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authorTorbjörn Andersson2003-11-03 07:47:42 +0000
committerTorbjörn Andersson2003-11-03 07:47:42 +0000
commitb3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea (patch)
treedf5851f12ebb885d05db421078980e122698243e /sword2/maketext.cpp
parent0ece8aab8b03e0aead5f18e33797ec85294bf158 (diff)
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The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
Diffstat (limited to 'sword2/maketext.cpp')
-rw-r--r--sword2/maketext.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp
index 4d11be3975..5ebb58eb62 100644
--- a/sword2/maketext.cpp
+++ b/sword2/maketext.cpp
@@ -54,7 +54,7 @@
#include "sword2/header.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
-#include "sword2/protocol.h" // for FetchFrameHeader()
+#include "sword2/protocol.h" // for fetchFrameHeader()
#include "sword2/resman.h"
#include "sword2/sword2.h"
@@ -94,7 +94,7 @@ mem* FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, u
// 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
// and get the no of lines involved
@@ -107,7 +107,7 @@ mem* FontRenderer::makeTextSprite(uint8 *sentence, uint16 maxWidth, uint8 pen, u
textSprite = buildTextSprite(sentence, fontRes, pen, (LineInfo *) line->ad, noOfLines);
// free up the lineInfo array now
- memory.freeMemory(line);
+ memory->freeMemory(line);
return textSprite;
}
@@ -220,7 +220,7 @@ mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, L
// allocate memory for sprite, and lock it ready for use
// NB. 'textSprite' is the given pointer to the handle to be used
- textSprite = memory.allocMemory(sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite);
+ textSprite = memory->allocMemory(sizeof(_frameHeader) + sizeOfSprite, MEM_locked, UID_text_sprite);
// the handle (*textSprite) now points to UNMOVABLE memory block
// set up the frame header
@@ -244,7 +244,7 @@ mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, L
memset(linePtr, NO_COL, sizeOfSprite);
// open font file
- charSet = res_man.open(fontRes);
+ charSet = res_man->openResource(fontRes);
// fill sprite with characters, one line at a time
@@ -278,10 +278,10 @@ mem* FontRenderer::buildTextSprite(uint8 *sentence, uint32 fontRes, uint8 pen, L
}
// close font file
- res_man.close(fontRes);
+ res_man->closeResource(fontRes);
// unlock the sprite memory block, so it's movable
- memory.floatMemory(textSprite);
+ memory->floatMemory(textSprite);
return textSprite;
}
@@ -295,14 +295,14 @@ uint16 FontRenderer::charWidth(uint8 ch, uint32 fontRes) {
uint16 width;
// open font file
- charSet = res_man.open(fontRes);
+ charSet = res_man->openResource(fontRes);
// move to approp. sprite (header)
charFrame = findChar(ch, charSet);
width = charFrame->width;
// close font file
- res_man.close(fontRes);
+ res_man->closeResource(fontRes);
// return its width
return width;
@@ -317,14 +317,14 @@ uint16 FontRenderer::charHeight(uint32 fontRes) {
uint16 height;
// open font file
- charSet = res_man.open(fontRes);
+ charSet = res_man->openResource(fontRes);
// 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
- res_man.close(fontRes);
+ res_man->closeResource(fontRes);
// return its height
return height;
@@ -338,7 +338,7 @@ _frameHeader* FontRenderer::findChar(uint8 ch, uint8 *charSet) {
if (ch < FIRST_CHAR)
ch = DUD;
- return FetchFrameHeader(charSet, ch - FIRST_CHAR);
+ return g_sword2->fetchFrameHeader(charSet, ch - FIRST_CHAR);
}
// Copies a character sprite from 'charPtr' to the sprite buffer at 'spritePtr'
@@ -538,7 +538,7 @@ void FontRenderer::killTextBloc(uint32 bloc_number) {
if (_blocList[bloc_number].text_mem) {
// release the floating memory and mark it as free
- memory.freeMemory(_blocList[bloc_number].text_mem);
+ memory->freeMemory(_blocList[bloc_number].text_mem);
_blocList[bloc_number].text_mem = 0;
} else {
// illegal kill - stop the system
@@ -564,14 +564,14 @@ void Sword2Engine::initialiseFontResourceFlags(void) {
uint8 language;
// open the text resource
- textFile = res_man.open(TEXT_RES);
+ textFile = res_man->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;
+ textLine = fetchTextLine(textFile, SAVE_LINE_NO) + 2;
// "talenna" Finnish for "save"
// "zapisz" Polish for "save"
@@ -590,10 +590,10 @@ void Sword2Engine::initialiseFontResourceFlags(void) {
// Get the text line - skip the 2 chars containing the wavId
- if (g_sword2->_features & GF_DEMO)
- textLine = FetchTextLine(textFile, 451) + 2;
+ if (_features & GF_DEMO)
+ textLine = fetchTextLine(textFile, 451) + 2;
else
- textLine = FetchTextLine(textFile, 54) + 2;
+ textLine = fetchTextLine(textFile, 54) + 2;
// According to the GetNameFunction(), which was never called and has
// therefore been removed, the name of the game is:
@@ -606,7 +606,7 @@ void Sword2Engine::initialiseFontResourceFlags(void) {
g_display->setWindowName((char *) textLine);
// now ok to close the text file
- res_man.close(TEXT_RES);
+ res_man->closeResource(TEXT_RES);
}
// called from the above function, and also from console.cpp