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diff --git a/engines/wintermute/BFont.cpp b/engines/wintermute/BFont.cpp
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+/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "dcgf.h"
+#include "BFont.h"
+#include "BFontBitmap.h"
+#include "BParser.h"
+#include "BFileManager.h"
+#include "BFontTT.h"
+#include "BGame.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+IMPLEMENT_PERSISTENT(CBFont, false)
+
+//////////////////////////////////////////////////////////////////////
+CBFont::CBFont(CBGame *inGame): CBObject(inGame) {
+
+}
+
+
+//////////////////////////////////////////////////////////////////////
+CBFont::~CBFont() {
+}
+
+
+//////////////////////////////////////////////////////////////////////
+void CBFont::DrawText(byte *text, int x, int y, int width, TTextAlign align, int max_height, int MaxLenght) {
+}
+
+
+//////////////////////////////////////////////////////////////////////
+int CBFont::GetTextHeight(byte *text, int width) {
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////
+int CBFont::GetTextWidth(byte *text, int MaxLenght) {
+ return 0;
+}
+
+/*
+//////////////////////////////////////////////////////////////////////
+HRESULT CBFont::LoadFile(char * Filename)
+{
+ BYTE* Buffer = Game->m_FileManager->ReadWholeFile(Filename);
+ if(Buffer==NULL){
+ Game->LOG(0, "CBFont::LoadFile failed for file '%s'", Filename);
+ return E_FAIL;
+ }
+
+ HRESULT ret;
+
+ m_Filename = new char [strlen(Filename)+1];
+ strcpy(m_Filename, Filename);
+
+ if(FAILED(ret = LoadBuffer(Buffer))) Game->LOG(0, "Error parsing FONT file '%s'", Filename);
+
+ delete [] Buffer;
+
+ return ret;
+}
+
+
+TOKEN_DEF_START
+ TOKEN_DEF (FONT)
+TOKEN_DEF_END
+//////////////////////////////////////////////////////////////////////
+HRESULT CBFont::LoadBuffer(byte * Buffer)
+{
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE (FONT)
+ TOKEN_TABLE_END
+
+ char* params;
+ int cmd;
+ CBParser parser(Game);
+
+ if(parser.GetCommand ((char**)&Buffer, commands, (char**)&params)!=TOKEN_FONT){
+ Game->LOG(0, "'FONT' keyword expected.");
+ return E_FAIL;
+ }
+ Buffer = (byte *)params;
+
+ while ((cmd = parser.GetCommand ((char**)&Buffer, commands, (char**)&params)) > 0)
+ {
+ switch (cmd)
+ {
+ case TOKEN_IMAGE:
+ surface_file = (char*)params;
+ break;
+
+ case TOKEN_TRANSPARENT:
+ parser.ScanStr(params, "%d,%d,%d", &r, &g, &b);
+ custom_trans = true;
+ break;
+ }
+
+
+ }
+ if (cmd == PARSERR_TOKENNOTFOUND){
+ Game->LOG(0, "Syntax error in FONT definition");
+ return E_FAIL;
+ }
+
+ return S_OK;
+}
+*/
+
+//////////////////////////////////////////////////////////////////////////
+int CBFont::GetLetterHeight() {
+ return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFont::Persist(CBPersistMgr *PersistMgr) {
+
+ CBObject::Persist(PersistMgr);
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBFont *CBFont::CreateFromFile(CBGame *Game, char *Filename) {
+ if (IsTrueType(Game, Filename)) {
+ CBFontTT *Font = new CBFontTT(Game);
+ if (Font) {
+ if (FAILED(Font->LoadFile(Filename))) {
+ delete Font;
+ return NULL;
+ }
+ }
+ return Font;
+ } else {
+ CBFontBitmap *Font = new CBFontBitmap(Game);
+ if (Font) {
+ if (FAILED(Font->LoadFile(Filename))) {
+ delete Font;
+ return NULL;
+ }
+ }
+ return Font;
+ }
+}
+
+
+TOKEN_DEF_START
+TOKEN_DEF(FONT)
+TOKEN_DEF(TTFONT)
+TOKEN_DEF_END
+//////////////////////////////////////////////////////////////////////////
+bool CBFont::IsTrueType(CBGame *Game, char *Filename) {
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE(FONT)
+ TOKEN_TABLE(TTFONT)
+ TOKEN_TABLE_END
+
+
+ byte *Buffer = Game->m_FileManager->ReadWholeFile(Filename);
+ if (Buffer == NULL) return false;
+
+ byte *WorkBuffer = Buffer;
+
+ char *params;
+ CBParser parser(Game);
+
+ bool Ret = false;
+ if (parser.GetCommand((char **)&WorkBuffer, commands, (char **)&params) == TOKEN_TTFONT)
+ Ret = true;
+
+ delete [] Buffer;
+ return Ret;
+}
+
+} // end of namespace WinterMute