus the 'overlap' for (posInLine = 0; posInLine < line[lineNo].length; posInLine++) { - charPtr = FindChar(sentence[pos++], charSet); + charPtr = findChar(sentence[pos++], charSet); #ifdef _SWORD2_DEBUG - if (charPtr->height != charHeight) + if (charPtr->height != char_height) Con_fatal_error("FONT ERROR: '%c' is not same height as the space", sentence[pos - 1]); #endif - CopyChar(charPtr, spritePtr, spriteWidth, pen); - spritePtr += charPtr->width + char_spacing; + copyChar(charPtr, spritePtr, spriteWidth, pen); + spritePtr += charPtr->width + _charSpacing; } // skip space at end of last word in this line pos++; // move to start of next character line in text sprite - linePtr += (charHeight + line_spacing) * spriteWidth; + linePtr += (char_height + _lineSpacing) * spriteWidth; } // close font file @@ -327,7 +289,7 @@ mem* BuildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, _lineInfo *line // Returns the width of a character sprite, given the character's ASCII code // and a pointer to the start of the character set. -uint16 CharWidth(uint8 ch, uint32 fontRes) { +uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) { _frameHeader *charFrame; uint8 *charSet; uint16 width; @@ -336,7 +298,7 @@ uint16 CharWidth(uint8 ch, uint32 fontRes) { charSet = res_man.open(fontRes); // move to approp. sprite (header) - charFrame = FindChar(ch, charSet); + charFrame = findChar(ch, charSet); width = charFrame->width; // close font file @@ -349,7 +311,7 @@ uint16 CharWidth(uint8 ch, uint32 fontRes) { // Returns the height of a character sprite, given the character's ASCII code // and a pointer to the start of the character set. -uint16 CharHeight(uint32 fontRes) { +uint16 FontRenderer::charHeight(uint32 fontRes) { _frameHeader *charFrame; uint8 *charSet; uint16 height; @@ -358,7 +320,7 @@ uint16 CharHeight(uint32 fontRes) { charSet = res_man.open(fontRes); // assume all chars the same height, i.e. FIRST_CHAR is as good as any - charFrame = FindChar(FIRST_CHAR, charSet); + charFrame = findChar(FIRST_CHAR, charSet); height = charFrame->height; // close font file @@ -371,7 +333,7 @@ uint16 CharHeight(uint32 fontRes) { // 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. -_frameHeader* FindChar(uint8 ch, uint8 *charSet) { +_frameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) { // if 'ch' out of range, print the 'dud' character (chequered flag) if (ch < FIRST_CHAR) ch = DUD; @@ -381,10 +343,10 @@ _frameHeader* FindChar(uint8 ch, uint8 *charSet) { // 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 'border_pen', and LETTER_COL to +// otherwise it maps pixels of BORDER_COL to '_borderPen', and LETTER_COL to // 'pen'. -void CopyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) { +void FontRenderer::copyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 pen) { uint8 *rowPtr, *source, *dest; uint16 rows, cols; @@ -412,7 +374,7 @@ void CopyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 // underneath (for overlapping!) if (!*dest) - *dest = border_pen; + *dest = _borderPen; break; // do nothing if source pixel is zero, @@ -434,30 +396,6 @@ void CopyChar(_frameHeader *charPtr, uint8 *spritePtr, uint16 spriteWidth, uint8 } } -#ifdef _SWORD2_DEBUG -// allow enough for all the debug text blocks (see debug.cpp) -#define MAX_text_blocs MAX_DEBUG_TEXT_BLOCKS + 1 -#else -// only need one for speech, and possibly one for "PAUSED" -#define MAX_text_blocs 2 -#endif - -typedef struct { - int16 x; - int16 y; - // RDSPR_ status bits - see defintion of _spriteInfo structure for - // correct size! - uint16 type; - mem *text_mem; -} text_bloc; - -static text_bloc text_sprite_list[MAX_text_blocs]; - -void Init_text_bloc_system(void) { - for (int j = 0; j < MAX_text_blocs; j++) - text_sprite_list[j].text_mem = 0; -} - // distance to keep speech text from edges of screen #define TEXT_MARGIN 12 @@ -465,7 +403,7 @@ void Init_text_bloc_system(void) { // blocs are read and blitted at render time choose alignment type // RDSPR_DISPLAYALIGN or 0 -uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification) { +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; @@ -474,7 +412,7 @@ uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, int16 text_bottom_margin; // find a free slot - while(j < MAX_text_blocs && text_sprite_list[j].text_mem) + while (j < MAX_text_blocs && _blocList[j].text_mem) j++; #ifdef _SWORD2_DEBUG @@ -484,7 +422,7 @@ uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, #endif // make the sprite! - text_sprite_list[j].text_mem = MakeTextSprite(ascii, width, pen, fontRes); + _blocList[j].text_mem = makeTextSprite(ascii, width, pen, fontRes); // 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 @@ -497,7 +435,7 @@ uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, // without margin checking - used for debug text if (justification != NO_JUSTIFICATION) { - frame_head = (_frameHeader *) text_sprite_list[j].text_mem->ad; + frame_head = (_frameHeader *) _blocList[j].text_mem->ad; switch (justification) { // this one is always used for SPEECH TEXT; possibly @@ -554,16 +492,16 @@ uint32 Build_new_block(uint8 *ascii, int16 x, int16 y, uint16 width, uint8 pen, y = text_bottom_margin; } - text_sprite_list[j].x = x; - text_sprite_list[j].y = y; + _blocList[j].x = x; + _blocList[j].y = y; // always uncompressed - text_sprite_list[j].type = type | RDSPR_NOCOMPRESSION; + _blocList[j].type = type | RDSPR_NOCOMPRESSION; return j + 1; } -void Print_text_blocs(void) { +void FontRenderer::printTextBlocs(void) { //called by build_display _frameHeader *frame; @@ -572,19 +510,19 @@ void Print_text_blocs(void) { uint32 j; for (j = 0; j < MAX_text_blocs; j++) { - if (text_sprite_list[j].text_mem) { - frame = (_frameHeader*) text_sprite_list[j].text_mem->ad; + if (_blocList[j].text_mem) { + frame = (_frameHeader*) _blocList[j].text_mem->ad; - spriteInfo.x = text_sprite_list[j].x; - spriteInfo.y = text_sprite_list[j].y; + spriteInfo.x = _blocList[j].x; + spriteInfo.y = _blocList[j].y; spriteInfo.w = frame->width; spriteInfo.h = frame->height; spriteInfo.scale = 0; spriteInfo.scaledWidth = 0; spriteInfo.scaledHeight = 0; - spriteInfo.type = text_sprite_list[j].type; + spriteInfo.type = _blocList[j].type; spriteInfo.blend = 0; - spriteInfo.data = text_sprite_list[j].text_mem->ad + sizeof(_frameHeader); + spriteInfo.data = _blocList[j].text_mem->ad + sizeof(_frameHeader); spriteInfo.colourTable = 0; rv = DrawSprite(&spriteInfo); @@ -594,20 +532,22 @@ void Print_text_blocs(void) { } } -void Kill_text_bloc(uint32 bloc_number) { +void FontRenderer::killTextBloc(uint32 bloc_number) { //back to real bloc_number--; - if (text_sprite_list[bloc_number].text_mem) { + if (_blocList[bloc_number].text_mem) { // release the floating memory and mark it as free - memory.freeMemory(text_sprite_list[bloc_number].text_mem); - text_sprite_list[bloc_number].text_mem = 0; + memory.freeMemory(_blocList[bloc_number].text_mem); + _blocList[bloc_number].text_mem = 0; } else { // illegal kill - stop the system Con_fatal_error("closing closed text bloc number %d", bloc_number); } } +// 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 & @@ -619,7 +559,7 @@ void Kill_text_bloc(uint32 bloc_number) { #define SAVE_LINE_NO 1 -void InitialiseFontResourceFlags(void) { +void Sword2Engine::initialiseFontResourceFlags(void) { uint8 *textFile, *textLine; uint8 language; @@ -644,7 +584,7 @@ void InitialiseFontResourceFlags(void) { language = DEFAULT_TEXT; // Set the game to use the appropriate fonts - InitialiseFontResourceFlags(language); + initialiseFontResourceFlags(language); // Get the game name for the windows application @@ -671,22 +611,22 @@ void InitialiseFontResourceFlags(void) { // called from the above function, and also from console.cpp -void InitialiseFontResourceFlags(uint8 language) { +void Sword2Engine::initialiseFontResourceFlags(uint8 language) { switch (language) { case FINNISH_TEXT: // special Finnish fonts - speech_font_id = FINNISH_SPEECH_FONT_ID; - controls_font_id = FINNISH_CONTROLS_FONT_ID; - red_font_id = FINNISH_RED_FONT_ID; + _speechFontId = FINNISH_SPEECH_FONT_ID; + _controlsFontId = FINNISH_CONTROLS_FONT_ID; + _redFontId = FINNISH_RED_FONT_ID; break; case POLISH_TEXT: // special Polish fonts - speech_font_id = POLISH_SPEECH_FONT_ID; - controls_font_id = POLISH_CONTROLS_FONT_ID; - red_font_id = POLISH_RED_FONT_ID; + _speechFontId = POLISH_SPEECH_FONT_ID; + _controlsFontId = POLISH_CONTROLS_FONT_ID; + _redFontId = POLISH_RED_FONT_ID; break; default: // DEFAULT_TEXT - regular fonts - speech_font_id = ENGLISH_SPEECH_FONT_ID; - controls_font_id = ENGLISH_CONTROLS_FONT_ID; - red_font_id = ENGLISH_RED_FONT_ID; + _speechFontId = ENGLISH_SPEECH_FONT_ID; + _controlsFontId = ENGLISH_CONTROLS_FONT_ID; + _redFontId = ENGLISH_RED_FONT_ID; break; } } |